dc.contributor.author | Sánchez-Herrera-Baeza, Patricia | |
dc.contributor.author | Cano-de-la-Cuerda, Roberto | |
dc.contributor.author | Oña-Simbaña, Edwin Daniel | |
dc.contributor.author | Palacios Ceña, Domingo | |
dc.contributor.author | Pérez Corrales, Jorge | |
dc.contributor.author | Cuenca Zaldívar , Juan Nicolás | |
dc.contributor.author | Gueita-Rodriguez, Javier | |
dc.contributor.author | Balaguer-Bernaldo de Quirós, Carlos | |
dc.contributor.author | Jardón-Huete, Alberto | |
dc.contributor.author | Cuesta-Gomez, Alicia | |
dc.date.accessioned | 2021-11-02T08:21:35Z | |
dc.date.available | 2021-11-02T08:21:35Z | |
dc.date.issued | 2020 | |
dc.identifier.issn | 1424-8220 | spa |
dc.identifier.uri | http://hdl.handle.net/10641/2548 | |
dc.description.abstract | Background: 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.iso | eng | spa |
dc.publisher | Sensors | spa |
dc.rights | Atribución-NoComercial-SinDerivadas 3.0 España | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/es/ | * |
dc.subject | Parkinson’s disease | spa |
dc.subject | biomedical technology | spa |
dc.subject | biomedical enhancement | spa |
dc.subject | neurological rehabilitation | spa |
dc.subject | mixed methods research | spa |
dc.title | The 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.type | journal article | spa |
dc.type.hasVersion | AM | spa |
dc.rights.accessRights | open access | spa |
dc.description.extent | 1.962 KB | spa |
dc.identifier.doi | doi.org/10.3390/s20082168 | spa |
dc.relation.publisherversion | https://www.mdpi.com/1424-8220/20/8/2168 | spa |