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Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient

Overview of attention for article published in Frontiers in Neuroscience, January 2014
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  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (99th percentile)
  • High Attention Score compared to outputs of the same age and source (96th percentile)

Mentioned by

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16 news outlets
blogs
5 blogs
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47 X users
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5 patents
facebook
1 Facebook page
googleplus
2 Google+ users
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4 YouTube creators

Citations

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139 Dimensions

Readers on

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467 Mendeley
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Title
Treatment of phantom limb pain (PLP) based on augmented reality and gaming controlled by myoelectric pattern recognition: a case study of a chronic PLP patient
Published in
Frontiers in Neuroscience, January 2014
DOI 10.3389/fnins.2014.00024
Pubmed ID
Authors

Max Ortiz-Catalan, Nichlas Sander, Morten B. Kristoffersen, Bo Håkansson, Rickard Brånemark

Abstract

A variety of treatments have been historically used to alleviate phantom limb pain (PLP) with varying efficacy. Recently, virtual reality (VR) has been employed as a more sophisticated mirror therapy. Despite the advantages of VR over a conventional mirror, this approach has retained the use of the contralateral limb and is therefore restricted to unilateral amputees. Moreover, this strategy disregards the actual effort made by the patient to produce phantom motions. In this work, we investigate a treatment in which the virtual limb responds directly to myoelectric activity at the stump, while the illusion of a restored limb is enhanced through augmented reality (AR). Further, phantom motions are facilitated and encouraged through gaming. The proposed set of technologies was administered to a chronic PLP patient who has shown resistance to a variety of treatments (including mirror therapy) for 48 years. Individual and simultaneous phantom movements were predicted using myoelectric pattern recognition and were then used as input for VR and AR environments, as well as for a racing game. The sustained level of pain reported by the patient was gradually reduced to complete pain-free periods. The phantom posture initially reported as a strongly closed fist was gradually relaxed, interestingly resembling the neutral posture displayed by the virtual limb. The patient acquired the ability to freely move his phantom limb, and a telescopic effect was observed where the position of the phantom hand was restored to the anatomically correct distance. More importantly, the effect of the interventions was positively and noticeably perceived by the patient and his relatives. Despite the limitation of a single case study, the successful results of the proposed system in a patient for whom other medical and non-medical treatments have been ineffective justifies and motivates further investigation in a wider study.

X Demographics

X Demographics

The data shown below were collected from the profiles of 47 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 467 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
France 3 <1%
United States 2 <1%
Italy 1 <1%
Yemen 1 <1%
Canada 1 <1%
United Kingdom 1 <1%
Belgium 1 <1%
Mexico 1 <1%
Unknown 456 98%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 81 17%
Student > Ph. D. Student 69 15%
Student > Master 67 14%
Researcher 57 12%
Professor > Associate Professor 20 4%
Other 83 18%
Unknown 90 19%
Readers by discipline Count As %
Engineering 94 20%
Medicine and Dentistry 53 11%
Computer Science 48 10%
Nursing and Health Professions 36 8%
Neuroscience 35 7%
Other 94 20%
Unknown 107 23%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 213. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 19 July 2021.
All research outputs
#182,929
of 25,432,721 outputs
Outputs from Frontiers in Neuroscience
#79
of 11,556 outputs
Outputs of similar age
#1,611
of 319,485 outputs
Outputs of similar age from Frontiers in Neuroscience
#3
of 51 outputs
Altmetric has tracked 25,432,721 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 99th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 11,556 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 11.0. This one has done particularly well, scoring higher than 99% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 319,485 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 99% of its contemporaries.
We're also able to compare this research output to 51 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 96% of its contemporaries.