~10 spots leftby Sep 2025

Dance Therapy for Stroke

Recruiting in Palo Alto (17 mi)
Age: 18+
Sex: Any
Travel: May Be Covered
Time Reimbursement: Varies
Trial Phase: Academic
Recruiting
Sponsor: University of Illinois at Chicago
Must not be taking: Sedatives, Botox
Disqualifiers: Severe illness, Cardiovascular, Pulmonary, others
No Placebo Group

Trial Summary

What is the purpose of this trial?Neurological impairment is a devastating disease for patients and their families and a leading cause of adult disability. Traditional rehabilitative therapies can help regain motor function and ameliorate disability. However, health care reimbursed rehabilitation is usually provided for up to 6 months post stroke (3 months in form of inpatient therapy and 3 months in outpatient therapy). There are increasing community and other facilities offering rehabilitation in form of conventional, recreational and alternative (Yoga, Tai-chi) therapy. However, implementation of these conventional therapy techniques in individuals with neurological disorder impairments is tedious, resource-intensive, and costly, often requiring transportation of patients to specialized facilities. Based on recent evidence suggesting significant benefits of repetitive, task-orientated training, investigators propose to evaluate the feasibility of an alternative dance and gaming based virtual dance and gaming based therapy to improve overall physical function of community-dwelling individuals with neurological impairments, compared to conventional therapeutic rehabilitation. This pilot study aims to systematically obtain pilot data on compliance and efficacy as well as performing power analysis and sample size calculation for developing it into a randomized controlled trial for extramural funding purposes. The objective of the study is to determine the safety, feasibility, compliance and efficacy of an alternative dance and gaming-based virtual gaming therapy to improve overall physical function of community-dwelling individuals with neurologically impairment and compare it to that of conventional rehabilitation and also to determine the gains in community participation and integration with longer-term compliance to the dance and gaming -based intervention.
Will I have to stop taking my current medications?

The trial does not specify if you need to stop taking your current medications. However, if you have Parkinson's disease, your medication use should be stable.

What data supports the effectiveness of the treatment Virtual-reality based dance training for stroke rehabilitation?

Research shows that virtual reality (VR) and interactive video gaming can help improve motor function and daily activities in stroke patients. Additionally, VR-based physical therapy has been effective in improving balance, gait, and motor function in patients with motor deficits, suggesting potential benefits for stroke rehabilitation.

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Is dance therapy using virtual reality safe for stroke patients?

Virtual reality games, like Wii Sports®, have been used safely as part of stroke rehabilitation, providing motivation and enjoyment during exercise without reported safety concerns.

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How is virtual-reality based dance training different from other stroke treatments?

Virtual-reality based dance training is unique because it uses interactive video gaming to make rehabilitation more engaging and enjoyable, which can improve motivation and compliance compared to traditional therapies. This approach allows patients to practice movements in a simulated environment, potentially enhancing motor and cognitive recovery.

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Eligibility Criteria

This trial is for adults aged 18-90 with a history of stroke, Parkinson's disease, or Multiple Sclerosis. They must be able to stand and walk (with aids if necessary), follow instructions in English, and have sufficient cognitive function. Stroke patients need some upper limb function; Parkinson's patients should be on stable medication without severe fluctuations; MS patients can't have severe disability.

Inclusion Criteria

Able to follow instructions provided in English
I can stand and walk on my own or with help like a cane or walker.
I have had a neurological condition like stroke, Parkinson's, or MS for over 6 months.
+5 more

Exclusion Criteria

Uncontrolled hypertension (systolic blood pressure (SBP) > 165 mmHg and/or diastolic blood pressure (DBP) > 110 mmHg during resting)
I experience shortness of breath.
Participants unavailable for 12 weeks of participation
+10 more

Trial Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants receive virtual-reality based dance training for 6 weeks using the Kinect dance game

6 weeks
20 sessions (in-person)

Follow-up

Participants are monitored for safety and effectiveness after treatment

4 weeks

Long-term compliance monitoring

Participants' compliance and gains in community participation and integration are evaluated

12 weeks

Participant Groups

The study tests virtual-reality based dance training as an alternative therapy to improve physical function in individuals who've had a stroke. It compares the effectiveness of this innovative approach against conventional rehabilitation methods.
1Treatment groups
Experimental Treatment
Group I: Virtual-reality based dance groupExperimental Treatment1 Intervention
Virtual-reality based dance training - Participants received Virtual-reality based dance training for 6 weeks using the commercially available Kinect dance game (Microsoft Inc., Redmond, WA, U.S.A.) "Just Dance 3". The six week session consisted of 5 sessions/week, next two weeks of 3 sessions/week and last two weeks of 2 sessions/week, for a total of 20 sessions. Participants played on 10 songs for the first 2 weeks, progressing to 12 songs during the 3nd and 4th weeks with an addition of 2 more songs of their choice during the last two weeks. Participants played on alternating slow- and fast-paced songs (each maximum of 4 minutes in duration) with a five minutes break after a set of one slow and fast song.

