Comparison of Movements in a Virtual Reality Mirror Box Therapy
for Treatment of Lower Limb Phantom Pain
Bartal Henriksen
1
, Ronni Nedergaard Nielsen
1
, Martin Kraus
2
and Bo Geng
3
1
School of Information and Communication Technology, Aalborg University, Rendsburggade 14, Aalborg, Denmark
2
Department of Architecture, Design and Media Technology, Aalborg University, Rendsburggade 14, Aalborg, Denmark
3
Department of Health Science and Technology, Aalborg University, Fredrik Bajers Vej 7, Aalborg, Denmark
Keywords: Virtual Reality, Phantom Limb Pain, Mirror Box Therapy.
Abstract: Many patients experience Phantom Limb Pain (PLP) after an amputation. Traditional Mirror Box Therapy
(MBT) has proven efficient for some patients, but the movements in MBT are physically limited, for lower
limb amputees. In this work, we investigated how anti-symmetrical mirroring compares to regular mirroring
in Virtual Reality (VR) MBT for lower limb amputees, as natural leg movements are anti-symmetrical, like
walking, running, and cycling. To motivate the patients, a game was developed that uses cycling and
swinging movements. We implemented the required movements into a goal-oriented game where the patient
must fly a gyrocopter through goal areas. The experiment was implemented as a within-subject design,
where the participants had to try three versions of the game and give preferential feedback. The findings
showed that the cycling version was more exhausting than the anti-symmetrical and symmetrical swinging
versions. Furthermore, we discovered that the required cycling motions were too difficult and tiresome to do
over a longer period of time. On the other hand, we found that it is possible to use anti-symmetrical
swinging of legs in VR MBT.
1 INTRODUCTION
When people have a limb amputated due to accident
or surgery, a condition called Phantom Limb Pain
(PLP) can occur. PLP is the pain experienced in the
amputated limb and occurs for up to 85% of all
amputees (Kooijman et al., 2000; Sherman, Sherman
and Parker, 1984). The PLP can relate to a certain
movement or position of the phantom limb, as well
as physical factors, such as: weather changes or
pressure on the residual limb (Flor, 2002). PLP is
not the same as physical pain and therefore the same
treatments, such as local anaesthesia and muscle
relaxant, are not effective for it (Flor, 2002).
Different hypotheses to why PLP occurs have been
explored, but the reason is still not known.
However, a method called Mirror Box Therapy
(MBT) has shown promising results in reducing PLP
for some patients (Ramachandran and Rogers-
Ramachandran, 1996). The MBT works by
providing the patients with an illusion that they
regain the missing limb. This is achieved by placing
a mirror perpendicular to the patient. The intact limb
is then mirrored onto the phantom limb. If
positioned correctly, this creates the illusion that the
amputated limb is still present. Why MBT is
successful is unclear, but one speculation is that
mirror illusion resolves the conflict between missing
visual feedback and movement intention, which
might cause PLP (Flor, 2002; Ramachandran and
Hirstein, 1998). The MBT is used both for lower
limb and upper limb amputees. In the MBT for
lower limb amputees, more requirements are needed
to establish the illusion. The patient needs to sit on a
bed or a couch and must look into a mirror from a
specific angle to establish the illusion. If the patient
moves or looks away, the illusion breaks down. The
patient further has limited movement, as the sitting
position requires them to bend forward to look into
the mirror, while putting their weight onto the leg.
1.1 Related Work
While the traditional MBT has produced promising
results for treatment of PLP, there are potential
advantages of developing a virtual MBT concept. In
a virtual environment (VE), there are less physical
restrictions to maintain the illusion of the virtual
Henriksen, B., Nielsen, R., Kraus, M. and Geng, B.
Comparison of Movements in a Virtual Reality Mirror Box Therapy for Treatment of Lower Limb Phantom Pain.
DOI: 10.5220/0006537801670174
In Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018) - Volume 1: GRAPP, pages
167-174
ISBN: 978-989-758-287-5
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
167
limb in the mirror, as the patient does not need to sit
in a fixed position. Furthermore, virtual MBT also
enables the possibility to apply the MBT exercises
into more meaningful tasks and in more motivating
environments, such as games.
