Exploring the Effectiveness of Sensor-based Balance Training on Patient Outcome Measures
NCT02777060 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 200
Last updated 2016-05-19
Summary
Explore the benefit of the game-based virtual reality system in improving lower extremity kinematics and balance in patients suffering from disease/disorders including Diabetes, Cancer, Multiple Sclerosis, Arthritis, Parkinson's disease, Cognitive Disorders, Brain Injury, Stroke or Frailty. A four to six weeks of training with 2 training session/week will be provided.
Conditions
- Diabetes
- Cancer
- Multiple Sclerosis
- Arthritis
- Parkinson's Disease
- Cognitive Disorders
- Brain Injury
- Stroke
Interventions
- PROCEDURE
-
Exergame
Subjects will perform progressive and computerized foot and ankle exercises which include weight shifting, ankle reaching task while standing, and virtual obstacle crossing task (i.e. balancing on single leg) using wearable sensors technology (Exergaming) equipment). Subjects will perform these exercises for 4-6 weeks, twice per week. The duration of exercise per session is anticipated to be 30-45 minutes.
- PROCEDURE
-
Home based balance training
Subjects in the control group will ask to perform a standard home based balance program for 4-6 weeks. The home based program includes similar exercise components as proposed in the experimental group, however without computerized feedback and Exergaming equipment.
Sponsors & Collaborators
-
University of Arizona
lead OTHER
Principal Investigators
-
Bijan Najafi, PhD · University of Arizona
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 18 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2014-09-30
- Primary Completion
- 2016-12-31
- Completion
- 2017-08-31
Countries
- United States
Study Locations
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