Feasibility study of a game-based virtual reality intervention for functional prosthesis use training: A preclinical assessment
Prosthetics and Orthotics International, ISSN: 1746-1553
2025
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Article Description
Objective: This paper presents a preclinical feasibility study to investigate the efficacy of a game-based virtual reality (VR) intervention in the functional training of upper-limb prosthesis use. Methods: The study compared the skill of 2 able-bodied groups (intervention and control, 5 participants in each group) using a surface electromyography controlled self-experience prosthetic hand and wrist through the Box and Blocks Test (BBT). The Intervention Group followed the game-based VR intervention for 4 weeks and underwent real-life (RL) BBT assessments before and after the intervention using the self-experience prosthesis. The Control Group performed the RL BBT assessments 4 weeks apart with no VR intervention in between. As a follow-on study, the Control Group then underwent the VR intervention for further validation. The VR intervention consisted of 2 games designed to train the control and use of a surface electromyography–controlled prosthetic hand and an assessment (VR BBT). The VR intervention protocol included three 30-minute sessions per week over a period of 4 weeks. Results: A significantly larger improvement was shown in the BBT scores from the Intervention Group (mean 6.375) compared to the Control Group (1.5). The follow-on study further confirmed the result. Conclusion: The study demonstrated promising outcomes in the use of a game-based VR intervention for training functional prosthesis use, with participants showing significant improvements in prosthesis use skills measured with RL BBT. This motivates further development of VR interventions for prosthesis use training and their validation through clinical trials.
Bibliographic Details
Ovid Technologies (Wolters Kluwer Health)
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