The concept of a virtual MBT has been explored
in the past decade, together with the advancing
technologies in motion sensors and the use of head-
mounted displays (HMDs) for depth perception in
virtual and/or augmented environments. Several
virtual MBT concept proposals have been developed
and a few systems have been tested with PLP
patients. These concepts use an HMD or custom
made display setups to visualize the system, and
while most concepts use a Virtual Reality (VR)
representation (Cole et al., 2009; Murray et al.,
2006; Osumi et al., 2017; Sato et al., 2010;
Zweighaft et al., 2012), a few have also developed
augmented reality systems that implement a virtual
limb to a representation of the stump of the patient
(Ortiz-Catalan et al., 2014; Trojan et al., 2013). To
track the movements of the patients, several systems
have been proposed, such as applying motion-
detection gloves, motion sensors, or pre-rendered
motions. The tested systems have shown promising
results, as the patients have experienced increased
control of the phantom limb by using some these
systems (Cole et al., 2009; Murray et al., 2006;
Osumi et al., 2017), and others have experienced a
short-term reduction in pain (Osumi et al., 2017;
Sato et al., 2010) as a result of the VR experiences.
In MBT, the exercise types used by the patients
vary depending on the pain and disability state of
individual patients (Brodie et al., 2003). For upper-
limb amputees the exercises include finger
movements, hand rotations and arm movements. The
patient usually starts with a small basic movement.
The movement is then repeated until the patient feels
comfortable and ready for a more challenging move.
A similar approach is used for lower-limb amputees.
The exercises consist of bending the knee, moving
the foot, rotating the ankle and toe movements
(Brodie, Whyte and Waller, 2003).
Even though the amount of lower-limb amputees
is a lot higher than upper-limb amputees (Brodie,
Whyte and Waller, 2003), most studies have focused
on developing different meaningful movements for
upper-limb amputees, such as: basic movement of
the upper limb (Murray et al., 2006; Ortiz-Catalan et
al., 2014; Osumi et al., 2017), punching an object
(Murray et al., 2006), grabbing and releasing objects
(Cole et al., 2009; Sato et al., 2010; Zweighaft et al.,
2012) and flexing the fingers (Trojan et al., 2013).
But there have only been a limited set of meaningful
movements explored for lower-limb amputees, such
as kicking an object or tapping a drum pedal (Cole et
al., 2009; Murray et al., 2006). Furthermore, while
the concepts proposed try to apply meaningful
movements to the MBT exercises, most focus on
applying standard mirrored movements. This makes
sense as mirrored movements often occur when
using both upper-limbs at the same time. The
movements used with the phantom limb in the MBT,
have a greater effect if they “feel” natural for the
patient for them to be convinced they are moving
their phantom limb (Henriksen et al., 2016). In this
study, three different mirrored applications were
developed: (1) grabbing and releasing boxes, (2)
pressing mirrored buttons and (3) a “bending game”
in which the patient had to bend a virtual rod with
both hands into different angles. While all three
versions were able to apply meaningful movements,
only the bending game was able to activate the
feeling of using the phantom upper-limb when tested
on an amputee (Henriksen et al., 2016). Based on
these results, it was hypothesized that by applying
mirrored movements, which required the use of both
lower-legs would help lower-limb patients feel they
used both their intact and phantom leg, when playing
the games (Nielsen et al., 2017). Nielsen et al.
developed two different games: (1) a shape game,
where the user needed to move both feet into
symmetrical square boxes in different angles, and
(2) a slingshot game, where the user needed to grab
the handle of a slingshot by doing a grabbing motion
with their toes, aim the handle by moving their feet
and release the handle by releasing their toes.
However, following an experiment with healthy
subjects and a test with a lower-leg amputee, it was
discovered that the mirroring movements were not
enough, as the movements were either too abstract
or too mundane (Nielsen et al., 2017). It should be
noted that this experiment also indicated the games
were constraining to do as they required the
participants to move their legs up in the air, in order
to do the required movements. Therefore, in order to
develop a VR MBT concept that encourages the use
of both lower-limbs, the concept must use motions
that feel natural to do with both legs. Furthermore,
the setup needs to be designed so it does not
constrain the legs of the user, as these constraints
would interfere with the overall experience and may
stop the user from using both legs.
