ArticleJournal of neuroengineering and rehabilitation2020
Virtual reality-based action observation facilitates the acquisition of body-powered prosthetic control skills.
Article in Journal of neuroengineering and rehabilitation, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06107023 (Investigation of the Effect of Action Observation Training With 3D Virtual Reality on Upper Extremity Functions in Patients With Multiple Sclerosis With Attacks), which is not on this map. Cited by 15 papers.
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The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Investigation of the Effect of Action Observation Training With 3D Virtual Reality on Upper Extremity Functions in Patients With Multiple Sclerosis With Attacks
Who cites it
15 citing papers in PubMed.
- Gaze strategy and sense of ownership in learning prosthetic control: a comparative study using wearable eye tracking.Journal of neuroengineering and rehabilitation · 2025Trial
- The Acute Effects of Motor Imagery Combined With Action Observation Breathing Exercise on Cardiorespiratory Responses, Brain Activity, and Cognition: A Randomized, Controlled Trial.Cardiovascular therapeutics · 2025Trial
- Proprioceptive-augmented virtual reality influences the kinematic properties of movement imitation.Journal of neuroengineering and rehabilitation · 2026Article
- Article
- The acute effect of throwing training with virtual reality on boccia competitive performance in healthy adults.Journal of physical therapy science · 2024Article
- Cortical Reorganization after Limb Loss: Bridging the Gap between Basic Science and Clinical Recovery.The Journal of neuroscience : the official journal of the Society for Neuroscience · 2024Review
- A Review on the Usability, Flexibility, Affinity, and Affordability of Virtual Technology for Rehabilitation Training of Upper Limb Amputees.Bioengineering (Basel, Switzerland) · 2023Review
- Metaverse Wearables for Immersive Digital Healthcare: A Review.Advanced science (Weinheim, Baden-Wurttemberg, Germany) · 2023Review
- Case Report: Virtual reality training for phantom limb pain after amputation.Frontiers in human neuroscience · 2023Article
- 180-degree immersive VR motion visualization in the treatment of haemophilic ankle arthropathy.Haemophilia : the official journal of the World Federation of Hemophilia · 2023Article
- Environmental enrichment through virtual reality as multisensory stimulation to mitigate the negative effects of prolonged bed rest.Frontiers in aging neuroscience · 2023Review
- Approach to Knee Arthropathy through 180-Degree Immersive VR Movement Visualization in Adult Patients with Severe Hemophilia: A Pilot Study.Journal of clinical medicine · 2022Article
- The Arrival of the Metaverse in Neurorehabilitation: Fact, Fake or Vision?Biomedicines · 2022Review
- One Session Effects of Knee Motion Visualization Using Immersive Virtual Reality in Patients with Hemophilic Arthropathy.Journal of clinical medicine · 2021Article
- Effectiveness of simple body image evaluation and manipulation for chronic pain: a case report.Japanese journal of comprehensive rehabilitation science · 2021Article
Corrections and comments
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Authors and funding
11 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRegular body-powered (BP) prosthesis training facilitates the acquisition of skills through repeated practice but requires adequate time and motivation. Therefore, auxiliary tools such as indirect training may improve the training experience and speed of skill acquisition. In this study, we examined the effects of action observation (AO) using virtual reality (VR) as an auxiliary tool. We used two modalities during AO: three-dimensional (3D) VR and two-dimensional (2D) computer tablet devices (Tablet). Each modality was tested from first- and third-person perspectives.
methodsWe studied 40 healthy right-handed participants wearing a BP prosthesis simulator on their non-dominant hands. The participants were divided into five groups based on combinations of the different modalities and perspectives: first-person perspective on VR (VR1), third-person perspective on VR (VR3), first-person perspective on a tablet (Tablet1), third-person perspective on a tablet (Tablet3), and a control group (Control). The intervention groups observed and imitated the video image of prosthesis operation for 10 min in each of two sessions. We evaluated the level of immersion during AO using the visual analogue scale. Prosthetic control skills were evaluated using the Box and Block Test (BBT) and a bowknot task (BKT).
resultsIn the BBT, there were no significant differences in the amount of change in the skills between the five groups. In contrast, the relative changes in the BKT prosthetic control skills in VR1 (p < 0.001, d = 3.09) and VR3 (p < 0.001, d = 2.16) were significantly higher than those in the control group. Additionally, the immersion scores of VR1 (p < 0.05, d = 1.45) and VR3 (p < 0.05, d = 1.18) were higher than those of Tablet3. There was a significant negative correlation between the immersion scores and the relative change in the BKT scores (Spearman's r
conclusionsUsing the BKT of bilateral manual dexterity, VR-based AO significantly improved short-term prosthetic control acquisition. Additionally, it appeared that the higher the immersion score was, the shorter the execution time of the BKT task. Our findings suggest that VR-based AO training may be effective in acquiring bilateral BP prosthetic control, which requires more 3D-based operation.
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