Full-Immersive Virtual Reality for Lower Limb Strength and Balance in Children With Hemiplegic Cerebral Palsy

NCT07792278 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 30

Last updated 2026-08-28

No results posted yet for this study

Summary

Hemiplegic cerebral palsy (HCP) is a neurological disorder that affects one side of the body, resulting in muscle weakness and impaired balance. Virtual reality (VR) is a promising tool in pediatric rehabilitation due to its engaging and interactive nature. Aim: To investigate the effect of VR on lower-limb muscle strength and balance in children with HCP. Methods:30 children with HCP aged 7-10 years were randomly allocated to two equal groups. The control group received a selected physical therapy program, whereas the study group received the same program combined with fully immersive VR training. The total treatment period was 8 weeks. Lower-limb muscle strength was assessed using a Lafayette hand-held dynamometer. The Five Times Sit-to-Stand Test was used to assess functional lower-limb strength, and the Pediatric Balance Scale was used to assess balance.

Conditions

  • Hemiplegic Cerebral Palsy

Interventions

OTHER

A selected physical therapy program

A selected physical therapy program based on NDT principles according to for 60 minutes, 3 times/week for 6 successive weeks including the following exercises: strengthening exercises, stretching exercises, facilitation of postural reactions from standing position including: standing on one leg, weight shifting from standing position, stoop and recover from standing, squat from standing, standing on balance board and pushing the child in different directions and gait training activities for correction of gait pattern including: walking on balance beam, walking on balance board, walking on uneven surface, walking using different obstacles (rolls, wedges, stepper) and walking up and down stairs

OTHER

Fully Immersive Virtual Reality

Children in the study group only were given the same selected program as the control group, along with VR training using two interactive VRapeutic therapeutic games. Viblio, and Garden Do modules were chosen for their focus on functional, engaging virtual tasks that require movement and balance. VR sessions were conducted for 20-30 minutes each, three times weekly, across 8-week duration. The equipment included VRapeutic immersive rehabilitation system (VRapeutic Inc.); Lenovo IdeaPad 110 laptop (Intel Core i5-6200U CPU, 16 GB RAM, AMD Radeon R5 M430 GPU) running the VRapeutic software (developed with Unity™ 2019.4.40f1 LTS), Oculus Quest 2 VR headset (head-mounted display with 1440×1600 resolution per eye and a 96°×94° field of view), and two Oculus Touch handheld controllers, LED screen (43") was also used to guide the session

Sponsors & Collaborators

  • Adly A Adam

    lead OTHER

Principal Investigators

  • Gehan H El-Meniawy, Professor · Cairo University; Faculty of Physical Therapy

Study Design

Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
QUADRUPLE
Model
PARALLEL

Eligibility

Min Age
7 Years
Max Age
10 Years
Sex
ALL
Healthy Volunteers
No

Timeline & Regulatory

Start
2024-05-10
Primary Completion
2026-03-01
Completion
2026-06-30

Countries

  • Egypt

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT07792278 on ClinicalTrials.gov