With PhantomAR we wanted to develop a wearable assistive therapy tool for PLP that extends traditional mirror therapy and not only liberates users from their restrictive position at a table, but also allows them to perform bi-manual tasks and freely interact with objects found in their virtual and actual environment.
Addressing complex phenomena such as PLP equally requires flexibility in the treatment approach. The application is modularly built, so we can accommodate several control methods [74].
PhantomAR was not designed to be goal-oriented, but curiosity driven. There is no intended or evaluated task transfer from a virtual hand to an actual myoelectric prosthesis.
Brasse et al. suggest, that augmented reality (AR) will play a significant role in future medical applications, enabling patients to perceive a fusion of virtual and real-world visuals [64]. By blending virtual projections with the real world, PhantomAR could serve as a bridge during the rehabilitation process. Specifically, it was designed to be used in the interim phase while the amputated limb is healing and before a permanent prosthetic is fitted, since using a prosthesis has been found to reduce PLP in most users [75].
Patient participation ensures clinical relevance by addressing real needs and challenges, fostering a user-centered approach. Their unique perspectives uncover limitations and refine design, functionality, and usability, ultimately improving the intervention. It was important to not only provide an application for research, but also transfer it to the clinic, with separate user interfaces for the clinician and the patient. Therefore, the patient only has to mount the devices and can start interacting. In addition, the whole system is portable and completely wireless and can thus be used anywhere in the clinic or even at home. The system automatically detects the room without any additional requirements.
PLP
There was a high variance in PLP sensation for patients and some incongruency. Some patients described a lessening of pain during active use but reported later that pain was actually increased during play and only decreased afterwards. All patients agreed that PLP was lower after using the application. Of course, this one-time proof of concept cannot provide a statement about the alleviation of PLP. Therefore, increasing the sample size can not only provide more insight on PLP but also on embodiment and their progress over time. Prospectively, a weekly assessment using the SF McGill Pain Questionnaire might be more indicative of the intervention's effectiveness.
Anthropomorphic representation
Literature pertaining to neuroplastic hypotheses for alleviating PLP highlight the relevance of prioritizing anthropomorphic visual feedback [22], [76]. The concept of stochastic entanglement as hypothesized by Ortiz-Catalan, however, predicts that pain reduction would be independent of the level of anthropomorphic visual representation [21]. However, while agency was high, ownership still received mixed scores.
Temperature
The increase in mean skin temperature in the post-condition phases, such as in the 'Post Residual Limb' and 'Post Proband' groups, could be indicative of increased blood flow to those areas. An elevation in skin temperature is often associated with vasodilation, where blood vessels widen to increase blood flow. This physiological response can be a result of various factors, including increased muscle activity. The difference in temperature between the residual limb and unaffected site of 3°C corresponds to previous findings in upper and lower limb amputees alike [69], [77] and was expected, because stump vascularization is affected by amputation and the limited activity of the residual limb. Our findings indicate that elevated PLP scores prior to the intervention correlate with increased temperatures in the residual limb. In the context of rehabilitation or physical therapy, variations in skin temperature may serve as markers for enhanced blood flow or elevated muscle engagement, aligning with common objectives of these therapeutic interventions [78], [79].
Bimanual interaction: myoelectric control
PhantomAR could also be used as a tool to train myoelectric prosthetic control, even though it was not designed for that purpose. But since it offers the same functionality adapted to the control scheme that the patient will use, be it threshold control or machine learning, it would be possible due to the modularity of the application.
The latency of the movement of the real arm to the visual representation of the corresponding virtual arm was not directly measured, but for arm movements, there is no noticeable lag. The latency is assumed to be below 50ms, as the data is received from the MMRL sensors in real-time every 10ms and translated to the virtual arm position within the next frame. A comparably low latency has not yet been reported in other studies, in which the latency was 500-800ms when controlling a virtual arm using custom IMU sensors [45].
Immersion could be increased from a technical perspective by creating a spatially coherent experience of the virtual and real world that are responsively interacting with each other and underlying it with haptic feedback.
In a future study, to enhance the precision of arm tracking when rotating the head independently from the shoulders, a third MMRL sensor will be employed to monitor shoulder position, thereby creating a more accurate representation and adding additional Degrees of Freedom to the internal model of the patient's arm, which could further improve agency and embodiment. Currently, PhantomAR is exclusively available for transradial (forearm) amputees, but in the future, we plan to extend it to transhumeral (upper arm) amputees as well.
Limitations
A limitation may be that the findings presented here are based on a group of 8 patients, a longitudinal study is needed to further investigate. Reliance on self-reported measures for PLP intensity, embodiment, ownership, and agency might introduce a subjective bias. Consequently, the results and analyses should be considered in light of this. One of the key challenges of the Microsoft HoloLens 2, and AR glasses in general is the restrictive field of view, which might lead to reduced immersion when not operating in the center of vision.