The Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson's Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study
Autor: | Alicia Cuesta-Gómez, Javier Güeita-Rodríguez, Juan Nicolás Cuenca-Zaldívar, Edwin Daniel Oña-Simbaña, Patricia Sánchez-Herrera-Baeza, Jorge Pérez-Corrales, Roberto Cano-de-la-Cuerda, Alberto Jardón-Huete, Carlos Balaguer-Bernaldo de Quirós, Domingo Palacios-Ceña |
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Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
Male
Parkinson's disease Mixed Methods Research Disease Robótica e Informática Industrial lcsh:Chemical technology Biochemistry Analytical Chemistry 0302 clinical medicine lcsh:TP1-1185 030212 general & internal medicine Instrumentation Hand Strength Multimethodology Rehabilitation Virtual Reality Neurological Rehabilitation Parkinson Disease Mixed Methods Research Atomic and Molecular Physics and Optics Biomedical Enhancement medicine.anatomical_structure Patient Satisfaction Neurological Upper limb Female Motor learning medicine.medical_specialty neurological rehabilitation Biomedical Technology Qualitative property Virtual reality Article Upper Extremity 03 medical and health sciences Physical medicine and rehabilitation Intervention (counseling) medicine Humans Electrical and Electronic Engineering Aged biomedical enhancement mixed methods research business.industry medicine.disease nervous system diseases biomedical technology Video Games Parkinson’s disease business Upper limb rehabilitation Psychomotor Performance 030217 neurology & neurosurgery |
Zdroj: | Sensors, Vol 20, Iss 2168, p 2168 (2020) DDFV. Repositorio Institucional de la Universidad Francisco de Vitoria instname Sensors Volume 20 Issue 8 e-Archivo. Repositorio Institucional de la Universidad Carlos III de Madrid Sensors (Basel, Switzerland) |
Popis: | Background: Parkinson&rsquo s disease is a neurodegenerative disorder that causes impaired motor functions. Virtual reality technology may be recommended to optimize motor learning in a safe environment. The objective of this paper was to evaluate the effects of a novel immersive virtual reality technology used for serious games (Oculus Rift 2 plus leap motion controller&mdash OR2-LMC) for upper limb outcomes (muscle strength, coordination, speed of movements, fine and gross dexterity). Another objective was to obtain qualitative data for participants&rsquo experiences related to the intervention. Methods: A mixed methods intervention (embedded) study was used, with a qualitative design after a technology intervention (quantitative design). The intervention and qualitative design followed international guidelines and were integrated into the method and reporting subheadings. Results: Significant improvements were observed in strength (p = 0.028), fine (p = 0.026 to 0.028) and gross coordination dexterity, and speed movements (p = 0.039) in the affected side, with excellent compliance (100%) and a high level of satisfaction (3.66 ± 0.18 points out of the maximum of 4). No adverse side effects were observed. Qualitative findings described patients&rsquo perspectives regarding OR2-LMC treatment, facilitators and barriers for adherence, OR2-LMC applications, and treatment improvements. Conclusions: The intervention showed positive results for the upper limbs, with elements of discordance, expansion, and confirmation between qualitative and quantitative results. |
Databáze: | OpenAIRE |
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