[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100626912":3},{"organization":4,"armGroups":7,"interventions":20,"overallOfficials":25,"centralContacts":29,"locations":38,"responsibleParty":55,"collaborators":57,"id":61,"slug":62,"hasResults":63,"nctId":64,"briefTitle":65,"officialTitle":65,"acronym":25,"eligibilityCriteria":66,"healthyVolunteers":63,"sex":67,"minAge":68,"maxAge":25,"enrollmentInfo":69,"targetDuration":25,"studyType":72,"phases":73,"briefSummary":75,"conditions":76,"keywords":79,"overallStatus":86,"whyStopped":25,"lastUpdateSubmitDate":87,"lastUpdatePostDateStruct":88,"startDateStruct":91,"completionDateStruct":93,"leadSponsor":95,"locationsCount":96},{"fullName":5,"class":6},"Reuth Rehabilitation Hospital","OTHER",[8,14],{"label":9,"type":10,"description":11,"interventionNames":12},"MyMove\u002FVR system","EXPERIMENTAL","The treatment system consists of two lightweight MyMove bands and Virtual-Reality (VR) gear. Proprietary software and content allow tracking of performance in real-time, with feedback to both the patient and treating - personnel.",[13],"Device: MyMove\u002FVR system",{"label":15,"type":16,"description":17,"interventionNames":18},"Passive VR","ACTIVE_COMPARATOR","Passive VR involves the use of a head-mounted display to present immersive audiovisual content (e.g., movies, 360-degree videos, or virtual environments) without requiring active engagement, task performance, or interaction with the virtual environment.",[19],"Device: Passive VR",[21,26],{"type":22,"name":9,"description":23,"armGroupLabels":24,"otherNames":25},"DEVICE","During each session, participants will engage in goal-directed motor exercises within an immersive VR environment delivered through a head-mounted display. Tasks are designed to promote range of motion, coordination, motor control, and functional movement. The system provides real-time visual and auditory feedback and adapts task difficulty based on individual performance and motor capacity.",[9],null,{"type":22,"name":15,"description":27,"armGroupLabels":28,"otherNames":25},"Participants in the control arm will receive immersive virtual reality exposure using a head-mounted display. The content will include movies, 360-degree videos, or virtual environments designed to provide audiovisual immersion without requiring active motor engagement or task performance.",[15],[30,35],{"name":31,"role":32,"phone":33,"phoneExt":25,"email":34},"Rachel Dankner, Prof.","CONTACT","+972-3-6383610","rachel.dankner@reuth.org.il",{"name":36,"role":32,"phone":33,"phoneExt":25,"email":37},"Marina Brozgol","marina.brozgol@reuth.org.il",[39],{"facility":40,"status":25,"city":41,"state":25,"zip":42,"country":43,"countryCode":44,"cosmosGeoPoint":45,"geoPoint":50,"contacts":51},"Reuth Rehabilitation Hospital - Tel Aviv","Tel Aviv","6772830","Israel","IL",{"type":46,"coordinates":47},"Point",[48,49],34.78057,32.08088,{"lat":49,"lon":48},[52,53],{"name":36,"role":32,"phone":33,"phoneExt":25,"email":37},{"name":31,"role":54,"phone":25,"phoneExt":25,"email":25},"PRINCIPAL_INVESTIGATOR",{"type":56,"investigatorFullName":25,"investigatorTitle":25,"investigatorAffiliation":25,"oldNameTitle":25,"oldOrganization":25},"SPONSOR",[58],{"name":59,"class":60},"6Degrees LTD","INDUSTRY","100626912","efficacy-and-safety-of-6degrees-mymove-interactive-virtual-reality-compared-to-passive-virtual-reality-in-subacute-stroke-and-traumatic-brain-injury-rehabilitation-a-randomized-controlled-trial-100626912",false,"NCT07441798","Efficacy and Safety of 6Degrees MyMove Interactive Virtual Reality Compared to Passive Virtual Reality in Subacute Stroke and Traumatic Brain Injury Rehabilitation: A Randomized Controlled Trial","Inclusion Criteria:\n\n1. Time since neurological event: At least 2 weeks post-stroke or post-head injury.\n2. Motor impairment: Upper extremities: Presence of hemiparesis without complete paralysis. Participants receiving rehabilitation focused on functional transfer to the contralateral hand using compensatory or adaptive motor learning strategies will also be eligible. Lower extremities: Presence of partial voluntary movement sufficient to allow participation in rehabilitation training.\n3. Cognitive ability: Sufficient cognitive capacity to understand instructions and engage with VR-based training, as determined by the principal investigator and\u002For treating physician.\n4. Medical stability: Medically stable condition allowing participation in the training.\n5. Informed consent: Ability to provide written informed consent personally or via a legal guardian.\n6. Final eligibility will be determined by the principal investigator\u002F treating physician.\n\nExclusion Criteria:\n\n1. Severe cognitive or language impairment: Cognitive deficits or language comprehension impairments that prevent safe and meaningful participation.\n2. Neurological deficits interfering with VR: Severe hemispatial neglect or visual field deficits that interfere with VR use. Moderate neglect may be permitted at the investigator's discretion.\n3. Medical contraindications:\n\n   * Uncontrolled epilepsy\n   * Severe vestibular or vertigo disorders","ALL","40 Years",{"count":70,"type":71},60,"ESTIMATED","INTERVENTIONAL",[74],"NA","Stroke and traumatic brain injury frequently result in persistent upper and lower limb motor impairment. While conventional rehabilitation improves outcomes, patient adherence and training intensity remain limiting factors. Immersive virtual reality (VR)-based therapy may enhance neuroplasticity by delivering high-intensity, task-oriented motor practice with enriched sensory feedback.\n\nThis randomized controlled trial evaluates the efficacy and safety of the 6Degrees MyMove interactive VR system compared to passive VR exposure in individuals undergoing subacute inpatient rehabilitation after stroke or traumatic brain injury. Sixty participants will be randomized 1:1 to receive either interactive VR-based motor training or passive VR viewing, in addition to standard rehabilitation care, three times weekly for eight weeks.\n\nThe primary objective is to determine whether interactive VR leads to greater improvement in motor function compared to passive VR. Secondary outcomes include dexterity, gait speed, functional independence, psychological status, adherence, usability, and safety.",[77,78],"TBI Traumatic Brain Injury","CVA (Cerebrovascular Accident)",[80,81,82,83,84,85],"Virtual Reality Therapy","Upper Limb Rehabilitation","Stroke Rehabilitation","Fugl-Meyer Assessment","Neurorehabilitation","Wearable Motion Sensors","NOT_YET_RECRUITING","2026-02-24",{"date":89,"type":90},"2026-03-02","ACTUAL",{"date":92,"type":71},"2026-03-18",{"date":94,"type":71},"2028-12-31",{"name":5,"class":6},1]