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Effect of a mixed reality-based intervention on arm, hand, and finger function on chronic stroke

Overview of attention for article published in Journal of NeuroEngineering and Rehabilitation, May 2016
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  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (85th percentile)
  • Good Attention Score compared to outputs of the same age and source (70th percentile)

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1 news outlet
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4 X users

Citations

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92 Dimensions

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307 Mendeley
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Title
Effect of a mixed reality-based intervention on arm, hand, and finger function on chronic stroke
Published in
Journal of NeuroEngineering and Rehabilitation, May 2016
DOI 10.1186/s12984-016-0153-6
Pubmed ID
Authors

Carolina Colomer, Roberto Llorens, Enrique Noé, Mariano Alcañiz

Abstract

Virtual and mixed reality systems have been suggested to promote motor recovery after stroke. Basing on the existing evidence on motor learning, we have developed a portable and low-cost mixed reality tabletop system that transforms a conventional table in a virtual environment for upper limb rehabilitation. The system allows intensive and customized training of a wide range of arm, hand, and finger movements and enables interaction with tangible objects, while providing audiovisual feedback of the participants' performance in gamified tasks. This study evaluates the clinical effectiveness and the acceptance of an experimental intervention with the system in chronic stroke survivors. Thirty individuals with stroke were included in a reversal (A-B-A) study. Phase A consisted of 30 sessions of conventional physical therapy. Phase B consisted of 30 training sessions with the experimental system. Both interventions involved flexion and extension of the elbow, wrist, and fingers, and grasping of different objects. Sessions were 45-min long and were administered three to five days a week. The body structures (Modified Ashworth Scale), functions (Motricity Index, Fugl-Meyer Assessment Scale), activities (Manual Function Test, Wolf Motor Function Test, Box and Blocks Test, Nine Hole Peg Test), and participation (Motor Activity Log) were assessed before and after each phase. Acceptance of the system was also assessed after phase B (System Usability Scale, Intrinsic Motivation Inventory). Significant improvement was detected after the intervention with the system in the activity, both in arm function measured by the Wolf Motor Function Test (p < 0.01) and finger dexterity measured by the Box and Blocks Test (p < 0.01) and the Nine Hole Peg Test (p < 0.01); and participation (p < 0.01), which was maintained to the end of the study. The experimental system was reported as highly usable, enjoyable, and motivating. Our results support the clinical effectiveness of mixed reality interventions that satisfy the motor learning principles for upper limb rehabilitation in chronic stroke survivors. This characteristic, together with the low cost of the system, its portability, and its acceptance could promote the integration of these systems in the clinical practice as an alternative to more expensive systems, such as robotic instruments.

X Demographics

X Demographics

The data shown below were collected from the profiles of 4 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 307 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Finland 1 <1%
Chile 1 <1%
Spain 1 <1%
Unknown 304 99%

Demographic breakdown

Readers by professional status Count As %
Student > Master 44 14%
Student > Bachelor 38 12%
Student > Ph. D. Student 29 9%
Researcher 28 9%
Student > Doctoral Student 18 6%
Other 42 14%
Unknown 108 35%
Readers by discipline Count As %
Nursing and Health Professions 45 15%
Computer Science 28 9%
Engineering 24 8%
Medicine and Dentistry 21 7%
Neuroscience 17 6%
Other 47 15%
Unknown 125 41%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 12. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 19 May 2019.
All research outputs
#2,660,886
of 22,869,263 outputs
Outputs from Journal of NeuroEngineering and Rehabilitation
#130
of 1,279 outputs
Outputs of similar age
#45,324
of 309,583 outputs
Outputs of similar age from Journal of NeuroEngineering and Rehabilitation
#5
of 17 outputs
Altmetric has tracked 22,869,263 research outputs across all sources so far. Compared to these this one has done well and is in the 88th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1,279 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 6.9. This one has done well, scoring higher than 89% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 309,583 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 85% of its contemporaries.
We're also able to compare this research output to 17 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 70% of its contemporaries.