HealthyNCT07039136
Virtual Reality Mirrors Therapy Usability
A study testing Virtual Reality Mirror Therapy and Conventional Mirror Therapy in people with Healthy and Stroke, run by Abant Izzet Baysal University at 2 sites in Turkey (Türkiye).
Trial summary
Mirror therapy has been shown to support motor recovery by stimulating neural mechanisms through visual feedback. Recent technological advancements, particularly in virtual reality (VR), have enabled the development of more immersive and interactive rehabilitation tools. Read more about this study
- Who is it for?
- Ages 18 to 60 yearsHealthy volunteers can take part
- What is being tested?
- Virtual Reality Mirror Therapy and Conventional Mirror Therapy
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 172 participants
- Where
- 2 sitesTurkey (Türkiye)
- Study dates
- 28 Jun 2025to 30 Nov 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
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 18 to 60 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- Stereo acuity score of 3552 arc/sec in the Titmus Fly Test
- No prior virtual reality experience
Who cannot join
- Severe sensory impairments (vision or hearing)
- Being diagnosed with neurological disorders
Trial locations and contacts
2 sites in 1 country. Contact the study team or a site near you to ask about taking part.
Turkey (Türkiye)2 sites, 2 recruiting
- Recruiting
Faculty of Health Sciences Bolu Abant Izzet Baysal University
Bolu, Merkez, 14100
Ramazan Kurul, Ph.D, +905436414731, ramazankurul2@hotmail.com
Ramazan Kurul, Ph.D
- Recruiting
Bolu Abant Izzet Baysal University Department of Physiotherapy and Rehabilitation
Bolu, 14300
ramazan kurul, Phd, +905436414731, ramazankurul2@hotmail.com
ramazan kurul, Phd
About this study
Official title: Feasibility and Usability of Immersive VR Mirror Therapy for Upper Limb Rehabilitation
Mirror therapy has been shown to support motor recovery by stimulating neural mechanisms through visual feedback. Recent technological advancements, particularly in virtual reality (VR), have enabled the development of more immersive and interactive rehabilitation tools. This study focuses on evaluating the usability of a novel, Leap Motion-based Virtual Reality Mirror Therapy (VRMT) system designed to enhance upper limb rehabilitation in stroke patients by combining traditional mirror therapy principles with engaging, gamified digital environments.
Read the detailed description
The VRMT system was developed to provide a low-cost, sensor-based rehabilitation tool that enables stroke survivors to engage in interactive upper limb exercises. Utilizing the Leap Motion sensor for real-time hand tracking, the system projects mirrored movements of the unaffected limb onto a virtual representation of the affected limb, reinforcing motor learning and neuroplasticity. The system includes multiple gamified tasks that simulate functional hand and arm movements within a virtual environment. Participants with subacute or chronic stroke used the system across several sessions, after which usability and user experience were assessed using standardized tools such as the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). This approach allows for detailed feedback on comfort, satisfaction, interaction quality, and perceived effectiveness, contributing to future development and clinical integration of VR-based rehabilitation technologies.The aim of this study is to evaluate the usability, acceptability, and user experience of a Leap Motion-based Virtual Reality Mirror Therapy (VRMT) system designed to support upper limb rehabilitation in individuals with stroke. By integrating traditional mirror therapy principles with immersive virtual environments, the study seeks to determine the feasibility of using this system in clinical and home-based rehabilitation settings.
- Being tested
- Virtual Reality Mirror Therapy, Conventional Mirror Therapy, Sham Virtual Reality
- Keywords
- Virtual Reality, Mirror Therapy
- Medical subject headings
- Stroke
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual Reality Mirror TherapyOther
Participants will be seated on a chair with back support, their feet in contact with the ground, and both arms placed on a table. Data from participants' right forearms will be collected using Leap Motion tracking. In the virtual reality environment, both the original and mirrored forearms will be displayed within the participants' field of view.
