Lendaro Eva, Middleton Alexandra, Brown Shannon, Ortiz-Catalan Max
Biomechatronics and Neurorehabilitation Laboratory, Department of Electrical Engineering, Chalmers University of Technology, Gothenburg, Sweden.
Department of Anthropology, Princeton University, Princeton, NJ, USA.
J Pain Res. 2020 Jan 21;13:195-209. doi: 10.2147/JPR.S220160. eCollection 2020.
Phantom motor execution (PME) facilitated by augmented/virtual reality (AR/VR) and serious gaming (SG) has been proposed as a treatment for phantom limb pain (PLP). Evidence of the efficacy of this approach was obtained through a clinical trial involving individuals with chronic intractable PLP affecting the upper limb, and further evidence is currently being sought with a multi-sited, international, double blind, randomized, controlled clinical trial in upper and lower limb amputees. All experiments have been conducted in a clinical setting supervised by a therapist. Here, we present a series of case studies (two upper and two lower limb amputees) on the use of PME as a self-treatment. We explore the benefits and the challenges encountered in translation from clinic to home use with a holistic, mixed-methods approach, employing both quantitative and qualitative methods from engineering, medical anthropology, and user interface design.
All patients were provided with and trained to use a myoelectric pattern recognition and AR/VR device for PME. Patients took these devices home and used them independently over 12 months.
We found that patients were capable of conducting PME as a self-treatment and incorporated the device into their daily life routines. Use patterns and adherence to PME practice were not only driven by the presence of PLP but also influenced by patients' perceived need and social context. The main barriers to therapy adherence were time and availability of single-use electrodes, both of which could be resolved, or attenuated, by informed design considerations.
Our findings suggest that adherence to treatment, and thus related outcomes, could be further improved by considering disparate user types and their utilization patterns. Our study highlights the importance of understanding, from multiple disciplinary angles, the tight coupling and interplay between pain, perceived need, and use of medical devices in patient-initiated therapy.
由增强现实/虚拟现实(AR/VR)和严肃游戏(SG)辅助的幻肢运动执行(PME)已被提议作为幻肢痛(PLP)的一种治疗方法。该方法有效性的证据是通过一项涉及上肢慢性顽固性PLP患者的临床试验获得的,目前正在进行一项针对上肢和下肢截肢者的多中心、国际、双盲、随机对照临床试验以寻求更多证据。所有实验均在治疗师监督的临床环境中进行。在此,我们展示了一系列关于将PME用作自我治疗方法的案例研究(两名上肢截肢者和两名下肢截肢者)。我们采用整体的、混合方法,运用工程学、医学人类学和用户界面设计的定量和定性方法,探讨从临床应用转换为家庭使用过程中所遇到的益处和挑战。
为所有患者提供并培训使用用于PME的肌电模式识别及AR/VR设备。患者将这些设备带回家,并在12个月内独立使用。
我们发现患者能够将PME作为一种自我治疗方法进行操作,并将该设备融入日常生活中。PME的使用模式和依从性不仅受PLP的影响,还受到患者感知需求和社会环境的影响。治疗依从性的主要障碍是时间和一次性电极的可用性,通过明智的设计考虑,这两个问题都可以得到解决或缓解。
我们的研究结果表明,考虑不同用户类型及其使用模式可以进一步提高治疗依从性以及相关疗效。我们的研究强调了从多个学科角度理解在患者自主治疗中疼痛、感知需求和医疗设备使用之间紧密联系和相互作用的重要性。