While the long term goal is to design a VR
version of MBT to alleviate PLP, the goal for this
work is to encourage movement of both legs, and
engage users by having them play a game while
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168
using both legs. The focus of this work is on lower-
limb amputees and anti-symmetrical movements
2 METHOD
To compare symmetrical and anti-symmetrical
movements, a system using VR technology that
applied mirroring methods other than standard
mirroring for lower-limb MBT was developed. The
system uses a HTC Vive Head-Mounted Display
(HMD) to visualise the virtual environment. The two
HTC Vive controllers are attached to the left leg of
the participants in specific positions: one on the
thigh above the leg and one on top of the foot as
seen in Figure 1.
Figure 1: The setup of the experiment. The participant is
viewing the game through the HMD while controlling the
avatar through the two controllers attached to the left leg.
Through this setup, the user is able to control a
high detailed virtual avatar within the VE which is
positioned in the same position as the user. Two
avatar models were available; a male and a female.
The avatar is positioned so the user views the avatar
from the head position and is adjusted in size to fit
the user prior to game start. The virtual upper body
follows the HMD position while the pelvis is
stationary in a seated position. The controlled leg
follows the sensory input from the two controllers,
while the other leg moves based on one of three
movement: two anti-symmetrical movements and a
regular mirrored version for comparison: (1) Anti-
symmetrical swinging version: This version is based
on a simple anti-symmetrical movement, such as
walking, as the user needs to move the controlled leg
in a back and forward swinging motion. The
mirrored limb then follows this motion in an anti-
symmetrical manner. (2) Cycling version: This anti-
symmetrical version is based on applying cycling
motions. Here, the user needs to perform circular
motions with the controlled leg. The mirrored leg
then performs inverted movements, so the leg will
do anti-symmetrical movements both in the up/down
and forward/backwards directions. (3) Symmetrical
swinging version: In this version the user needs to
move the controlled leg in a back and forward
motion, similar to the anti-symmetrical version.
However, here the mirrored leg follows this motion.
The purpose of this version is to use as a control
version for comparison. The user perspective of the
avatar within the VE can be seen in Figure 2.
Figure 2: The avatar representation in the game. Left: the
field of view of the user; right: illustration of how the
avatar is seated in the gyrocopter.
When the games starts, the user applies one of
the movements to control the virtual avatar.
Whenever the user applies half a cycle of the given
movement, the altitude of the gyrocopter is
increased. If no movement is applied, the gyrocopter
slowly starts losing altitude. The gyrocopter moves
forward automatically in a steady pace. The user is
motivated to apply these movements correctly and in
a timely fashion in order to hit yellow transparent
checkpoints throughout the game in order to get as
menu checkpoints as possible before the finish line.
The three leg movements each apply the same
amount of altitude and the level is the same for each
iteration.
3 EVALUATION
This experiment was conducted with 18 participants
(aged 21 to 27, mean 25.9 years, 5 females and 13
males). The participants were mainly university
students from various educations. All participants
had at least some experience with using Virtual
Reality prior to this experiment. The experiment was
Comparison of Movements in a Virtual Reality Mirror Box Therapy for Treatment of Lower Limb Phantom Pain
169
conducted as a within-subject design as all
participants were instructed to play through all three
versions of the game. The order of the versions was
randomized in a counterbalanced order, to remove
any carry-over effects. Besides determining the
exertion rate of the three versions, another focus in
this experiment was to evaluate how much the users
applied movement to both legs, to find out if the
versions encouraged movement of both legs.
Furthermore, the anti-symmetrical movements,
which are not applicable in a standard MBT session,
were compared to the symmetrical version.
Therefore, this work focused on evaluation of the
two following aspects:
(1) The exertion rate of each movement was
measured, following the completion of the level for
each movement version.
(2) The amount of movement applied to both legs
during each version of the game were evaluated, in
order to compare the two anti-symmetrical versions
to the mirrored version.
