Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient

A variety of treatments have been historically used to alleviate phantom limb pain (PLP) with varying efficacy. Recently, virtual reality (VR) has been employed as a more sophisticated mirror therapy. Despite the advantages of VR over a conventional mirror, this approach has retained the use of the...

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Main Authors: Max eOrtiz-Catalan, Nichlas eSander, Morten B. Kristoffersen, Bo eHåkansson, Rickard eBrånemark
Format: Article
Language:English
Published: Frontiers Media S.A. 2014-02-01
Series:Frontiers in Neuroscience
Subjects:
Online Access:http://journal.frontiersin.org/Journal/10.3389/fnins.2014.00024/full
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spelling doaj-998b8ac49ba3406bb2350a0da89ad7512020-11-24T21:02:55ZengFrontiers Media S.A.Frontiers in Neuroscience1662-453X2014-02-01810.3389/fnins.2014.0002471345Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patientMax eOrtiz-Catalan0Max eOrtiz-Catalan1Nichlas eSander2Morten B. Kristoffersen3Morten B. Kristoffersen4Bo eHåkansson5Rickard eBrånemark6Chalmers University of TechnologySahlgrenska University HospitalChalmers University of TechnologyChalmers University of TechnologySahlgrenska University HospitalChalmers University of TechnologySahlgrenska University HospitalA variety of treatments have been historically used to alleviate phantom limb pain (PLP) with varying efficacy. Recently, virtual reality (VR) has been employed as a more sophisticated mirror therapy. Despite the advantages of VR over a conventional mirror, this approach has retained the use of the contralateral limb and is therefore restricted to unilateral amputees. Moreover, this strategy disregards the actual effort made by the patient to produce phantom motions. In this work, we investigate a treatment in which the virtual limb responds directly to myoelectric activity at the stump, while the illusion of a restored limb is enhanced through augmented reality (AR). Further, phantom motions are facilitated and encouraged through gaming.<br/>The proposed set of technologies was administered to a chronic PLP patient who has shown resistance to a variety of treatments (including mirror therapy) for 48 years. Individual and simultaneous phantom movements were predicted using myoelectric pattern recognition and were then used as input for VR and AR environments, as well as for a racing game.<br/>The sustained level of pain reported by the patient was gradually reduced to complete pain-free periods. The phantom posture initially reported as a strongly closed fist was gradually relaxed, interestingly resembling the neutral posture displayed by the virtual limb. The patient acquired the ability to freely move his phantom limb and a telescopic effect was observed where the position of the phantom hand was restored to the anatomically correct distance. More importantly, the effect of the interventions was positively and noticeably perceived by the patient and his relatives.<br/>Despite the limitation of a single case study, the successful results of the proposed system in a patient for whom other medical and non-medical treatments have been ineffective justifies and motivates further investigation in a wider study.http://journal.frontiersin.org/Journal/10.3389/fnins.2014.00024/fullElectromyographyNeurorehabilitationvirtual realitypattern recognitionaugmented realityphantom limb pain
collection DOAJ
language English
format Article
sources DOAJ
author Max eOrtiz-Catalan
Max eOrtiz-Catalan
Nichlas eSander
Morten B. Kristoffersen
Morten B. Kristoffersen
Bo eHåkansson
Rickard eBrånemark
spellingShingle Max eOrtiz-Catalan
Max eOrtiz-Catalan
Nichlas eSander
Morten B. Kristoffersen
Morten B. Kristoffersen
Bo eHåkansson
Rickard eBrånemark
Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient
Frontiers in Neuroscience
Electromyography
Neurorehabilitation
virtual reality
pattern recognition
augmented reality
phantom limb pain
author_facet Max eOrtiz-Catalan
Max eOrtiz-Catalan
Nichlas eSander
Morten B. Kristoffersen
Morten B. Kristoffersen
Bo eHåkansson
Rickard eBrånemark
author_sort Max eOrtiz-Catalan
title Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient
title_short Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient
title_full Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient
title_fullStr Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient
title_full_unstemmed Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient
title_sort treatment of phantom limb pain (plp) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic plp patient
publisher Frontiers Media S.A.
series Frontiers in Neuroscience
issn 1662-453X
publishDate 2014-02-01
description A variety of treatments have been historically used to alleviate phantom limb pain (PLP) with varying efficacy. Recently, virtual reality (VR) has been employed as a more sophisticated mirror therapy. Despite the advantages of VR over a conventional mirror, this approach has retained the use of the contralateral limb and is therefore restricted to unilateral amputees. Moreover, this strategy disregards the actual effort made by the patient to produce phantom motions. In this work, we investigate a treatment in which the virtual limb responds directly to myoelectric activity at the stump, while the illusion of a restored limb is enhanced through augmented reality (AR). Further, phantom motions are facilitated and encouraged through gaming.<br/>The proposed set of technologies was administered to a chronic PLP patient who has shown resistance to a variety of treatments (including mirror therapy) for 48 years. Individual and simultaneous phantom movements were predicted using myoelectric pattern recognition and were then used as input for VR and AR environments, as well as for a racing game.<br/>The sustained level of pain reported by the patient was gradually reduced to complete pain-free periods. The phantom posture initially reported as a strongly closed fist was gradually relaxed, interestingly resembling the neutral posture displayed by the virtual limb. The patient acquired the ability to freely move his phantom limb and a telescopic effect was observed where the position of the phantom hand was restored to the anatomically correct distance. More importantly, the effect of the interventions was positively and noticeably perceived by the patient and his relatives.<br/>Despite the limitation of a single case study, the successful results of the proposed system in a patient for whom other medical and non-medical treatments have been ineffective justifies and motivates further investigation in a wider study.
topic Electromyography
Neurorehabilitation
virtual reality
pattern recognition
augmented reality
phantom limb pain
url http://journal.frontiersin.org/Journal/10.3389/fnins.2014.00024/full
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