Cerebral PalsyMOCAPNCT07360171
Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities
An observational study of Cerebral Palsy and Cerebral Palsy (CP), run by Holland Bloorview Kids Rehabilitation Hospital at 1 site in Canada.
Trial summary
The overall goal of this study is to establish the clinical utility and accuracy of markerless motion captures systems for tracking therapy exercises and movement during game play. Specific aims are: 1. Read more about this study
- Who is it for?
- Ages 5 to 24 yearsHealthy volunteers can take part
- Conditions the study is for
- Cerebral Palsy, Cerebral Palsy (CP)
- What is being tested?
- Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities
- Type of treatment
- Medical device
- How many people
- 100 participants
- Where
- 1 siteCanada
- Study dates
- 1 Feb 2026to 31 Dec 2027
- Phase
- Observational
- 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 5 to 24 years
- All sexes
- Healthy volunteers accepted
- Child, Adult
Study population: Study population will include clients recruited through Holland Bloorview Kids Rehabilitation Hospital as well as through community postings
Who may be able to join
- Aged 5 to 24 years
- Sufficient motor skills to successfully play the game (i.e., able to lift hand above shoulder)
- Able to see and interact with the monitor - minimal visual or auditory impairments
- Willing to wear reflective stickers on skin and on tight fitting clothing
- Willing to wear athletic tape around arms and/or legs to secure loose clothing
- Mobility similar to GMFCS Levels I-III.
Who cannot join
- Any injury/disability that would make moderate exercise unsafe.
- History of epilepsy aggravated by screen time. For the latter, the child will be eligible to participate if they safely participated in 1 hour of TV/video games per week as reported by the parent.
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Canada1 site
Holland Bloorview Kids Rehabilitation Hospital
Toronto, Ontario, M4G 1R8
Selvi Sert, MEng, 416-425-6220 ext. 3109, ssert@hollandbloorview.ca
Alexander Hodge, BSc, 416-425-6220 ext. 3245, ahodge@hollandbloorview.ca
About this study
The overall goal of this study is to establish the clinical utility and accuracy of markerless motion captures systems for tracking therapy exercises and movement during game play. Specific aims are:
- To evaluate the accuracy of the kinematic metrics tracked by marker-less motion capture systems by comparing them to the gold standard marker-based Motion Analysis system.
- To assess agreement between exercise repetition counts and clinical assessment scores determined from data collected by the markerless motion capture systems compared to the gold standard marker-based Motion Analysis system and a trained clinician.
- To explore the extent to which kinematic metrics collected during gameplay (e.g. smoothness of movement, symmetry index) can discriminate different motor abilities.
- To understand children's perspectives on motion capture video games in the context of rehabilitation.
Read more
Participants will:
Perform active range of motion of each joint (3 repetitions, outside of the game environment) and rehabilitative movements within games developed at Holland Bloorview that target anatomical movements (e.g. shoulder abduction/adduction, shoulder flexion/extension, elbow flexion/extension, lateral trunk lean, hip flexion/extension, knee flexion/extension, trunk flexion/extension)
Play each mini game until 10 repetitions are made regarding the game objective or 2-minutes of game play is reached.
Read the detailed description
Problems in prenatal brain development or brain injury in infancy can cause cerebral palsy (CP), a non-progressive disorder associated with impaired movement, posture, and balance. CP is the most common motor disability in children affecting two to three children for every 1000 births.
Although CP is a permanent disability, occupational and physical therapy can be implemented to help improve motor function or manage the symptoms over time. However, access to these therapies can be limited by financial, time, and geographical constraints. This motivates interest in home-based rehabilitation programs. Several studies have evaluated the possibility of active video games (AVGs) to complement conventional in-person rehabilitation interventions and boost motivation in children. The user interacts with the environment within the AVG via different motion-tracking interfaces ranging in complexity from inertial measurement units (i.e. Wii control stick) to 3D depth sensors (i.e. Microsoft Kinect). From a meta-analysis conducted by Ren et al., AVGs have been found to enhance gross motor function for children with CP.