The mirror therapy session will consist of two 15-minute segments with a 10-minute rest period in between. Activities to be practiced during the session will include wrist flexion and extension, forearm pronation and supination, finger flexion and extension, finger opposition movements, squeezing a cloth, grasping a round object, wiping a table, and object manipulation. The therapy program will follow a progression from simple to complex and functional movements throughout the session. Session will begin with basic exercises such as flexion and extension movements of the fingers, wrist, and elbow, with 10 repetitions for each movement.
Conventional Mirror TherapyOther
Participants will be seated on a chair with back support, their feet in contact with the ground, and both arms placed on a table. Activities to be practiced during the session will include wrist flexion and extension, forearm pronation and supination, finger flexion and extension, finger opposition movements, squeezing a cloth, grasping a round object, wiping a table, and object manipulation. The therapy program will follow a progression from simple to complex and functional movements throughout the session. Session will begin with basic exercises such as flexion and extension movements of the fingers, wrist, and elbow, with 10 repetitions for each movement.
Sham Virtual RealityOther
Participants will experience virtual environments while seated and wearing a virtual reality headset, without interacting with the environment. The sham mirror therapy session will consist of two 15-minute segments with a 10-minute rest period in between.
| Study group | Role | What they receive |
|---|---|---|
| Virtual Reality Mirror Therapy Group | Experimental | Participants will receive virtual reality mirror therapy using head-mounted devices. Receives: Other: Virtual Reality Mirror Therapy |
| Sham Group | Sham comparator | Participants will receive conventional mirror therapy with mirror box and then experience mirrored hand activities in virtual reality environment. Receives: Other: Conventional Mirror Therapy; Other: Sham Virtual Reality |
What is being measured
The primary outcome is the main question the study is designed to answer.
Simulator Sickness Questionnaire
"The SSQ evaluates 16 symptoms-including eye strain, nausea, sweating, and headache-using a four-point scale (none, mild, moderate, and severe). These symptoms are categorized into three overlapping subscales: nausea, oculomotor discomfort, and disorientation. Higher scores within each subscale reflect more intense experiences of simulator sickness. In military aviation contexts, a total SSQ score above 20 is typically interpreted as indicative of poor tolerance to simulation exposure. The total score generally ranges from 0 to 30, with higher scores indicating lower tolerance to simulated environments.
Measured: One hour
Secondary outcomes (4)
Presence Questionnaire
The PQ comprises four subscales: Involvement, Sensory Fidelity, Adaptation/Immersion, and Interface Quality. Participants respond to each item using a 5-phe total score generally ranges from 0 to 30, with higher scores indicating lower tolerance to simulated environments.oint Likert scale, reflecting their perceived experience in the virtual environment. The total score generally ranges from 24 to 168, with higher scores indicating better presence feeling in simulated environments.
Measured: One hour
Virtual Reality Sickness Questionnaire
The PQ comprises four subscales: Involvement, Sensory Fidelity, Adaptation/Immersion, and Interface Quality. Participants respond to each item using a 5-phe total score generally ranges from 0 to 30, with higher scores indicating lower tolerance to simulated environments.oint Likert scale, reflecting their perceived experience in the virtual environment. The total score generally ranges from 0 to 27, with higher scores indicates higher motion sickness feeling in simulated environments.
Measured: One hour
System Usability Scale
The System Usability Scale (SUS) is a 10-item instrument developed to rapidly assess the usability of various technological systems, including websites, software, hardware, and mobile devices. It employs a 5-point Likert scale and focuses primarily on user-perceived usability.A score of 68 is considered the average benchmark, with scores above this value indicating above-average usability, and scores below 68 reflecting below-average usability. Systems receiving the highest usability ratings fall into the A+ category, corresponding to the 96th to 100th percentile range.The total score generally ranges from 0 to 100, with higher scores indicates better usability..
