Example of upper limb prosthesis

Virtual Reality Outcomes Testing for Upper Limb Prosthesis

Posted By Eleanor Clark & Matthew Russo

Need & Significance

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People with upper limb absence are negatively impacted during everyday activities such as dressing, eating, personal hygiene, and social interactions. Most upper limb absence is caused by trauma and afflicts younger people that wish to return to work and continue an active lifestyle in their community. Thus, there is a great need to create upper limb prostheses that are easy to control, highly functional, and personalized to the user. 

Methods to thoroughly test upper limb prosthesis control and function require that the components, such as the control system, hand and wrist, be purchased and fit to the individual. This requires a lengthy time and financial commitment. 

Our Objective

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The goal of this study is to compare clinical performance measures in an immersive virtual reality (VR) environment to performance with a physical upper limb prosthesis.

We anticipate that upper limb performance in VR and with a physical prosthetic device will be correlated with each other. This correlation between VR and physical prosthesis performance will provide necessary data to allow clinicians to use upper limb VR performance measurements to more accurately predict function and control. This study will also provide necessary data to support the use of a VR environment by researchers when testing new prosthesis control strategies before building a device. 

Participants in this study will:

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  • Attend multiple study visits at the Shirley Ryan 汤头条app
  • Be fit for use in the laboratory with the study devices: a myoelectric prosthesis device and virtual reality headset
  • Receive training with all study devices
  • Perform functional outcome measures with all study devices

Who Can Participate?

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  • 18+ years old
  • Individuals with upper limb loss/ difference on one side 
  • Able to wear and use myoelectric prosthesis device
  • Currently NOT receiving therapy services to learn use of prosthesis 
  • Able to wear and use a virtual reality headset 

Compensation

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Participants will receive compensation for each study visit.

Participants will not be able to keep the devices or use them at home.

Funding Source

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Orthotics and Prosthetics Outcomes Research Program (OPORP) Clinical Research Award, Department of Defense 

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