Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain

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Standard

Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain. / Lendaro, Eva; Middleton, Alexandra; Brown, Shannon; Ortiz-Catalan, Max.

I: Journal of Pain Research, Bind 13, 2020, s. 195-209.

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningfagfællebedømt

Harvard

Lendaro, E, Middleton, A, Brown, S & Ortiz-Catalan, M 2020, 'Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain', Journal of Pain Research, bind 13, s. 195-209. https://doi.org/10.2147/JPR.S220160

APA

Lendaro, E., Middleton, A., Brown, S., & Ortiz-Catalan, M. (2020). Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain. Journal of Pain Research, 13, 195-209. https://doi.org/10.2147/JPR.S220160

Vancouver

Lendaro E, Middleton A, Brown S, Ortiz-Catalan M. Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain. Journal of Pain Research. 2020;13:195-209. https://doi.org/10.2147/JPR.S220160

Author

Lendaro, Eva ; Middleton, Alexandra ; Brown, Shannon ; Ortiz-Catalan, Max. / Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain. I: Journal of Pain Research. 2020 ; Bind 13. s. 195-209.

Bibtex

@article{efb425275a0c4cab97712c588331a634,
title = "Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain",
abstract = "Purpose: 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. Patients and Methods: 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. Results: 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{\textquoteright} 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. Conclusion: 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.",
keywords = "Augmented reality, Ethnography, Neuropathic pain, Phantom limb pain, Phantom motor execution, User interaction design",
author = "Eva Lendaro and Alexandra Middleton and Shannon Brown and Max Ortiz-Catalan",
year = "2020",
doi = "10.2147/JPR.S220160",
language = "English",
volume = "13",
pages = "195--209",
journal = "Journal of Pain Research",
issn = "1178-7090",
publisher = "Dove Medical Press",

}

RIS

TY - JOUR

T1 - Out of the clinic, into the home: The in-home use of phantom motor execution aided by machine learning and augmented reality for the treatment of phantom limb pain

AU - Lendaro, Eva

AU - Middleton, Alexandra

AU - Brown, Shannon

AU - Ortiz-Catalan, Max

PY - 2020

Y1 - 2020

N2 - Purpose: 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. Patients and Methods: 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. Results: 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. Conclusion: 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.

AB - Purpose: 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. Patients and Methods: 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. Results: 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. Conclusion: 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.

KW - Augmented reality

KW - Ethnography

KW - Neuropathic pain

KW - Phantom limb pain

KW - Phantom motor execution

KW - User interaction design

U2 - 10.2147/JPR.S220160

DO - 10.2147/JPR.S220160

M3 - Journal article

VL - 13

SP - 195

EP - 209

JO - Journal of Pain Research

JF - Journal of Pain Research

SN - 1178-7090

ER -

ID: 371016671