Asymmetric Limb Muscle StiffnessNCT06544239
Virtual Reality Asymmetric Training of Technology And Tactics for Professional Basketball Players
A study testing Virtual reality basketball asymmetric training and Traditional basketball asymmetric training in people with Asymmetric Limb Muscle Stiffness and Recovery, Psychological, run by Universiti Putra Malaysia at 1 site in China.
Trial summary
This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices. Read more about this study
- Who is it for?
- Ages 17 to 29 yearsHealthy volunteers can take part
- Conditions the study is for
- Asymmetric Limb Muscle Stiffness, Recovery, Psychological, Body Schema
- What is being tested?
- Virtual reality basketball asymmetric training and Traditional basketball asymmetric training
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 60 participants
- Where
- 1 siteChina
- Study dates
- 1 Jul 2024to 10 Oct 2024
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 17 to 29 years
- All sexes
- Healthy volunteers accepted
- Child, Adult
Who may be able to join
- Asymmetric limbs
- Psychological defects
- Joint stiffness
- Amyotrophic lateral sclerosis
Who cannot join
- Physically and mentally healthy individuals
- Schizophrenia patients
- Cognitive impairment patients
Trial locations and contacts
1 site in 1 country.
About this study
Official title: Virtual Reality Basketball Asymmetric Training
This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices.
Read the detailed description
The experimental conclusion of this study was obtained by comparing virtual reality basketball asymmetric training with traditional basketball asymmetric training (using cRCT random experimental grouping)
- Being tested
- Virtual reality basketball asymmetric training, Traditional basketball asymmetric training
- Keywords
- Virtual Reality Training, Physical, Recovery, Sports Psychology, Skill
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual reality basketball asymmetric trainingBehavioural
This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training
Traditional basketball asymmetric trainingBehavioural
This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training
| Study group | Role | What they receive |
|---|---|---|
| Virtual reality basketball asymmetric training | Experimental | Not described Receives: Behavioral: Virtual reality basketball asymmetric training |
| Traditional basketball asymmetric training | Experimental | Not described Receives: Behavioral: Traditional basketball asymmetric training |
What is being measured
The primary outcome is the main question the study is designed to answer.
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores of complex technical abilities in terms of professional basketball players' dribbling, driving, passing, and rebounding in China.
This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Completion Rate (0/100 points) Technical Connection Rate (0/100 points)
Measured: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball players
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical rate of complex technical abilities in terms of professional basketball players' shooting, layup and defensive in China.
This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Accuracy Rate (%) Technology Success Rate (%)
Measured: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball Players
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores level of tactical abilities in terms of professional basketball players' 3-man organized offense, 3-man organized defense, 4-man organized offense, 4-man organized defense, 5-man organized offense and 5-man organized defense in China.
This study used DJ Osmo Action 3 camera and Dartfish software to capture, measure, and analyze the basketball tactical execution process of the experimental subjects. The specific measurements are listed below: Tactical Completion Rate (0/100 points) Tactical Connection (0/100 points) Tactical Decision-making Ability (0/100 points) Tactical Selection Accuracy (0/100 points) Tactical SuccessRate (0/100 points)
Measured: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted9 Aug 2024
- Study start1 Jul 2024
- Primary completion1 Oct 2024 (estimated)
- Study completion10 Oct 2024 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Asymmetric Limb Muscle StiffnessStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Health services research
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Experimental Group (virtual reality training) \& Control Group (traditional training)
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 60 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Universiti Putra Malaysia
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Man Yuan, Universiti Putra Malaysia
- Investigators
- Soh Kim Geok, Professor, Study chair, Universiti Putra Malaysia Research Institute Branch
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06544239
- Sponsor's protocol ID
- University Putra Malaysia FPP
- Status last verified
- Aug 2024
- First submitted
- 6 Jul 2024
- Last updated
- 9 Aug 2024
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Study at a glance
From the registry record, last updated by the sponsor on 9 Aug 2024. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Virtual Reality Basketball Asymmetric Training
- ClinicalTrials.gov ID
- NCT06544239
- Acronym / sponsor ID
- University Putra Malaysia FPP
- Keywords
- Virtual Reality Training, Physical, Recovery, Sports Psychology, Skill
- Study type
- Interventional
- Recruitment status
- Unknown status
- Enrolment
- 60 participants (estimated)
- Lead sponsor
- Universiti Putra MalaysiaUniversity, hospital or other
- Study start
- 1 Jul 2024 (actual)
- Primary completion
- 1 Oct 2024 (estimated)
- Study completion
- 10 Oct 2024 (estimated)
- First posted
- 9 Aug 2024 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices.
Detailed description
The experimental conclusion of this study was obtained by comparing virtual reality basketball asymmetric training with traditional basketball asymmetric training (using cRCT random experimental grouping)
Study design
- Primary purpose
- Health services research
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 2
- Model description
- Experimental Group (virtual reality training) \& Control Group (traditional training)
| Arm | Type | Receives |
|---|---|---|
| Virtual reality basketball asymmetric training | Experimental | Behavioral: Virtual reality basketball asymmetric training |
| Traditional basketball asymmetric training | Experimental | Behavioral: Traditional basketball asymmetric training |
Who may qualify
- Ages
- 17 to 29 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult
Key inclusion criteria (4 listed)
- Asymmetric limbs
- Psychological defects
- Joint stiffness
- Amyotrophic lateral sclerosis
Key exclusion criteria (3 listed)
- Physically and mentally healthy individuals
- Schizophrenia patients
- Cognitive impairment patients
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Virtual reality basketball asymmetric trainingThis study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training | Behavioural | Virtual reality basketball asymmetric training |
| Traditional basketball asymmetric trainingThis study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training | Behavioural | Traditional basketball asymmetric training |
Primary outcome
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players
Time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores of complex technical abilities in terms of professional basketball players' dribbling, driving, passing, and rebounding in China. This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Completion Rate (0/100 points) Technical Connection Rate (0/100 points)
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball players
Time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical rate of complex technical abilities in terms of professional basketball players' shooting, layup and defensive in China. This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Accuracy Rate (%) Technology Success Rate (%)
Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball Players
Time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores level of tactical abilities in terms of professional basketball players' 3-man organized offense, 3-man organized defense, 4-man organized offense, 4-man organized defense, 5-man organized offense and 5-man organized defense in China. This study used DJ Osmo Action 3 camera and Dartfish software to capture, measure, and analyze the basketball tactical execution process of the experimental subjects. The specific measurements are listed below: Tactical Completion Rate (0/100 points) Tactical Connection (0/100 points) Tactical Decision-making Ability (0/100 points) Tactical Selection Accuracy (0/100 points) Tactical SuccessRate (0/100 points)
Results and safety
Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 9 Aug 2024.
- Individual participant dataSharing planned: Undecided
Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Soh Kim Geok, Professor study chair
Universiti Putra Malaysia Research Institute Branch
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Virtual reality basketball asymmetric training and Traditional basketball asymmetric training in people with Asymmetric Limb Muscle Stiffness and Recovery, Psychological, run by Universiti Putra Malaysia at 1 site in China.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 4 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: status not confirmed, as of the sponsor's last update on 9 Aug 2024. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in China. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
Results are not available in the source record.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players (time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 9 Aug 2024.