Given the individual rehabilitation goals and abilities of each child, AVGs are most effective when they can be calibrated to target specific body segments for motor skill development. Ideally, AVGs would adapt to the child's physical performance in the same way that a therapist observes a patient's progress and adjusts the intensity and frequency of the exercise. Data collected from technological systems, such as an optoelectronic motion tracking system, has the potential to follow changes in movement abilities to support progress tracking. Gold standard optoelectronic motion capture (e.g., Vicon, Motion Analysis) are too expensive for the home, but there are low-cost, commercial products that are practical for home use (e.g., Microsoft Kinect, Orbbec Persee). While the movement-tracking capabilities of these devices are sufficient to support game play, it is not known how accurately they track movements (i) during game play and (ii) for children with diverse motor skills and patterns. This information is pertinent to validate the use of low-cost optoelectronic, motion-tracking to (i) provide high quality feedback and support practice of therapy exercises (e.g. to what extent can these systems recognize and provide feedback on exercises in the same way that a therapist would?) and (2) track changes in motor performance (i.e. to what extent can these systems be used to accurately quantify and track changes in motor skills?)
To increase accessibility for a larger population of children with CP, a series of interactive video games have been created at the Possibility Engineering and Research Lab (PEARL), which tracks rehabilitation exercises and integrates these into gameplay. The video games, Bootle Blast (BB) and Bootle Boot Camp (BC), utilize a 3D depth sensor, the Orbbec Persee+. Bootle Blast has been successfully piloted by 4 children with CP over 12 weeks in their homes and used in clinics at Holland Bloorview Kids Rehabilitation Hospital since 2017. To date, body tracking has been used primarily to support children's interactions in the games. Its accuracy for tracking therapy exercises, potential to deliver high quality feedback, and validity for quantifying qualities of movement (e.g., reach envelope, smoothness of movement, movement trajectory) has yet to be established.
The overall goal of this study is to establish the clinical utility and accuracy of markerless motion captures systems (e.g. the Orbbec Persee+/Astra 2, Apple LiDAR, 2D cameras + body tracking software) for tracking therapy exercises and movement during game play.
- Conditions
- Cerebral Palsy, Cerebral Palsy (CP)
- Being tested
- Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities
- Keywords
- Home-Based Rehabilitation, Interactive Video Game Therapy, Gamified Rehabilitation, Digital Therapeutics, Tele-Rehabilitation, Active Video Gaming, Motion Analysis
- Medical subject headings
- Cerebral Palsy
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor AbilitiesDevice
Participants will play active video games by moving their bodies while their movements are tracked by different sensors.
| Study group | Role | What they receive |
|---|---|---|
| Primary Arm | Participants' sociodemographic data is collected prior to the active component of study session. During the active component, participants will play a collection on movement-based video games that target specific rehabilitation movements. While playing, participants' movements are captured using different technologies including 2D and 3D cameras and marker-based motion capture systems. The games will be played in a randomized order, and the motion data will be collected for the full duration. The participants will be able to rest as needed between each mini game. The overall active game play will be approximately 30 minutes with approximately 10 minutes of walking (3-8 passes on a 5m track for children who are able) and active range of movement measurements. Receives: Device: Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities |
What is being measured
The primary outcome is the main question the study is designed to answer.
Standardized Clinical Assessment: 30 Second Sit To Stand Test
A measurement that assesses functional lower extremity strength.
Measured: Baseline
Standardized Clinical Assessment - Five Times Sit to Stand Test
The Five Times Sit to Stand Test measures one aspect of transfer skill. The test provides a method to quantify functional lower extremity strength and/or identify movement strategies a patient uses to complete transitional movements.
Measured: Baseline
Standardized Clinical Assessment: Paediatric Reach Test
A modified form of the Functional Reach Test (FRT). The PRT measures side reaching as well as forward reaching in both sitting and standing positions.
Measured: Baseline
Standardized Clinical Assessment: Single Leg Stance Test
Used to assess static postural and balance control
Measured: Baseline
Standardized Clinical Assessment: Timed Up and Go
Assesses mobility, balance, walking ability, and fall risk
Measured: Baseline
Sensor Movement Tracking Data
Joint positions in X-Y-Z coordinate space.