3.1 Setup
The participant of the experiment sits on the edge of
a high table when playing through the three
iterations of the game in order to reduce the amount
of constrains in the legs. They are equipped with two
HTC Vive controllers on the left leg and attached the
HMD thereafter. It was decided to apply sensor
controls to only the left leg in order to avoid an
internal validity conflict as having sensors on both
legs could encourage the participants to apply
movement to both. Instead a camera setup was used
to record the leg movements for all participants in
each iteration. The footage was used to check if the
participants used one or both legs to apply the
movement cycles and to count how many of each
movement cycles were applied. It should be noted
that only a complete cycle using both legs counted
as an accepted applied movement cycle. Following
the completion of a single playthrough, the
participants answered questionnaires concerning the
exertion rate of the given version through a Borg
rating scale, and to rate the leg movements through
Likert-scale questions.
3.2 Procedure
The participants were initially instructed to sign a
consent form and to read a short description of the
test which included instructions on how to control
the gyrocopter using the three different movement
versions and an overview of the different features in
the panel of the gyrocopter. The description further
clarified the possibility to play the game using either
one or both legs, to reduce bias towards one
approach. The participants were hereafter equipped
with the controllers and HMD, and be seated in the
correct position. Following the introductory part, the
participants would complete the same game in each
of the three iterations, in a counterbalanced order.
Completion of the level took about 3.5 minutes.
Following each version, the participants were
instructed to complete a questionnaire, to get the
exertion results while they were still in their recent
memory and to get a short break from the game.
After all three game iterations were completed, the
participants completed the post-questionnaire.
4 RESULTS
The symmetrical and anti-symmetrical swinging
versions did not have a high exertion rate as their
respective mean value were 9.06 for the symmetrical
and 9.56 for the anti-symmetrical version, with 9
being relative to walking slowly, as seen in Figure 3.
The cycling version however received a mean
answer of 13.39, which is about “hard, but
manageable” and a median of 14. Following each
iteration, the participants were instructed to explain
if they experienced any discomfort during the level.
In the symmetrical and anti-symmetrical swinging
versions, two participants experienced discomfort,
while 16 did not. In the cycling version, ten
participants explained they felt a type of discomfort,
while eight did not. The main discomfort types
included: (1) strained muscles, (2) sweating under
the head-mounted display and (3) sweating in
general. No participants experienced nausea in any
of the three versions.
Figure 3: The exertion of each of the three versions, based
on a BORG scale rating.
Following the three iterations of the game the
participants were instructed to rank the three
versions in terms of exhaustion. They were asked to
rank the three versions from (1) least exhausting, (2)
second most exhausting and (3) most exhausting. As
seen in Figure 4, the symmetrical version was
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170
chosen as the least exhausting version with 11
choosing this version and 6 choosing the anti-
symmetrical swinging version. This corresponds
with the exertion rate data, as the symmetrical and
anti-symmetrical swinging versions are rated close
to each other in the Borg scale for the exertion rate,
but with the symmetrical version being less
exhausting. The cycling version was ranked as the
most exhausting version by 17 of 18 participants,
which also corresponds with the results from the
Borg scale.
Figure 4. The three versions ranked in terms of
exhaustion, ranked from (1) least exhausting, (2) second
most and (3) most.
4.1 Leg Movements
The leg movements of the participants were filmed
to evaluate the use of both legs during each of the
three versions of the game. In each version, the
number of completed cycles were counted, and split
into either “one leg” counters or “both leg” counters.
The results from the data set includes: (1)
Symmetrical swinging: In the symmetrical version
both legs were used overall 92.5% of the time, as 15
of the participants used both legs for all cycles, and
two used both legs during most of the cycles and one
used both legs in only 8.3% of the time, as seen in
Table 1, row (1). It was further noted that three
participants alternated between using the correct
symmetrical movements to anti-symmetrical
movements in some cases, either in the beginning of
the level or when having to apply a high pace. (2)
Anti-symmetrical swinging: Overall the participants
used both legs 88.4% of the time during the anti-
symmetrical movements, as seen in Table 1, row (2).
Here, 13 of the participants used both legs at all
times, while three used both more than half of the
time and two only used both in about of the time.
