PhantomAR: gamified mixed reality system for alleviating phantom limb pain in upper limb amputees—design, implementation, and clinical usability evaluation.
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| Title: | PhantomAR: gamified mixed reality system for alleviating phantom limb pain in upper limb amputees—design, implementation, and clinical usability evaluation. |
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| Authors: | Prahm, Cosima1,2 (AUTHOR) cosima.prahm@charite.de, Eckstein, Korbinian3 (AUTHOR), Bressler, Michael1,2 (AUTHOR), Wang, Zhixing4 (AUTHOR), Li, Xiaotong4 (AUTHOR), Suzuki, Takashige4 (AUTHOR), Daigeler, Adrien1,2 (AUTHOR), Kolbenschlag, Jonas1,2 (AUTHOR), Kuzuoka, Hideaki4 (AUTHOR) |
| Source: | Journal of NeuroEngineering & Rehabilitation (JNER). 2/4/2025, Vol. 22 Issue 1, p1-18. 18p. |
| Subjects: | Arm amputation, Phantom limbs, McGill Pain Questionnaire, Reality therapy, Mixed reality, Residual limbs |
| Abstract: | Background: Phantom limb pain (PLP) is a restrictive condition in which patients perceive pain in a limb that is no longer present, greatly reducing their quality of life. Mirror Therapy, wherein patients observe a mirror reflection of their intact limb, has demonstrated efficacy in alleviating PLP. However, its unilateral and seated nature presents limitations. To address these constraints while still reducing PLP, and evaluating the impact of different virtual limb representations (anthropomorphic vs. non-anthropomorphic) on the user's sense of ownership, agency, and embodiment, PhantomAR was developed. Leveraging wearable first-person augmented reality (AR) technology, PhantomAR extends traditional Mirror Therapy by enabling users to move freely and engage in bimanual tasks. Methods: The assistive mixed reality game application PhantomAR was deployed on the Microsoft HoloLens 2 and augmented the user's residual limb by superimposing a virtual arm or tentacle that was controlled via residual muscles on their stump using an EMG electrode array. This setup allowed patients to engage in a first-person perspective and manipulate virtual objects with both the healthy and augmented limbs, free from the confines of a seated position. The study enrolled 10 able-bodied individuals and 8 individuals with unilateral, transradial amputation. All amputees experienced PLP. The usability of the PhantomAR application was evaluated using the System Usability Scale (SUS) and a user-centric survey. Additionally, the Game Experience was assessed on a 5-point Likert questionnaire (GEQ). Participants rated their phantom sensations using the Numerical Rating Scale and McGill Pain Questionnaire before, during, and after interaction with PhantomAR. The embodiment and agency of the virtual superimposed arm were evaluated with an altered Prosthesis Embodiment Scale. The study protocol included two sessions of 30 min each, during which participants experienced PhantomAR. Results: Participants (n = 18) rated PhantomAR highly usable (SUS m = 90.8%, SD = 6.88). Feedback on the Game Experience Questionnaire was overwhelmingly positive, showing high immersion (m = 4.46, SD = 0.08) and positive affect (m = 4.97, SD = 0.05). PLP (n = 8) significantly decreased post-intervention (NRS and McGill Pain Questionnaire, p <.001). Skin temperature in the residual limb increased significantly post-intervention (p <.01) but did not correlate with PLP (r = − 0.08, p = 0.83). Tentacle overlay yielded mixed ownership but high agency ratings. Conclusion: PhantomAR leverages mixed reality to significantly reduce Phantom Limb Pain, enhance user engagement, and alter perceptions of ownership and agency of their augmented limb through bi-manual, dynamic, full-body interactions. Trial registration DRKS00033208 (Jan. 5th 2024) [ABSTRACT FROM AUTHOR] |
| Copyright of Journal of NeuroEngineering & Rehabilitation (JNER) is the property of BioMed Central and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Engineering Source |
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| Header | DbId: egs DbLabel: Engineering Source An: 182843228 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: PhantomAR: gamified mixed reality system for alleviating phantom limb pain in upper limb amputees—design, implementation, and clinical usability evaluation. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Prahm%2C+Cosima%22">Prahm, Cosima</searchLink><relatesTo>1,2</relatesTo> (AUTHOR)<i> cosima.prahm@charite.de</i><br /><searchLink fieldCode="AR" term="%22Eckstein%2C+Korbinian%22">Eckstein, Korbinian</searchLink><relatesTo>3</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Bressler%2C+Michael%22">Bressler, Michael</searchLink><relatesTo>1,2</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Wang%2C+Zhixing%22">Wang, Zhixing</searchLink><relatesTo>4</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Li%2C+Xiaotong%22">Li, Xiaotong</searchLink><relatesTo>4</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Suzuki%2C+Takashige%22">Suzuki, Takashige</searchLink><relatesTo>4</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Daigeler%2C+Adrien%22">Daigeler, Adrien</searchLink><relatesTo>1,2</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Kolbenschlag%2C+Jonas%22">Kolbenschlag, Jonas</searchLink><relatesTo>1,2</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Kuzuoka%2C+Hideaki%22">Kuzuoka, Hideaki</searchLink><relatesTo>4</relatesTo> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Journal+of+NeuroEngineering+%26+Rehabilitation+%28JNER%29%22">Journal of NeuroEngineering & Rehabilitation (JNER)</searchLink>. 