A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Tactile Feedback

Author(s):  
Bartal Henriksen ◽  
Ronni Nielsen ◽  
Martin Kraus ◽  
Bo Geng
Author(s):  
Mario Covarrubias Rodriguez ◽  
Beatrice Aruanno ◽  
Monica Bordegoni ◽  
Mauro Rossini ◽  
Franco Molteni

This paper presents an immersive virtual reality system (IVRS) that has been designed for unilateral amputees in order to reduce the phantom limb pain (PLP). The patient’s healthy limb is tracked by using a motion sensor. Data of the limb in motion are used as input parameters to move the phantom limb in the immersive virtual reality system. In this way, the patient has the illusion of moving the phantom limb while moving the real and contra-lateral limb. The system has been implemented by using low cost and open technologies, and combines the Oculus Rift SDK2 device, the LeapMotion device, a motion sensor, and an engine for interactive 3D content and gaming generation (Unity 3D). The Oculus Rift head mounted display is used to provide the immersive experience.


PAIN RESEARCH ◽  
2019 ◽  
Vol 34 (1) ◽  
pp. 19-23
Author(s):  
Masahiko Sumitani ◽  
Michihiro Osumi ◽  
Kazunori Inomata ◽  
Yuko Otake ◽  
Reo Inoue ◽  
...  

Pain Medicine ◽  
2019 ◽  
Vol 20 (10) ◽  
pp. 2051-2059 ◽  
Author(s):  
Thomas Rutledge ◽  
Deborah Velez ◽  
Colin Depp ◽  
John R McQuaid ◽  
Garland Wong ◽  
...  

Abstract Objective To describe the development of a virtual reality (VR) treatment for phantom limb pain (PLP) and phantom sensations and provide feasibility data from testing the treatment in a population of veterans. Design & Subjects Fourteen participants completed a baseline visit evaluating their amputation, PLP, and phantom sensations. Subsequently, participants completed a VR treatment modeled after mirror therapy for PLP, navigating in a VR environment with a bicycle pedaler and motion sensor to pair their cadence to a VR avatar. The VR avatar enabled visualization of the participant’s intact phantom limb in motion, a hypothesized mechanism of mirror therapy. Setting Laboratory. Methods Participants completed pre- and post-treatment measures to evaluate changes in PLP, phantom sensations, and rate helpfulness, realism, immersion, adverse experiences, and treatment satisfaction. Results Eight of 14 participants (57.1%) reported PLP pre–VR treatment, and 93% (13/14) reported one or more unpleasant phantom sensations. After treatment, 28.6% (4/14) continued to report PLP symptoms (t[13] = 2.7, P = 0.02, d = 0.53) and 28.6% (4/14) reported phantom sensations (t[13] = 4.4, P = 0.001, d = 1.7). Ratings of helpfulness, realism, immersion, and satisfaction were uniformly high to very high. There were no adverse experiences. Four participants completed multiple VR treatments, showing stable improvements in PLP intensity and phantom sensations and high user ratings. Conclusions This feasibility study of a novel VR intervention for PLP was practical and was associated with significant reductions in PLP intensity and phantom sensations. Our findings support continued research in VR-based treatments in PLP, with a need for direct comparisons between VR and more established PLP treatments.


2009 ◽  
Vol 31 (10) ◽  
pp. 846-854 ◽  
Author(s):  
Jonathan Cole ◽  
Simon Crowle ◽  
Greg Austwick ◽  
David Henderson Slater

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