A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking

Bartal Henriksen, Ronni Nedergaard Nielsen, Laszlo Szabo, Nicolaj Evers, Martin Kraus, Bo Geng

Research output: Contribution to journalConference article in JournalResearchpeer-review

Abstract

This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses on unilateral upper-limb amputees with phantom pain. Using a motion sensor, the system tracks the movement of a user’s hand and translates it onto the virtual hand. The system consists of exercises including opening and closing the hand, rotating the hand, and finer finger movements. These exercises are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy participants to evaluate if the games encouraged similar movements as in MT. Prior to the experiment a preliminary test was conducted on an amputee with PLP to gather qualitative feedback from an end-user. The results indicated that the games did convey the exercises from the MT, although further testing is needed.
Original languageEnglish
JournalThe International Journal of Virtual Reality
Volume16
Issue number01
Pages (from-to)58-63
Number of pages6
ISSN1081-1451
Publication statusPublished - 2016

Fingerprint

Virtual reality
Mirrors
Sensors
Feedback
Data storage equipment
Testing
Experiments

Keywords

  • virtual reality
  • virtual environment
  • phantom limb pain
  • mirror therapy

Cite this

Henriksen, Bartal ; Nielsen, Ronni Nedergaard ; Szabo, Laszlo ; Evers, Nicolaj ; Kraus, Martin ; Geng, Bo. / A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking. In: The International Journal of Virtual Reality. 2016 ; Vol. 16, No. 01. pp. 58-63.
@inproceedings{acf755ae479743f893bea4ce981eb457,
title = "A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking",
abstract = "This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses on unilateral upper-limb amputees with phantom pain. Using a motion sensor, the system tracks the movement of a user’s hand and translates it onto the virtual hand. The system consists of exercises including opening and closing the hand, rotating the hand, and finer finger movements. These exercises are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy participants to evaluate if the games encouraged similar movements as in MT. Prior to the experiment a preliminary test was conducted on an amputee with PLP to gather qualitative feedback from an end-user. The results indicated that the games did convey the exercises from the MT, although further testing is needed.",
keywords = "virtual reality, virtual environment, phantom limb pain, mirror therapy",
author = "Bartal Henriksen and Nielsen, {Ronni Nedergaard} and Laszlo Szabo and Nicolaj Evers and Martin Kraus and Bo Geng",
year = "2016",
language = "English",
volume = "16",
pages = "58--63",
journal = "The International Journal of Virtual Reality",
issn = "1081-1451",
publisher = "I P I Press",
number = "01",

}

A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking. / Henriksen, Bartal; Nielsen, Ronni Nedergaard; Szabo, Laszlo; Evers, Nicolaj; Kraus, Martin; Geng, Bo.

In: The International Journal of Virtual Reality, Vol. 16, No. 01, 2016, p. 58-63.

Research output: Contribution to journalConference article in JournalResearchpeer-review

TY - GEN

T1 - A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking

AU - Henriksen, Bartal

AU - Nielsen, Ronni Nedergaard

AU - Szabo, Laszlo

AU - Evers, Nicolaj

AU - Kraus, Martin

AU - Geng, Bo

PY - 2016

Y1 - 2016

N2 - This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses on unilateral upper-limb amputees with phantom pain. Using a motion sensor, the system tracks the movement of a user’s hand and translates it onto the virtual hand. The system consists of exercises including opening and closing the hand, rotating the hand, and finer finger movements. These exercises are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy participants to evaluate if the games encouraged similar movements as in MT. Prior to the experiment a preliminary test was conducted on an amputee with PLP to gather qualitative feedback from an end-user. The results indicated that the games did convey the exercises from the MT, although further testing is needed.

AB - This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses on unilateral upper-limb amputees with phantom pain. Using a motion sensor, the system tracks the movement of a user’s hand and translates it onto the virtual hand. The system consists of exercises including opening and closing the hand, rotating the hand, and finer finger movements. These exercises are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy participants to evaluate if the games encouraged similar movements as in MT. Prior to the experiment a preliminary test was conducted on an amputee with PLP to gather qualitative feedback from an end-user. The results indicated that the games did convey the exercises from the MT, although further testing is needed.

KW - virtual reality

KW - virtual environment

KW - phantom limb pain

KW - mirror therapy

M3 - Conference article in Journal

VL - 16

SP - 58

EP - 63

JO - The International Journal of Virtual Reality

JF - The International Journal of Virtual Reality

SN - 1081-1451

IS - 01

ER -