Measured: Baseline
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted22 Jan 2026
- Study start1 Feb 2026 (estimated)
- Primary completion31 Dec 2027 (estimated)
- Study completion31 Dec 2027 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Cerebral PalsyStudies 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
- Observational
- Observational model
- Case only
- Time perspective
- Cross-sectional
- Enrolment
- 100 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Holland Bloorview Kids Rehabilitation Hospital
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
- Investigators
- Elaine Biddiss, PhD, Principal investigator, Holland Bloorview Kids Rehabilitation Hospital, Bloorview Research Institute
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07360171
- Sponsor's protocol ID
- 0551
- Acronym
- MOCAP
- Status last verified
- Jan 2026
- First submitted
- 14 Jan 2026
- Last updated
- 30 Jan 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 30 Jan 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities
- ClinicalTrials.gov ID
- NCT07360171
- Acronym / sponsor ID
- MOCAP / 0551
- Conditions
- Cerebral Palsy, Cerebral Palsy (CP)
- Keywords
- Home-Based Rehabilitation, Interactive Video Game Therapy, Gamified Rehabilitation, Digital Therapeutics, Tele-Rehabilitation, Active Video Gaming, Motion Analysis
- Study type
- Observational
- Recruitment status
- Not yet recruiting
- Enrolment
- 100 participants (estimated)
- Lead sponsor
- Holland Bloorview Kids Rehabilitation HospitalUniversity, hospital or other
- Study start
- 1 Feb 2026 (estimated)
- Primary completion
- 31 Dec 2027 (estimated)
- Study completion
- 31 Dec 2027 (estimated)
- First posted
- 22 Jan 2026 (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.
The overall goal of this study is to establish the clinical utility and accuracy of markerless motion captures systems for tracking therapy exercises and movement during game play. Specific aims are:
- To evaluate the accuracy of the kinematic metrics tracked by marker-less motion capture systems by comparing them to the gold standard marker-based Motion Analysis system.
- To assess agreement between exercise repetition counts and clinical assessment scores determined from data collected by the markerless motion capture systems compared to the gold standard marker-based Motion Analysis system and a trained clinician.
- To explore the extent to which kinematic metrics collected during gameplay (e.g. smoothness of movement, symmetry index) can discriminate different motor abilities.
- To understand children's perspectives on motion capture video games in the context of rehabilitation.
Participants will:
Perform active range of motion of each joint (3 repetitions, outside of the game environment) and rehabilitative movements within games developed at Holland Bloorview that target anatomical movements (e.g. shoulder abduction/adduction, shoulder flexion/extension, elbow flexion/extension, lateral trunk lean, hip flexion/extension, knee flexion/extension, trunk flexion/extension)
Play each mini game until 10 repetitions are made regarding the game objective or 2-minutes of game play is reached.
Detailed description
Problems in prenatal brain development or brain injury in infancy can cause cerebral palsy (CP), a non-progressive disorder associated with impaired movement, posture, and balance. CP is the most common motor disability in children affecting two to three children for every 1000 births.
Although CP is a permanent disability, occupational and physical therapy can be implemented to help improve motor function or manage the symptoms over time. However, access to these therapies can be limited by financial, time, and geographical constraints. This motivates interest in home-based rehabilitation programs. Several studies have evaluated the possibility of active video games (AVGs) to complement conventional in-person rehabilitation interventions and boost motivation in children. The user interacts with the environment within the AVG via different motion-tracking interfaces ranging in complexity from inertial measurement units (i.e. Wii control stick) to 3D depth sensors (i.e. Microsoft Kinect). From a meta-analysis conducted by Ren et al., AVGs have been found to enhance gross motor function for children with CP.
Given the individual rehabilitation goals and abilities of each child, AVGs are most effective when they can be calibrated to target specific body segments for motor skill development. Ideally, AVGs would adapt to the child's physical performance in the same way that a therapist observes a patient's progress and adjusts the intensity and frequency of the exercise. Data collected from technological systems, such as an optoelectronic motion tracking system, has the potential to follow changes in movement abilities to support progress tracking. Gold standard optoelectronic motion capture (e.g., Vicon, Motion Analysis) are too expensive for the home, but there are low-cost, commercial products that are practical for home use (e.g., Microsoft Kinect, Orbbec Persee). While the movement-tracking capabilities of these devices are sufficient to support game play, it is not known how accurately they track movements (i) during game play and (ii) for children with diverse motor skills and patterns. This information is pertinent to validate the use of low-cost optoelectronic, motion-tracking to (i) provide high quality feedback and support practice of therapy exercises (e.g. to what extent can these systems recognize and provide feedback on exercises in the same way that a therapist would?) and (2) track changes in motor performance (i.e. to what extent can these systems be used to accurately quantify and track changes in motor skills?)
