case_images: PMC10722161_01
case_images: (a) Dorsal and palm on the amputated side. (b) Scene of VRT implementation with head-mounted display. (c) Controller fixed to the stump on the amputated side. (d-f) A ball rolling on a board in the virtual space is grasped by a virtual hand and placed high on the board.
case_images: fnhum-17-1246865-g001.jpg
case_images: PMC10722161_01_fnhum-17-1246865-g001.jpg
case_images: F1
case_images: A 42-year-old woman underwent amputation of 2-5 fingers following a workplace accident 9 years previously (Figure 1a). Virtual reality training was performed using a head-mounted display in the chair position, and a controller was used to control the virtual hand (Figure 1b). The head-mounted display was an HTC VIVE, and the controller was fixed to a stump for operation (Figure 1c). The task was created in our research team using Unity and involved repeatedly grasping a ball rolling on a sloping board in a virtual space with a virtual hand (Figures 1d-f).
case_images: Protocol.
case_images: fnhum-17-1246865-g002.jpg
case_images: PMC10722161_01_fnhum-17-1246865-g002.jpg
case_images: F2
case_images: The SF-MPQ2 was administered during the last week of each period and was used as the score for each period (Figure 2). The same day of the week was used for the measurement, and the patient was asked to record her activities on paper to confirm that no special events occurred on the day of the assessment (Figure 2). The sense of immersion and agency was measured at each intervention during Periods B and B', and the average value was used as the score (Figure 2).