Measured: One hour
Virtual Reality System Usability Questionnaire
The Virtual Reality System Usability Questionnaire (VRSUQ), which has been previously applied in VR usability research, will be employed to assess system functionality and ease of interaction. The questionnaire includes items covering system control, interface design, and overall satisfaction. Responses are provided on a 5 point Likert-type scale ranging from strongly disagree to strongly agree. Higher scores reflect greater perceived usability and a more favorable user experience with the virtual environment .The total score generally ranges from 9 to 45
Measured: One hour
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted26 Jun 2025
- Study start28 Jun 2025
- Primary completion30 Oct 2026 (estimated)
- Study completion30 Nov 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for HealthyStudies 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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Prospective parallel group with single-blinded design
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 172 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Abant Izzet Baysal University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Ramazan KURUL, Abant Izzet Baysal University
- Investigators
- ramazan kurul, Ph.D, Principal investigator, Abant Izzet Baysal University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07039136
- Sponsor's protocol ID
- AIBU-FTR-RK-11
- Status last verified
- Feb 2026
- First submitted
- 18 Jun 2025
- Last updated
- 5 Feb 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Yes: De-identified individual participant data (IPD) related to primary and secondary outcomes will be shared.IPD will be available 6 months after publication of the main study results. Data will be shared with qualified researchers affiliated with academic or medical institutions, upon request and subject to ethical approval or data use agreements if applicable.
Study at a glance
From the registry record, last updated by the sponsor on 5 Feb 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Feasibility and Usability of Immersive VR Mirror Therapy for Upper Limb Rehabilitation
- ClinicalTrials.gov ID
- NCT07039136
- Acronym / sponsor ID
- AIBU-FTR-RK-11
- Keywords
- Virtual Reality, Mirror Therapy
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 172 participants (estimated)
- Lead sponsor
- Abant Izzet Baysal UniversityUniversity, hospital or other
- Study start
- 28 Jun 2025 (actual)
- Primary completion
- 30 Oct 2026 (estimated)
- Study completion
- 30 Nov 2026 (estimated)
- First posted
- 26 Jun 2025 (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.
Mirror therapy has been shown to support motor recovery by stimulating neural mechanisms through visual feedback. Recent technological advancements, particularly in virtual reality (VR), have enabled the development of more immersive and interactive rehabilitation tools. This study focuses on evaluating the usability of a novel, Leap Motion-based Virtual Reality Mirror Therapy (VRMT) system designed to enhance upper limb rehabilitation in stroke patients by combining traditional mirror therapy principles with engaging, gamified digital environments.
Detailed description
The VRMT system was developed to provide a low-cost, sensor-based rehabilitation tool that enables stroke survivors to engage in interactive upper limb exercises. Utilizing the Leap Motion sensor for real-time hand tracking, the system projects mirrored movements of the unaffected limb onto a virtual representation of the affected limb, reinforcing motor learning and neuroplasticity. The system includes multiple gamified tasks that simulate functional hand and arm movements within a virtual environment. Participants with subacute or chronic stroke used the system across several sessions, after which usability and user experience were assessed using standardized tools such as the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). This approach allows for detailed feedback on comfort, satisfaction, interaction quality, and perceived effectiveness, contributing to future development and clinical integration of VR-based rehabilitation technologies.The aim of this study is to evaluate the usability, acceptability, and user experience of a Leap Motion-based Virtual Reality Mirror Therapy (VRMT) system designed to support upper limb rehabilitation in individuals with stroke. By integrating traditional mirror therapy principles with immersive virtual environments, the study seeks to determine the feasibility of using this system in clinical and home-based rehabilitation settings.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
- Model description
- Prospective parallel group with single-blinded design
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Mirror Therapy Group | Experimental | Other: Virtual Reality Mirror TherapyParticipants will receive virtual reality mirror therapy using head-mounted devices. |
| Sham Group | Sham comparator | Other: Conventional Mirror Therapy, Other: Sham Virtual RealityParticipants will receive conventional mirror therapy with mirror box and then experience mirrored hand activities in virtual reality environment. |