2/4/2025, Vol. 22 Issue 1, p1-18. 18p. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Arm+amputation%22">Arm amputation</searchLink><br /><searchLink fieldCode="DE" term="%22Phantom+limbs%22">Phantom limbs</searchLink><br /><searchLink fieldCode="DE" term="%22McGill+Pain+Questionnaire%22">McGill Pain Questionnaire</searchLink><br /><searchLink fieldCode="DE" term="%22Reality+therapy%22">Reality therapy</searchLink><br /><searchLink fieldCode="DE" term="%22Mixed+reality%22">Mixed reality</searchLink><br /><searchLink fieldCode="DE" term="%22Residual+limbs%22">Residual limbs</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Background: Phantom limb pain (PLP) is a restrictive condition in which patients perceive pain in a limb that is no longer present, greatly reducing their quality of life. Mirror Therapy, wherein patients observe a mirror reflection of their intact limb, has demonstrated efficacy in alleviating PLP. However, its unilateral and seated nature presents limitations. To address these constraints while still reducing PLP, and evaluating the impact of different virtual limb representations (anthropomorphic vs. non-anthropomorphic) on the user's sense of ownership, agency, and embodiment, PhantomAR was developed. Leveraging wearable first-person augmented reality (AR) technology, PhantomAR extends traditional Mirror Therapy by enabling users to move freely and engage in bimanual tasks. Methods: The assistive mixed reality game application PhantomAR was deployed on the Microsoft HoloLens 2 and augmented the user's residual limb by superimposing a virtual arm or tentacle that was controlled via residual muscles on their stump using an EMG electrode array. This setup allowed patients to engage in a first-person perspective and manipulate virtual objects with both the healthy and augmented limbs, free from the confines of a seated position. The study enrolled 10 able-bodied individuals and 8 individuals with unilateral, transradial amputation. All amputees experienced PLP. The usability of the PhantomAR application was evaluated using the System Usability Scale (SUS) and a user-centric survey. Additionally, the Game Experience was assessed on a 5-point Likert questionnaire (GEQ). Participants rated their phantom sensations using the Numerical Rating Scale and McGill Pain Questionnaire before, during, and after interaction with PhantomAR. The embodiment and agency of the virtual superimposed arm were evaluated with an altered Prosthesis Embodiment Scale. The study protocol included two sessions of 30 min each, during which participants experienced PhantomAR. Results: Participants (n = 18) rated PhantomAR highly usable (SUS m = 90.8%, SD = 6.88). Feedback on the Game Experience Questionnaire was overwhelmingly positive, showing high immersion (m = 4.46, SD = 0.08) and positive affect (m = 4.97, SD = 0.05). PLP (n = 8) significantly decreased post-intervention (NRS and McGill Pain Questionnaire, p <.001). Skin temperature in the residual limb increased significantly post-intervention (p <.01) but did not correlate with PLP (r = − 0.08, p = 0.83). Tentacle overlay yielded mixed ownership but high agency ratings. Conclusion: PhantomAR leverages mixed reality to significantly reduce Phantom Limb Pain, enhance user engagement, and alter perceptions of ownership and agency of their augmented limb through bi-manual, dynamic, full-body interactions. Trial registration DRKS00033208 (Jan. 5th 2024) [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Journal of NeuroEngineering & Rehabilitation (JNER) is the property of BioMed Central and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1186/s12984-025-01554-7 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 18 StartPage: 1 Subjects: – SubjectFull: Arm amputation Type: general – SubjectFull: Phantom limbs Type: general – SubjectFull: McGill Pain Questionnaire Type: general – SubjectFull: Reality therapy Type: general – SubjectFull: Mixed reality Type: general – SubjectFull: Residual limbs Type: general Titles: – TitleFull: PhantomAR: gamified mixed reality system for alleviating phantom limb pain in upper limb amputees—design, implementation, and clinical usability evaluation. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Prahm, Cosima – PersonEntity: Name: NameFull: Eckstein, Korbinian – PersonEntity: Name: NameFull: Bressler, Michael – PersonEntity: Name: NameFull: Wang, Zhixing – PersonEntity: Name: NameFull: Li, Xiaotong – PersonEntity: Name: NameFull: Suzuki, Takashige – PersonEntity: Name: NameFull: Daigeler, Adrien – PersonEntity: Name: NameFull: Kolbenschlag, Jonas – PersonEntity: Name: NameFull: Kuzuoka, Hideaki IsPartOfRelationships: – BibEntity: Dates: – D: 04 M: 02 Text: 2/4/2025 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 17430003 Numbering: – Type: volume Value: 22 – Type: issue Value: 1 Titles: – TitleFull: Journal of NeuroEngineering & Rehabilitation (JNER) Type: main |
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