To increase accessibility for a larger population of children with CP, a series of interactive video games have been created at the Possibility Engineering and Research Lab (PEARL), which tracks rehabilitation exercises and integrates these into gameplay. The video games, Bootle Blast (BB) and Bootle Boot Camp (BC), utilize a 3D depth sensor, the Orbbec Persee+. Bootle Blast has been successfully piloted by 4 children with CP over 12 weeks in their homes and used in clinics at Holland Bloorview Kids Rehabilitation Hospital since 2017. To date, body tracking has been used primarily to support children's interactions in the games. Its accuracy for tracking therapy exercises, potential to deliver high quality feedback, and validity for quantifying qualities of movement (e.g., reach envelope, smoothness of movement, movement trajectory) has yet to be established.
The overall goal of this study is to establish the clinical utility and accuracy of markerless motion captures systems (e.g. the Orbbec Persee+/Astra 2, Apple LiDAR, 2D cameras + body tracking software) for tracking therapy exercises and movement during game play.
Study design
- Observational model
- Case only
- Time perspective
- Cross-sectional
- Number of arms
- 1
| Arm | Type | Receives |
|---|---|---|
| Primary Arm | – | Device: Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor AbilitiesParticipants' sociodemographic data is collected prior to the active component of study session. During the active component, participants will play a collection on movement-based video games that target specific rehabilitation movements. While playing, participants' movements are captured using different technologies including 2D and 3D cameras and marker-based motion capture systems. The games will be played in a randomized order, and the motion data will be collected for the full duration. The participants will be able to rest as needed between each mini game. The overall active game play will be approximately 30 minutes with approximately 10 minutes of walking (3-8 passes on a 5m track for children who are able) and active range of movement measurements. |
Who may qualify
- Ages
- 5 to 24 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult
- Study population
- Study population will include clients recruited through Holland Bloorview Kids Rehabilitation Hospital as well as through community postings
Key inclusion criteria (6 listed)
- Aged 5 to 24 years
- Sufficient motor skills to successfully play the game (i.e., able to lift hand above shoulder)
- Able to see and interact with the monitor - minimal visual or auditory impairments
- Willing to wear reflective stickers on skin and on tight fitting clothing
- Willing to wear athletic tape around arms and/or legs to secure loose clothing
Key exclusion criteria (2 listed)
- Any injury/disability that would make moderate exercise unsafe.
- History of epilepsy aggravated by screen time. For the latter, the child will be eligible to participate if they safely participated in 1 hour of TV/video games per week as reported by the parent.
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 |
|---|---|---|
| Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor AbilitiesParticipants will play active video games by moving their bodies while their movements are tracked by different sensors. | Device | Primary Arm |
Primary outcome
Standardized Clinical Assessment: 30 Second Sit To Stand Test
Time frame: Baseline
A measurement that assesses functional lower extremity strength.
Standardized Clinical Assessment - Five Times Sit to Stand Test
Time frame: Baseline
The Five Times Sit to Stand Test measures one aspect of transfer skill. The test provides a method to quantify functional lower extremity strength and/or identify movement strategies a patient uses to complete transitional movements.
Standardized Clinical Assessment: Paediatric Reach Test
Time frame: Baseline
A modified form of the Functional Reach Test (FRT). The PRT measures side reaching as well as forward reaching in both sitting and standing positions.
Standardized Clinical Assessment: Single Leg Stance Test
Time frame: Baseline
Used to assess static postural and balance control
Standardized Clinical Assessment: Timed Up and Go
Time frame: Baseline
Assesses mobility, balance, walking ability, and fall risk
Sensor Movement Tracking Data
Time frame: Baseline
Joint positions in X-Y-Z coordinate space.
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 30 Jan 2026.
- Individual participant dataSharing planned: No
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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.
Elaine Biddiss, PhD principal investigator
Holland Bloorview Kids Rehabilitation Hospital, Bloorview Research Institute
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Cerebral Palsy and Cerebral Palsy (CP), run by Holland Bloorview Kids Rehabilitation Hospital at 1 site in Canada.
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 6 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: opening soon, as of the sponsor's last update on 30 Jan 2026. 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 Canada. 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?
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 Selvi Sert, MEng (416-425-6220 ext. 3109, ssert@hollandbloorview.ca), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Standardized Clinical Assessment: 30 Second Sit To Stand Test (time frame: Baseline). The study lists 6 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 30 Jan 2026.