Who may qualify
- Ages
- 18 to 60 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (2 listed)
- Stereo acuity score of 3552 arc/sec in the Titmus Fly Test
- No prior virtual reality experience
Key exclusion criteria (2 listed)
- Severe sensory impairments (vision or hearing)
- Being diagnosed with neurological disorders
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 Mirror TherapyParticipants will be seated on a chair with back support, their feet in contact with the ground, and both arms placed on a table. Data from participants' right forearms will be collected using Leap Motion tracking. In the virtual reality environment, both the original and mirrored forearms will be displayed within the participants' field of view. The mirror therapy session will consist of two 15-minute segments with a 10-minute rest period in between. Activities to be practiced during the session will include wrist flexion and extension, forearm pronation and supination, finger flexion and extension, finger opposition movements, squeezing a cloth, grasping a round object, wiping a table, and object manipulation. The therapy program will follow a progression from simple to complex and functional movements throughout the session. Session will begin with basic exercises such as flexion and extension movements of the fingers, wrist, and elbow, with 10 repetitions for each movement. | Other | Virtual Reality Mirror Therapy Group |
| Conventional Mirror TherapyParticipants will be seated on a chair with back support, their feet in contact with the ground, and both arms placed on a table. Activities to be practiced during the session will include wrist flexion and extension, forearm pronation and supination, finger flexion and extension, finger opposition movements, squeezing a cloth, grasping a round object, wiping a table, and object manipulation. The therapy program will follow a progression from simple to complex and functional movements throughout the session. Session will begin with basic exercises such as flexion and extension movements of the fingers, wrist, and elbow, with 10 repetitions for each movement. | Other | Sham Group |
| Sham Virtual RealityParticipants will experience virtual environments while seated and wearing a virtual reality headset, without interacting with the environment. The sham mirror therapy session will consist of two 15-minute segments with a 10-minute rest period in between. | Other | Sham Group |
Primary outcome
Simulator Sickness Questionnaire
Time frame: One hour
"The SSQ evaluates 16 symptoms-including eye strain, nausea, sweating, and headache-using a four-point scale (none, mild, moderate, and severe). These symptoms are categorized into three overlapping subscales: nausea, oculomotor discomfort, and disorientation. Higher scores within each subscale reflect more intense experiences of simulator sickness. In military aviation contexts, a total SSQ score above 20 is typically interpreted as indicative of poor tolerance to simulation exposure. The total score generally ranges from 0 to 30, with higher scores indicating lower tolerance to simulated environments.
4 secondary outcomes
Presence Questionnaire
Time frame: One hour
Virtual Reality Sickness Questionnaire
Time frame: One hour
System Usability Scale
Time frame: One hour
Virtual Reality System Usability Questionnaire
Time frame: One hour
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 5 Feb 2026.
- Individual participant dataSharing planned: Yes. De-identified individual participant data (IPD) related to primary and secondary outcomes will be shared.IPD will be available 6 months after publication of the main study results. Data will be shared with qualified researchers affiliated with academic or medical institutions, upon request and subject to ethical approval or data use agreements if applicable.
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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.
ramazan kurul, Ph.D principal investigator
Abant Izzet Baysal University
2 sites in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Virtual Reality Mirror Therapy and Conventional Mirror Therapy in people with Healthy and Stroke, run by Abant Izzet Baysal University at 2 sites in Turkey (Türkiye).
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 2 inclusion and 2 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: looking for participants now, as of the sponsor's last update on 5 Feb 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 2 sites in Turkey (Türkiye). 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. Some participants in this study may receive a placebo. 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?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Ömer Pala, PhD (+90 532 797 57 16, omerosman.pala@ibu.edu.tr), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Simulator Sickness Questionnaire (time frame: One hour). 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 5 Feb 2026; AzTrials last refreshed its copy on 27 Oct 2026.