About this trial
Goal: The clinical investigation involves the evaluation of the usability level of the VR system, sense of presence, and co-presence during the execution of various rehabilitation exercises through specific questionnaires.
Participant Population: The study will enroll 50 patients with shoulder musculoskeletal disorders will be enrolled
Main Questions:
* How does the integration of Virtual Reality (VR) in rehabilitation programs impact the usability of the system for patients with shoulder musculoskeletal disorders? * To what extent does the sense of presence experienced by patients using VR systems influence their motivation and adherence to rehabilitation exercises? * How do patients with shoulder musculoskeletal disorders perceive the co-presence in VR rehabilitation scenarios, and how does it affect their overall treatment experience?
Participant Tasks:
* Shoulder Physical Examination * Instructions to the patient on exercises to be performed using Oculus and selection of customizable settings on the VR app * Execution of the protocol developed for shoulder rehabilitation in a virtual environment * Evaluation of the usability of the VR system, sense of presence, and co-presence through different validated scales
Eligibility criteria
This trial accepts healthy volunteersQualifiers
Patients with shoulder musculoskeletal disorders
Patients aged 18-75 years
Patients who have signed informed consent
Disqualifiers
Patients with insufficient cognitive and language functions to follow instructions provided by clinicians and/or experimenters involved in the project
Patients who do exhibit impediments that could hinder the use of VR devices
Trial design
Single group
Treatments tested in this trial
Shoulder Physical Examination
Diagnostic testshoulder physical examination is conducted to assess the patient's musculoskeletal condition and to track progress throughout the rehabilitation phases
Shoulder Rehabilitation in a Virtual Environment
Procedure/SurgeryThe rehabilitation protocol for shoulder disorders is executed using a Virtual Reality (VR) system, where patients perform customized exercises tailored to their physical characteristics.
Usability assessment and presence and co-presence evaluation
Other interventionThe usability of the VR system, along with the sense of presence and co-presence during rehabilitation, is assessed using validated scales
Treatment groups
Trial outcomes
Primary outcomes
Change in Usability Level of the VR System Using the System Usability Scale (SUS)
The usability of the VR system during the execution of several rehabilitation exercises will be assessed using the System Usability Scale (SUS). The SUS is a widely used questionnaire that measures the overall usability of a system, based on a 10-item scale that assesses the ease of use, satisfaction, and functionality of the system from the user's perspective. Scores range from 0 to 100, with higher scores indicating better usability.
Secondary outcomes
Change in Sense of Presence Using the Igroup Presence Questionnaire (IPQ)
The sense of presence during the execution of rehabilitation exercises in the VR system will be assessed using the Igroup Presence Questionnaire (IPQ). The IPQ is a validated tool designed to measure the user's sense of immersion and involvement in a virtual environment. It includes multiple dimensions, such as spatial presence, engagement, and ecological validity, and provides insights into how "real" the virtual environment feels to the user.
Change in Co-Presence Using the Networked Minds Social Presence Inventory
Co-presence during the execution of rehabilitation exercises in the VR system will be assessed using the Networked Minds Social Presence Inventory. This inventory measures the user's perception of social interaction and the sense of being with others in a virtual environment. It evaluates factors such as interpersonal communication, social presence, and the degree to which users feel they share the virtual space with others.
Sponsors and contacts
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