| Literature DB >> 32021409 |
Eva Lendaro1, Alexandra Middleton2, Shannon Brown1, Max Ortiz-Catalan1.
Abstract
PURPOSE: Phantom motor execution (PME) facilitated by augmented/virtual reality (AR/VR) and serious gaming (SG) has been proposed as a treatment for phantom limb pain (PLP). Evidence of the efficacy of this approach was obtained through a clinical trial involving individuals with chronic intractable PLP affecting the upper limb, and further evidence is currently being sought with a multi-sited, international, double blind, randomized, controlled clinical trial in upper and lower limb amputees. All experiments have been conducted in a clinical setting supervised by a therapist. Here, we present a series of case studies (two upper and two lower limb amputees) on the use of PME as a self-treatment. We explore the benefits and the challenges encountered in translation from clinic to home use with a holistic, mixed-methods approach, employing both quantitative and qualitative methods from engineering, medical anthropology, and user interface design. PATIENTS AND METHODS: All patients were provided with and trained to use a myoelectric pattern recognition and AR/VR device for PME. Patients took these devices home and used them independently over 12 months.Entities:
Keywords: augmented reality; ethnography; neuropathic pain; phantom limb pain; phantom motor execution; user interaction design
Year: 2020 PMID: 32021409 PMCID: PMC6983479 DOI: 10.2147/JPR.S220160
Source DB: PubMed Journal: J Pain Res ISSN: 1178-7090 Impact factor: 3.133
Figure 1Panel (A) presents the self-reported level of pain as expressed by the Pain Rating Index (the sum of the scores give to the chosen McGill pain descriptors) over time (x-axis). The range of the PRI is between 0 and 45 however the range of y-axis of this graph has been reduced to 0–15 to improve the quality of the data visualization, since this is the interval containing the PRI for all participants. The value presented in the graph is the monthly average (y-axis). Pain level was not reported in those months where no data points are shown. (B) Treatment adherence data expressed as percentage of the suggested treatment frequency (eight sessions a month). The number presented on top of each bar represents the average number of movements trained in a given month. (C) Histogram of the session duration, each bar represents the number of session (value on the y-axis) of a given length (value on the x-axis). Figure 1 presents data relative to Subject 1. The only pain descriptor reported by Subject 1 is hot-burning.
Figure 4Data relative to Subject 4 presented in an analogous way to Figure 1. Panel (A) presents the self-reported level of pain; (B) treatment adherence; (C) histogram of the session duration. Typical pain descriptors reported by Subject 4 were: cramping, gnawing, heavy, tender, tiring-exhausting, punishing-cruel.
Self-Reported Use Preferences Using PME Device
| Self-Reported Use Preferences | S1 | S3 | S4 |
|---|---|---|---|
| Therapy Duration | 1.5 hrs-2 hrs | 1 hr-1.5 hrs | 1.5 hrs-2 hrs |
| Average TAC Time | 0–10 mins | More than 20 mins | 15–20 mins |
| Average AR Time | More than 20 mins | More than 20 mins | 0–10 mins |
| Average VR Time | I do not use the VR Limb | More than 20 mins | 0–10 mins |
| Average Game Time | 0–10 mins | I do not use the race car game | I do not use the race car game |
| Preferred Exercise | AR Limb | TAC Test | TAC Test |
| Factors that Prevent you from doing therapy | Time Shortage | Number of Electrodes | Time Shortage |
| What additional assistance do you need to carry out the session | None | Not needed, practiced many times and learned by doing | Someone who feels where to place the electrodes on the muscles |
| Progress Marker | Increase in Sleep, decrease in daily pain levels | Pain decreases by 30–50% | - |
| Open Recommendations | - | Reusable Electrode interface, shorter treatment times more often | More exercises with a goal to reach, and reduce timing |
Abbreviations: PLP, phantom limb pain; MPR, myoelectric pattern recognition; PME, phantom motor execution; AR/VR, Augmented and Virtual Reality; SG, serious gaming; TAC, Target Achievement Control; SF-MPQ, Short Form of the McGill Pain Questionnaire; PRI, pain rating index; PMI, Phantom Motor Imagery.
Figure 5Flowchart presenting the steps and the results of the KJ analysis.