4.7 Review

Extended Reality X-Reality for Prosthesis Training of Upper-Limb Amputees: A Review on Current and Future Clinical Potential

Publisher

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/TNSRE.2022.3179327

Keywords

Prosthetics; Training; Virtual reality; X reality; Visualization; Protocols; Extended reality; Prosthesis; virtual reality; augmented reality; serious games; rehabilitation; upper-limb

Funding

  1. Qatar University [IRCC-2022-541]
  2. Coordenacao de Aperfeicoamento de Pessoal de Nivel SuperiorBrazil (CAPES)
  3. Fundacao de Amparo a Pesquisa do Estado de Minas Gerais-Brazil (FAPEMIG)
  4. Conselho Nacional de Desenvolvimento Cientifico e Tecnologico - Brazil (CNPq)
  5. Autodesk Foundation
  6. Qatar National Library

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The rejection rates of upper-limb prosthetic devices in adults are high, and the use of virtual reality training methods to increase long-term, full-time use has not yet gained widespread traction in the clinical setting.
The rejection rates of upper-limb prosthetic devices in adults are high, currently averaging 26% and 23% for body-powered and electric devices, respectively. While many factors influence acceptance, prosthesis training methods relying on novel virtual reality systems have been cited as a critical factor capable of increasing the likelihood of long-term, full-time use. Despite that, these implementations have not yet garnered widespread traction in the clinical setting, and their use remains immaterial. This review aims to explore the reasons behind this situation by identifying trends in existing research that seek to advance Extended Reality X-Reality systems for the sake of upper-limb prosthesis rehabilitation and, secondly, analyzing barriers and presenting potential pathways to deployment for successful adoption in the future. The search yielded 42 research papers that were divided into two categories. The first category included articles that focused on the technical aspect of virtual prosthesis training. Articles in the second category utilize user evaluation procedures to ensure applicability in a clinical environment. The review showed that 75% of articles that conducted whole system testing experimented with non-immersive virtual systems. Furthermore, there is a shortage of experiments performed with amputee subjects. From the large-scale studies analyzed, 71% of those recruited solely non-disabled participants. This paper shows that X-Reality technologies for prosthesis rehabilitation of upper-limb amputees carry significant benefits. Nevertheless, much still must be done so that the technology reaches widespread clinical use.

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