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dc.contributor.authorSánchez-Herrera-Baeza, Patricia
dc.contributor.authorCano-de-la-Cuerda, Roberto
dc.contributor.authorOña-Simbaña, Edwin Daniel
dc.contributor.authorPalacios Ceña, Domingo
dc.contributor.authorPérez Corrales, Jorge
dc.contributor.authorCuenca Zaldívar , Juan Nicolás 
dc.contributor.authorGueita-Rodriguez, Javier
dc.contributor.authorBalaguer-Bernaldo de Quirós, Carlos
dc.contributor.authorJardón-Huete, Alberto
dc.contributor.authorCuesta-Gomez, Alicia
dc.date.accessioned2021-11-02T08:21:35Z
dc.date.available2021-11-02T08:21:35Z
dc.date.issued2020
dc.identifier.issn1424-8220spa
dc.identifier.urihttp://hdl.handle.net/10641/2548
dc.description.abstractBackground: Parkinson’s disease is a neurodegenerative disorder that causes impaired motor functions. Virtual reality technology may be recommended to optimize motor learning in a safe environment. The objective of this paper was to evaluate the e ects of a novel immersive virtual reality technology used for serious games (Oculus Rift 2 plus leap motion controller—OR2-LMC) for upper limb outcomes (muscle strength, coordination, speed of movements, fine and gross dexterity). Another objective was to obtain qualitative data for participants’ experiences related to the intervention. Methods: A mixed methods intervention (embedded) study was used, with a qualitative design after a technology intervention (quantitative design). The intervention and qualitative design followed international guidelines and were integrated into the method and reporting subheadings. Results: Significant improvements were observed in strength (p = 0.028), fine (p = 0.026 to 0.028) and gross coordination dexterity, and speed movements (p = 0.039) in the a ected side, with excellent compliance (100%) and a high level of satisfaction (3.66 0.18 points out of the maximum of 4). No adverse side e ects were observed. Qualitative findings described patients’ perspectives regarding OR2-LMC treatment, facilitators and barriers for adherence, OR2-LMC applications, and treatment improvements. Conclusions: The intervention showed positive results for the upper limbs, with elements of discordance, expansion, and confirmation between qualitative and quantitative results.spa
dc.language.isoengspa
dc.publisherSensorsspa
dc.rightsAtribución-NoComercial-SinDerivadas 3.0 España*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/*
dc.subjectParkinson’s diseasespa
dc.subjectbiomedical technologyspa
dc.subjectbiomedical enhancementspa
dc.subjectneurological rehabilitationspa
dc.subjectmixed methods researchspa
dc.titleThe Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson’s Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study.spa
dc.typejournal articlespa
dc.type.hasVersionAMspa
dc.rights.accessRightsopen accessspa
dc.description.extent1.962 KBspa
dc.identifier.doidoi.org/10.3390/s20082168spa
dc.relation.publisherversionhttps://www.mdpi.com/1424-8220/20/8/2168spa


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