Effects of Virtual Reality-Based Optokinetic Stimulation on Landing Technique and Dynamic Knee Valgus in Athletes
Dynamic Knee Valgus · Jump-Landing Technique
What this study involves
The registry says this study is recruiting. Individual locations may have different availability.
- Study type
- Interventional
- Phase
- Not applicable
- Age range
- 18 years - 24 years
- Sex eligible
- All sexes
- Healthy volunteers
- Not accepted
- Participants
- 20 Estimated
These are starting points, not an eligibility decision. The research team must review the full requirements.
About the research
This pilot study will examine whether adding virtual reality-based optokinetic stimulation to jump-landing training changes landing technique and inward knee movement in young adult athletes. Optokinetic stimulation involves watching moving visual scenes through a virtual reality headset.
Twenty licensed basketball or volleyball athletes aged 18-24 years will be randomly assigned to two groups. Both groups will complete the same jump-landing training, consisting of two blocks of 10 repetitions with performance feedback. One group will also receive seated virtual reality-based optokinetic stimulation before each training block.
Landing technique will be assessed using the Landing Error Scoring System. Inward knee movement will be assessed by measuring the frontal plane projection angle during single-leg squats. Assessments will take place before training, after training, and one week later to determine whether any changes are retained. The assessor will not know which group each participant has been assigned to.
Read the full description
This two-arm, parallel-group, assessor-blinded randomized controlled study will investigate the immediate and one-week retention effects of virtual reality-based optokinetic stimulation added to drop vertical jump training.
Before randomization, all candidates will complete a five-minute virtual reality familiarization session. System usability and simulator sickness symptoms will be assessed to determine eligibility. Twenty eligible athletes will be randomly allocated to jump-landing training alone or the same training supplemented with virtual reality-based optokinetic stimulation.
Both groups will complete a standardized warm-up and task familiarization, followed by baseline assessment. Training will consist of two blocks of 10 drop vertical jumps from a 30-cm box toward a target positioned at a distance equal to 50% of the participant's height. Participants will rest for 30 seconds between repetitions and five minutes between training blocks. Performance feedback based on landing errors will be provided after each block.
In the experimental group, optokinetic stimulation will be delivered using a Meta Quest 3S headset while participants sit in a supported chair with their feet on the floor. A custom virtual environment will display moving balloons against a sky background. Participants will track a red target balloon with their eyes while keeping their head as still as possible. Foreground stimuli will move at 30 degrees per second, with the background moving in the opposite direction at twice that speed. Before each training block, participants will receive three 60-second exposures in each direction, providing six minutes of active stimulation per block and 12 minutes across the session, excluding rest periods. The headset will be removed before jump training.
The primary outcome will be landing technique assessed using the Landing Error Scoring System from frontal and sagittal video recordings. The secondary outcome will be the frontal plane projection angle during single-leg squatting, calculated as the mean of three successful repetitions at the deepest squat position. Both outcomes will be assessed at baseline, after training, and at a one-week retention visit by an assessor blinded to group allocation. Post-training and retention assessments will be performed without additional corrective instructions or performance feedback.
Simulator sickness symptoms will be monitored in the virtual reality group. Stimulation will be stopped if moderate or severe symptoms occur, safe continuation is not possible, or the participant wishes to stop. The System Usability Scale will be used for eligibility screening, and the Simulator Sickness Questionnaire will be used for tolerability screening and symptom monitoring; neither will be treated as an efficacy outcome.
Who may be able to participate?
The list below is the sponsor’s full registry wording. It can include conditions, prior treatment, test results and other requirements. A match in search does not mean you qualify.
Inclusion Criteria:
- Aged 18-24 years.
- Body mass index between 18.5 and 25 kg/m².
- Currently participating as an active, licensed basketball or volleyball athlete.
- No trunk or lower-extremity injury within the previous six months.
- Frontal plane projection angle greater than 10 degrees during the single-leg squat test.
- System Usability Scale classification of A+, corresponding to the 96th-100th percentile, following virtual reality familiarization.
- Ability to tolerate a five-minute virtual reality familiarization session, with a Simulator Sickness Questionnaire total score of 20 or less after the session.
- Provision of written informed consent.
Exclusion Criteria:
- History of trunk or lower-extremity injury within the previous six months.
- History of lower-extremity fracture or dislocation.
- History of low back pain.
- Musculoskeletal abnormalities.
- Visual, auditory, vestibular, or neurological impairments that prevent performance of the study tasks.
- Pregnancy.
- Malignancy or metabolic disease.
- Cybersickness symptoms that prevent toleration of the virtual reality application.