Find a Clinic Near You

Research Locations NearbySelect from list below to view details:
University of Illinois at ChicagoChicago, IL
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Who Is Running the Clinical Trial?

University of Illinois at ChicagoLead Sponsor

References

Virtual reality in the rehabilitation of patients with stroke: an integrative review. [2020]To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke.
Cochrane review: virtual reality for stroke rehabilitation. [2022]Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed.
The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary. [2023]Virtual reality (VR) offers many opportunities for post-stroke rehabilitation. However, "VR" can refer to several types of computer-based rehabilitation systems. Since these systems may impact the feasibility and the efficacy of VR interventions, consistent terminology is important. In this study, we aimed to optimize the terminology for VR-based post-stroke rehabilitation by assessing whether and how review papers on this topic defined VR and what types of mixed reality systems were discussed. In addition, this review can inspire the use of consistent terminology for other researchers working with VR. We assessed the use of the term VR in review papers on post-stroke rehabilitation extracted from Scopus, Web of Science and PubMed. We also developed a taxonomy distinguishing 16 mixed reality systems based on three factors: immersive versus semi-immersive displays, the way in which real and virtual information is mixed, and the main input device. 64% of the included review papers (N = 121) explicitly defined VR and 33% of them described different subtypes of VR, with immersive and non-immersive VR as the most common distinction. The most frequently discussed input devices were motion-capture cameras and handheld devices, while regular 2D monitors were the most frequently mentioned output devices. Our analysis revealed that reviews on post-stroke VR rehabilitation did not or only broadly defined "VR" and did not focus on a specific system. Since the efficacy and feasibility of rehabilitation may depend on the specific system, we propose a new data-driven taxonomy to distinguish different systems, which is expected to facilitate communication amongst researchers and clinicians working with virtual reality.
Stroke patients' experiences with Wii Sports® during inpatient rehabilitation. [2016]Commercial virtual reality games have been used as adjunct therapy for stroke rehabilitation, mainly after patients have been discharged. The aim of this study was to explore stroke patients' experiences with Wii Sports® as a supplement to conventional occupational therapy in a controlled hospital setting.
Improved Balance, Gait, and Lower Limb Motor Function in a 58-Year-Old Man with Right Hemiplegic Traumatic Brain Injury Following Virtual Reality-Based Real-Time Feedback Physical Therapy. [2023]BACKGROUND This report presents the case of a 58-year-old man with right hemiplegia who improved his gait and lower limb motor function following virtual reality (VR)-based physical therapy. The use of augmented reality or VR-based technology is being increasingly used to support physical therapy in patients with motor deficits and to improve gait, and can be used in small hospitals and outpatient departments. CASE REPORT A 58-year-old man was diagnosed with left hemiplegia due to traumatic brain injury (TBI). He received 20 minutes of VR-based real-time feedback gait training and 30 minutes of general physical therapy, 5 times a week for 8 weeks. BioRescue was used for measurement of balance, GAITRite was used for measurement of gait, and Fugl-Meyer assessment was used for lower extremity motor function measurement. These were measured before the intervention and at 2, 4, 6, and 8 weeks after the intervention. After the intervention, center of pressure and limits of stability also increased. The affected step length, stride length, affected single support, and cadence were significantly increased after VR-based real-time feedback. Additionally, his lower extremity motor function score increased from 18 to 23 points. CONCLUSIONS This case report supports recent studies that have shown the value of VR-based methods as part of a physical therapy program in patients with problems with gait and motor function, including patients with stroke. VR-based real-time feedback showed favorable effects on rehabilitation following a TBI.
Sony PlayStation EyeToy elicits higher levels of movement than the Nintendo Wii: implications for stroke rehabilitation. [2016]Virtual reality (VR) is an emerging trend in stroke rehabilitation. VR gaming consoles in stroke intervention have been shown to increase motivation and enjoyment during exercise. The amount and intensity of movements elicited using these consoles are unknown.
Games for Rehabilitation: Wii-based Movement Therapy Improves Poststroke Movement Ability. [2015]Stroke is the leading cause of adult-acquired motor disability. The greatest impediments to poststroke rehabilitation are access and patient compliance. Wii-based Movement Therapy was developed as an alternative to conventional and virtual reality therapies to overcome issues of rehabilitation access, cost, and patient compliance. Its success is evident by high levels of re-engagement in the community post-therapy.
Immersive Virtual Reality to Improve Outcomes in Veterans With Stroke: Protocol for a Single-Arm Pilot Study. [2021]Over the last decade, virtual reality (VR) has emerged as a cutting-edge technology in stroke rehabilitation. VR is defined as a type of computer-user interface that implements real-time simulation of an activity or environment allowing user interaction via multiple sensory modalities. In a stroke population, VR interventions have been shown to enhance motor, cognitive, and psychological recovery when utilized as a rehabilitation adjunct. VR has also demonstrated noninferiority to usual care therapies for stroke rehabilitation.