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The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies.

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The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies. / Murray, Craig; Pettifer, Stephen; Howard, Toby et al.
In: Disability and Rehabilitation, Vol. 29, No. 18, 02.2007, p. 1465-1469.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Murray, C, Pettifer, S, Howard, T, Patchick, E, Caillette, F, Kulkarni, J & Bamford, C 2007, 'The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies.', Disability and Rehabilitation, vol. 29, no. 18, pp. 1465-1469. https://doi.org/10.1080/09638280601107385

APA

Murray, C., Pettifer, S., Howard, T., Patchick, E., Caillette, F., Kulkarni, J., & Bamford, C. (2007). The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies. Disability and Rehabilitation, 29(18), 1465-1469. https://doi.org/10.1080/09638280601107385

Vancouver

Murray C, Pettifer S, Howard T, Patchick E, Caillette F, Kulkarni J et al. The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies. Disability and Rehabilitation. 2007 Feb;29(18):1465-1469. doi: 10.1080/09638280601107385

Author

Murray, Craig ; Pettifer, Stephen ; Howard, Toby et al. / The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies. In: Disability and Rehabilitation. 2007 ; Vol. 29, No. 18. pp. 1465-1469.

Bibtex

@article{b901e555a9f54265bf350d19fc9ac866,
title = "The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies.",
abstract = "Purpose: This paper describes the design and implementation of a case-study based investigation using immersive virtual reality as a treatment for phantom limb pain. Method: Three participants who experienced phantom limb pain (two with an upper-limb amputation, and one with a lower-limb amputation) took part in between 2-5 Immersive Virtual Reality (IVR) sessions over a three week period. The movements of participants{\textquoteright} anatomical limbs were transposed into the movements of a virtual limb, presented in the phenomenal space of their phantom limb. Results: Preliminary qualitative findings are reported here to assess proof of principle for this IVR equipment. All participants reported the transferral of sensations into the muscles and joints of the phantom limb, and all participants reported a decrease in phantom pain during at least one of the sessions. The authors suggest the need for further research using control trials.",
author = "Craig Murray and Stephen Pettifer and Toby Howard and Emma Patchick and Fabrice Caillette and Jai Kulkarni and Candy Bamford",
note = "The final, definitive version of this article has been published in the Journal, Disability & Rehabilitation, 29 (18), 2007, {\textcopyright} Informa Plc",
year = "2007",
month = feb,
doi = "10.1080/09638280601107385",
language = "English",
volume = "29",
pages = "1465--1469",
journal = "Disability and Rehabilitation",
issn = "0963-8288",
publisher = "Taylor and Francis Ltd.",
number = "18",

}

RIS

TY - JOUR

T1 - The Treatment of Phantom Limb Pain Using Immersive Virtual Reality : Three Case Studies.

AU - Murray, Craig

AU - Pettifer, Stephen

AU - Howard, Toby

AU - Patchick, Emma

AU - Caillette, Fabrice

AU - Kulkarni, Jai

AU - Bamford, Candy

N1 - The final, definitive version of this article has been published in the Journal, Disability & Rehabilitation, 29 (18), 2007, © Informa Plc

PY - 2007/2

Y1 - 2007/2

N2 - Purpose: This paper describes the design and implementation of a case-study based investigation using immersive virtual reality as a treatment for phantom limb pain. Method: Three participants who experienced phantom limb pain (two with an upper-limb amputation, and one with a lower-limb amputation) took part in between 2-5 Immersive Virtual Reality (IVR) sessions over a three week period. The movements of participants’ anatomical limbs were transposed into the movements of a virtual limb, presented in the phenomenal space of their phantom limb. Results: Preliminary qualitative findings are reported here to assess proof of principle for this IVR equipment. All participants reported the transferral of sensations into the muscles and joints of the phantom limb, and all participants reported a decrease in phantom pain during at least one of the sessions. The authors suggest the need for further research using control trials.

AB - Purpose: This paper describes the design and implementation of a case-study based investigation using immersive virtual reality as a treatment for phantom limb pain. Method: Three participants who experienced phantom limb pain (two with an upper-limb amputation, and one with a lower-limb amputation) took part in between 2-5 Immersive Virtual Reality (IVR) sessions over a three week period. The movements of participants’ anatomical limbs were transposed into the movements of a virtual limb, presented in the phenomenal space of their phantom limb. Results: Preliminary qualitative findings are reported here to assess proof of principle for this IVR equipment. All participants reported the transferral of sensations into the muscles and joints of the phantom limb, and all participants reported a decrease in phantom pain during at least one of the sessions. The authors suggest the need for further research using control trials.

U2 - 10.1080/09638280601107385

DO - 10.1080/09638280601107385

M3 - Journal article

VL - 29

SP - 1465

EP - 1469

JO - Disability and Rehabilitation

JF - Disability and Rehabilitation

SN - 0963-8288

IS - 18

ER -