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
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