PhantomAR:用于缓解上肢截肢者幻肢痛的游戏化混合现实系统——设计、实现和临床可用性评估。

IF 6 2区 医学 Q1 ENGINEERING, BIOMEDICAL Journal of NeuroEngineering and Rehabilitation Pub Date : 2025-02-04 DOI:10.1186/s12984-025-01554-7
Cosima Prahm, Korbinian Eckstein, Michael Bressler, Zhixing Wang, Xiaotong Li, Takashige Suzuki, Adrien Daigeler, Jonas Kolbenschlag, Hideaki Kuzuoka
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引用次数: 0

摘要

背景:幻肢痛(PLP)是一种限制性疾病,患者感觉肢体不再存在疼痛,极大地降低了他们的生活质量。镜像疗法,即患者观察其完整肢体的镜像反射,已证明对缓解PLP有效。然而,其单方面和固有的性质存在局限性。为了解决这些限制,同时仍然降低PLP,并评估不同虚拟肢体表示(拟人化与非拟人化)对用户所有权、代理和体现感的影响,PhantomAR被开发出来。利用可穿戴的第一人称增强现实(AR)技术,PhantomAR扩展了传统的镜子疗法,使用户能够自由移动并从事手工任务。方法:将辅助混合现实游戏应用程序PhantomAR部署在Microsoft HoloLens 2上,通过肌电电极阵列在残肢上叠加虚拟手臂或触手,通过残肢上的残肢肌肉来控制,从而增强用户的残肢。这种设置允许患者参与第一人称视角,并使用健康和增强的肢体操作虚拟物体,而不受坐姿的限制。该研究招募了10名健全的个体和8名单侧经桡骨截肢的个体。所有截肢者都经历了PLP。使用系统可用性量表(SUS)和以用户为中心的调查来评估PhantomAR应用程序的可用性。此外,游戏体验是通过5分李克特问卷(GEQ)进行评估的。在与PhantomAR互动之前、期间和之后,参与者使用数值评定量表和麦吉尔疼痛问卷对他们的幻感进行评分。采用修改后的假体体现量表评估虚拟叠加臂的体现和能动性。研究方案包括两个30分钟的会议,在此期间,参与者体验了PhantomAR。结果:参与者(n = 18)评价PhantomAR高度可用性(SUS m = 90.8%, SD = 6.88)。关于游戏体验问卷的反馈是非常积极的,呈现出高度沉浸感(m = 4.46, SD = 0.08)和积极的影响(m = 4.97, SD = 0.05)。结论:PhantomAR利用混合现实技术显著减少幻肢疼痛,增强用户参与度,并通过双手、动态、全身互动改变他们对增强肢体的所有权和代理的看法。试验注册号DRKS00033208(2024年1月5日)。
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PhantomAR: gamified mixed reality system for alleviating phantom limb pain in upper limb amputees-design, implementation, and clinical usability evaluation.

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).

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来源期刊
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
期刊最新文献
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