Evidence map›Paper›PMID 39905543›Full record

ArticleJournal of neuroengineering and rehabilitation2025

PhantomAR: gamified mixed reality system for alleviating phantom limb pain in upper limb amputees-design, implementation, and clinical usability evaluation.

Cosima Prahm, Korbinian Eckstein, Michael Bressler, Zhixing Wang, Xiaotong Li, Takashige Suzuki, Adrien Daigeler, Jonas Kolbenschlag, Hideaki Kuzuoka

Abstract read
In one paragraph

Article in Journal of neuroengineering and rehabilitation, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

  1. Review
  2. Article
  3. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Cosima PrahmDepartment of Hand, Plastic, Reconstructive and Burn Surgery, University of Tübingen, BG Klinik, Tuebingen, Germany. cosima.prahm@charite.de.
Korbinian EcksteinSchool of Electrical Engineering and Computer Science, The University of Queensland, Brisbane, Australia.
Michael BresslerDepartment of Hand, Plastic, Reconstructive and Burn Surgery, University of Tübingen, BG Klinik, Tuebingen, Germany.
Zhixing WangDepartment of Mechano-Informatics, Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, Japan.
Xiaotong LiDepartment of Mechano-Informatics, Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, Japan.
Takashige SuzukiDepartment of Mechano-Informatics, Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, Japan.
Adrien DaigelerDepartment of Hand, Plastic, Reconstructive and Burn Surgery, University of Tübingen, BG Klinik, Tuebingen, Germany.
Jonas KolbenschlagDepartment of Hand, Plastic, Reconstructive and Burn Surgery, University of Tübingen, BG Klinik, Tuebingen, Germany.
Hideaki KuzuokaDepartment of Mechano-Informatics, Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, Japan.

Funding

Eberhard Karls Universität Tübingen Open Access Publishing FundJapan Society for the Promotion of Science SP20304Japan Society for the Promotion of Science SP20313Medizinischen Fakultät, Eberhard Karls Universität Tübingen AKF 453-0-0
6 · The paper itself

Abstract

backgroundPhantom limb pain (PLP) is a restrictive condition in which patients perceive pain in a limb that is no longer present, greatly reducing their quality of life. Mirror Therapy, wherein patients observe a mirror reflection of their intact limb, has demonstrated efficacy in alleviating PLP. However, its unilateral and seated nature presents limitations. To address these constraints while still reducing PLP, and evaluating the impact of different virtual limb representations (anthropomorphic vs. non-anthropomorphic) on the user's sense of ownership, agency, and embodiment, PhantomAR was developed. Leveraging wearable first-person augmented reality (AR) technology, PhantomAR extends traditional Mirror Therapy by enabling users to move freely and engage in bimanual tasks.

methodsThe assistive mixed reality game application PhantomAR was deployed on the Microsoft HoloLens 2 and augmented the user's residual limb by superimposing a virtual arm or tentacle that was controlled via residual muscles on their stump using an EMG electrode array. This setup allowed patients to engage in a first-person perspective and manipulate virtual objects with both the healthy and augmented limbs, free from the confines of a seated position. The study enrolled 10 able-bodied individuals and 8 individuals with unilateral, transradial amputation. All amputees experienced PLP. The usability of the PhantomAR application was evaluated using the System Usability Scale (SUS) and a user-centric survey. Additionally, the Game Experience was assessed on a 5-point Likert questionnaire (GEQ). Participants rated their phantom sensations using the Numerical Rating Scale and McGill Pain Questionnaire before, during, and after interaction with PhantomAR. The embodiment and agency of the virtual superimposed arm were evaluated with an altered Prosthesis Embodiment Scale. The study protocol included two sessions of 30 min each, during which participants experienced PhantomAR.

resultsParticipants (n = 18) rated PhantomAR highly usable (SUS m = 90.8%, SD = 6.88). Feedback on the Game Experience Questionnaire was overwhelmingly positive, showing high immersion (m = 4.46, SD = 0.08) and positive affect (m = 4.97, SD = 0.05). PLP (n = 8) significantly decreased post-intervention (NRS and McGill Pain Questionnaire, p < .001). Skin temperature in the residual limb increased significantly post-intervention (p < .01) but did not correlate with PLP (r = - 0.08, p = 0.83). Tentacle overlay yielded mixed ownership but high agency ratings.

conclusionPhantomAR leverages mixed reality to significantly reduce Phantom Limb Pain, enhance user engagement, and alter perceptions of ownership and agency of their augmented limb through bi-manual, dynamic, full-body interactions. Trial registration DRKS00033208 (Jan. 5th 2024).

Indexed as

AmputeesAugmented RealityPhantom LimbUpper ExtremityVideo GamesAdultFemaleHumansMaleMiddle AgedExtended realityGamificationHand amputationMicrosoft HoloLens 2Mirror therapyMixed realityMyoelectric controlPhantom limb painProsthesisUpper limb amputation

Identifiers

PMID39905543
PMCPMC11796004

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.