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Sánchez-Herrera-Baeza, P., Cano-de-la-Cuerda, R., Oña-Simbaña, E., Palacios-Ceña, D., Pérez-Corrales, J., Cuenca-Zaldivar, J.N., Güeita-Rodriguez, J., Balaguer-Bernaldo de Quirós, C., Jardón-Huete, A., y Cuesta-Gomez, A.

Article title in Spanish

El Impacto de una Novedosa Tecnología de Realidad Virtual Inmersiva Asociada a Serious Games en Pacientes con Enfermedad de Parkinson en la Rehabilitación de las Extremidades Superiores: Un Estudio de Intervención de Métodos Mixtos

Article title in English

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

Name of journal

sensors

Year of publication

2020

Volume of the journal

Pages of the journal

Keywords

Parkinson,s disease, biomedical technology, biomedical enhancement, neurological rehabilitation, y mixed methods research

DOI

https://doi.org/10.3390/s20082168

Summary in Spanish

Summary in English

Background: Parkinson’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—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’ 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’ 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.

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Open URL Article

Author´s name

Sánchez-Herrera-Baeza, P., Cano-de-la-Cuerda, R., Oña-Simbaña, E., Palacios-Ceña, D., Pérez-Corrales, J., Cuenca-Zaldivar, J.N., Güeita-Rodriguez, J., Balaguer-Bernaldo de Quirós, C., Jardón-Huete, A., y Cuesta-Gomez, A.

Article title in Spanish

El Impacto de una Novedosa Tecnología de Realidad Virtual Inmersiva Asociada a Serious Games en Pacientes con Enfermedad de Parkinson en la Rehabilitación de las Extremidades Superiores: Un Estudio de Intervención de Métodos Mixtos

Article title in English

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

Name of journal

sensors

Year of publication

2020

Volume of the journal

Pages of the journal

Keywords

Parkinson,s disease, biomedical technology, biomedical enhancement, neurological rehabilitation, y mixed methods research

DOI

https://doi.org/10.3390/s20082168

Summary in Spanish

Summary in English

Background: Parkinson’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—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’ 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’ 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.

Bibliographic reference


Return List

Contact Author

Open URL Article

Author´s name

Sánchez-Herrera-Baeza, P., Cano-de-la-Cuerda, R., Oña-Simbaña, E., Palacios-Ceña, D., Pérez-Corrales, J., Cuenca-Zaldivar, J.N., Güeita-Rodriguez, J., Balaguer-Bernaldo de Quirós, C., Jardón-Huete, A., y Cuesta-Gomez, A.

Article title in Spanish

El Impacto de una Novedosa Tecnología de Realidad Virtual Inmersiva Asociada a Serious Games en Pacientes con Enfermedad de Parkinson en la Rehabilitación de las Extremidades Superiores: Un Estudio de Intervención de Métodos Mixtos

Article title in English

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

Name of journal

sensors

Year of publication

2020

Volume of the journal

Pages of the journal

Keywords

Parkinson,s disease, biomedical technology, biomedical enhancement, neurological rehabilitation, y mixed methods research

DOI

https://doi.org/10.3390/s20082168

Summary in Spanish

Summary in English

Background: Parkinson’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—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’ 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’ 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.

Bibliographic reference