-
Study aim
-
Comparison the effect of virtual reality and conventional proprioception training in neck region on Craniocervical angle , Joint position sense error and balance in individual with forward head posture
-
Design
-
A randomized clinical trial Sampling allocated in 3 groups
with 15 subjects, assessor blind and block randomization
-
Settings and conduct
-
45 people will be randomly assigned to conventional or virtual reality based exercises group or control group. The virtual reality group will perform the computer game. The stages of the game are designed easy to hard sequentially. Movement and position sense, gaze stability, head-eye coordination exercises will be performed by patients in conventional group. exercises performe in 10 sessions and all participant receives kendall exercise in 3sets and 12 repetitions in days between intervention sessions and mark them daily in checklist that they have.
-
Participants/Inclusion and exclusion criteria
-
Inclusion criteria:
18- 35 years old, Craniocervical angle less than 53 degree, Joint position sense error more than 4.5 degree
Exclusion criteria:
Pain in neck region during test or history of chronic neck pain, No neck pain in last 3 month, Dissyness, Individuals who dont be able to see a number size of 14 with calibri font on the screen with or without glass, Report of neurologic symptoms of nerve injury in upper limb like neuropathy and radiculopathy, History of fractures in neck region and upper limb and trumatic injuries, History of vestibular system injury, Positive vertebral artery test, Tumor in head and neck, Scoliosis
-
Intervention groups
-
3groups : virtual reality training, conventional proprioception training and control
-
Main outcome variables
-
Craniocervical angle,
Jointposition sense error