Treatment, groups and participation
The registry may describe treatments and study duration without a complete visit calendar. Ask the study team for the exact schedule, procedures, risks, costs and alternatives. Keep your usual care plan unless your treating clinician tells you otherwise.
- Assignment
- Random assignment
- Masking
- Single masked
VR-OKS Group
Participants will complete a single session of drop vertical jump training consisting of two blocks of 10 repetitions, with 30 seconds of rest between repetitions and five minutes between blocks. Performance feedback will be provided after each block. Seated virtual reality-based optokinetic stimulation will be administered before each training block, consisting of three 60-second exposures in each direction, totaling six minutes of active stimulation per block
Behavioral: Drop Vertical Jump Training · Device: Virtual Reality-Based Optokinetic Stimulation
Control Group
Participants will complete the same single-session drop vertical jump training as the experimental group, consisting of two blocks of 10 repetitions, with 30 seconds of rest between repetitions and five minutes between blocks. Performance feedback will be provided after each block. No additional optokinetic stimulation will be administered before the training blocks.
Behavioral: Drop Vertical Jump Training
Drop Vertical Jump Training BEHAVIORAL
Following a standardized warm-up and task familiarization, participants will perform two blocks of 10 drop vertical jumps from a 30-cm box toward a target positioned at 50% of their height. After landing on both feet, participants will immediately jump as high and forward as possible and maintain the final landing position for five seconds. Rest periods will be 30 seconds between repetitions and five minutes between blocks. Feedback based on real-time landing error scores will be provided after each block.
Virtual Reality-Based Optokinetic Stimulation DEVICE
Optokinetic stimulation will be delivered through a Meta Quest 3S headset while participants sit in a supported chair with their feet on the floor. Participants will track a red balloon with their eyes while keeping their head as still as possible. Foreground stimuli will move at 30 degrees per second, with the background moving in the opposite direction at twice that speed. Three 60-second exposures will be delivered in each direction before each training block, with 30-60-second rest periods. Active stimulation will total six minutes per block and 12 minutes across the session, excluding rest. The headset will be removed before jump training.
What researchers are measuring
Outcome measures describe what is being studied. They are not proof that a treatment works.
Primary measures
Landing Error Scoring System (LESS) Score
Time frame: Baseline (before training), immediately after the training session, and one week after training (retention).
Landing technique will be assessed using the 17-item Landing Error Scoring System (LESS) from frontal and sagittal video recordings of the drop vertical jump task. Total scores range from 0 to 19 points, with higher scores indicating more landing errors and poorer landing technique. Participants will complete five successful trials at each assessment, and the mean total score across these five trials will be used for analysis. Assessments will be performed by an assessor blinded to group allocation. Changes over time will be compared between groups.
Secondary measures
Frontal Plane Projection Angle (FPPA) During Single-Leg Squat
Time frame: Baseline (before training), immediately after the training session, and one week after training (retention).
Dynamic knee valgus will be assessed using two-dimensional frontal-plane video analysis during a single-leg squat on the dominant limb. The frontal plane projection angle (FPPA), expressed in degrees, will be measured at the deepest squat position using lines connecting the anterior superior iliac spine, the midpoint of the patella, and the midpoint of the ankle joint. The mean of three successful repetitions will be used for analysis. Changes over time will be compared between groups by an assessor blinded to group allocation.Assessments will be performed by an assessor blinded to group allocation. Changes over time will be compared between groups.
Review the complete result tables and limitations in the official record.
Open official results ↗Research locations (1)
The overall study status and a local site’s status can differ. Confirm that location’s availability before traveling.
1 locations
Istanbul Nisantasi UniversityIstanbul, Turkey (Türkiye)Recruiting
Study team and timeline
- Lead sponsor
- Bahçeşehir University
- Study start
- Nov 8, 2026 Actual
- Primary completion
- 2027-03 Estimated
- Study completion
- 2027-03 Estimated
- First posted
- Nov 5, 2026 Actual
- Last updated
- Nov 10, 2026 Actual
Official study contacts
Official study title
Effects of Optokinetic Stimulation Added to Drop Vertical Jump Training on Landing Error Scores and Dynamic Knee Valgus: An Assessor-Blinded Randomized Controlled Trial
Ask Wellness Clinical Research
Your message goes to WCR, including when this study is run by another organization. WCR may offer general guidance but may not operate this trial, have access to its team or be able to enroll you.
Source: ClinicalTrials.gov API v2. Information is submitted by sponsors and investigators. NLM does not approve the safety or science of all listed studies. Registry disclaimer.
Retrieved: Nov 12, 2026 · Last registry update: Nov 10, 2026
