About this trial
The purpose of this study is to evaluate a new virtual reality (VR)-based rehabilitation program designed to help individuals with traumatic brain injury (TBI) improve their walking abilities in real-world settings. By comparing immersive VR-assisted overground gait therapy to contemporary non-immersive, treadmill-based VR therapy (i.e., C-Mill), the investigators aim to determine its effectiveness in enhancing mobility and quality of life for TBI patients.
Eligibility criteria
This trial does not accept healthy volunteersQualifiers
Diagnosis: A confirmed diagnosis of traumatic brain injury (TBI), confirmed by the referring physician.
Cognitive Function: Mini-Mental State Examination (MMSE) score ≥ 24 or Montreal Cognitive Assessment (MoCA) score ≥ 20, indicating sufficient cognitive function to participate in the study.
Exercise Clearance: Approval from a physician for participation in exercise-based interventions.
Rehabilitation Need: Demonstrates a need for functional rehabilitation.
Disqualifiers
Participants with unstable medication regimens that could interfere with their participation in the study.
Any comorbidity that could interfere with walking or gait training.
Participation in VR-assisted gait training within the last 6 months.
Intolerance to virtual reality environments or motion simulation.
Trial design
Parallel
Treatments tested in this trial
C-Mill VR+ by Motek
DeviceParticipants perform treadmill-assisted walking while interacting with non-immersive, game-like environments displayed on screens attached to the treadmill.
Walk-over-Ground
DeviceThis intervention utilizes the HTC VIVE Focus Vision system for a realistic, fully immersive VR-assisted overground gait therapy. The immersive VR environment is designed to mimic real-world scenarios and challenges, enhancing the rehabilitation process by engaging patients in naturalistic gait activities.
Treatment groups
Trial outcomes
Primary outcomes
Step Count
FitBit tracks the number of steps (count) taken by participant.
Travel Distance
FitBit tracks the total distance (miles) travelled by participant.
Activity Zone Minutes
Fitbit calculates maximum heart rate (HR) from user age (Max HR = 220 - age) and defines Activity Zone thresholds based on percentages of max HR (Fat Burn 50-69%, Cardio/Peak \>70%). Activity Zone Minutes (AZMs) are an intensity-weighted measure of activity. AZM (count) is based on sustained heart rate over time: 1 AZM per minute in the Fat Burn Zone (50-69% max HR) and 2 AZMs per minute in the Cardio/Peak Zones (\>=70% max HR).
Secondary outcomes
10-Meter Walk Test
10MWT: Subjects will walk a distance of 10 meters at their normal pace while being timed, allowing assessment of gait speed and mobility. (5 minutes)
6-Minute Walk Test
6MWT: Subjects will walk for 6 minutes along a 30m track. Subjects may stop and rest as often as needed. Subject walking speed will be collected during the test to evaluate the rate of functional fatigue. (10 minutes)
Mini-Balance Evaluation Systems Test
Mini-BESTest: Subjects will complete 14 different tasks ranging from static standing to dynamic walking. All subjects will be guarded closely for safety to prevent falling. (15 minutes)
Timed Up and Go Test
TUG: Subjects will rise from a seated position, walk three meters, turn around, walk back to the chair, and sit down. This test is used to assess mobility, balance, walking ability, and fall risk. (5 minutes)
Other outcomes
Disability Rating Scale
DRS: Participants will complete a questionnaire assessing the level of disability and functional impairment. NOTE: Only applicable to TBI participants.
Quality of Life after Brain Injury
QoLIBRI: Participants will complete a questionnaire assessing the health-related quality of life specifically tailored for individuals recovering from brain injury.
Activities-specific Balance Confidence Scale
ABC: Participants will complete a questionnaire assessing perceived balance confidence during common daily activities.
Cybersickness in Virtual Reality Questionnaire
CSQ-VR: Assesses physical symptoms associated with VR exposure, including nausea, dizziness, disorientation, and fatigue.
Sponsors and contacts
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Indiana University
Lead sponsor
Indiana University Health
Collaborator