One participant was noted applying symmetrical
movements in the beginning, but changed to the
correct anti-symmetrical movements after a short
while. (3) Cycling: Overall both legs were used
96% of the time as 15 participants used both legs all
the time and 3 used both legs more than half of the
time. One participant only used one leg in one cycle,
while using both legs in higher paced areas. Even
though many used both legs, how they used the legs
varied. Two participants applied small circular
motions, while two applied flat swinging motions
which looked close to the anti-symmetrical motions.
Finally, one participant applied motions that looked
similar to running motions.
Since the data is not normally distributed, a
Friedman’s test was used to compare the results. The
use of both legs for the participants was not
significantly different between the three versions,
2(2) = 0.89, p > .05 (p = 0.64). Following each
version, the participants were instructed to evaluate
the leg movements through five Likert-scale
questions ranked from 1: strongly disagree to 7:
strongly agree. The participants found the leg
movements required in the symmetrical and anti-
symmetrical swinging versions easy to perform as
the mean answers were 6.22 and 6.33 respectively
with 17 of 18 participants agreeing in both
questions, as seen in Figure 5. The cycling version
received a mean answer of 4.37, which indicate the
participants did not feel the cycling version was
particularly easy to perform.
Figure 5: Question (1): “I found the leg movements easy
to perform”.
When asked if the symmetrical and anti-
symmetrical swinging movements felt natural to
perform the mean answer was 5.89 for both answers,
as seen in Figure 6, which indicates the participants
felt these versions were natural to perform.
However, the cycling version received mixed
answers with a mean of 4.22 and a large variance of
3.71, which indicates not everyone found the cycling
movements natural.
Figure 6: Question (2): “The leg movements felt natural to
perform”.
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171
When asked if the leg movements felt consistent
with their real leg movements, the symmetrical
version received a mean answer of 6.11 and the anti-
symmetrical swinging version 6.00, as seen in
Figure 7. Furthermore, in both versions 17 of 18
participants agreed to some degree on this question.
The cycling version generally got positive results as
the mean answer was 5.11 and 13 agreeing to some
degree.
Figure 7: Question (3): “The leg movement felt consistent
with my real leg movement(s)”.
4.2 Game Data
Following the three iterations of the game, the
participants were instructed to rank the games as (1)
favorite version, (2) second favorite and (3) least
favorite version. As seen in Figure 8, the anti-
symmetrical swinging version was the favorite game
version, as 11 chose this as their favorite and six
chose it as their second favorite. The cycling was
their least favorite, with 14 choosing this version as
their least favorite game version.
Figure 8: The preferred versions, ranked by (1) favorite
version, (2) second favorite version and (3) least favorite
version.
5 DISCUSSION
The participants used both legs to a high degree in
all three versions and there was no significant
difference between the three versions in this regard.
This indicates that all versions do encourage the
use of both legs. However, as the experiment was
conducted using only healthy participants, the high
usage of both legs could be influenced by predefined
proprioceptive patterns within the participants, i.e.
they are used to applying these movements in real
life. With amputees the high degree of movement
may be lower as some amputees are not used to
apply movements with both limbs. However, as
many amputees are walking using prosthesis, or
doing swimming exercises and similar, these
movement patterns are not completely unfamiliar.
Furthermore, the high degree also shows that the
movements are intuitive to apply, which would help
encourage the use of both limbs for amputees and
thus help reduce phantom pain.
As the three versions controlled the gyrocopter
through the same system, the results indicate that
applying the cycling motions was a lot harder,
compared to the other two versions. One reason for
the high exertion rate for the cycle game could be
the increased amount of movements overall, as the
participants needed to lift their legs besides applying
the swinging motions. Furthermore, it was noted that
the participants used different approaches to apply
the cycling motions; some applied small circular
motions and did well in the game, while others
would apply very flat cycling motions which did not
help performing the cycle correctly. A reason for the
difficulties applying the cycling motion could be of
the lack of physical pedals. It should also be noted
that the large variability within how the participants
applied the motions could have had an effect on the
overall result, as the exertion rate differed greatly
between these approaches.
Regarding the symmetrical and anti-symmetrical
swinging versions, both received a low exertion rate
score on the Borg scale, with the symmetrical
version being marginally lower. However, the anti-
symmetrical version was favored by most
participants. Furthermore, it should be noted that
Table 1: How much both legs were used in full cycles, in percentage. First line (1) is the symmetrical version, (2) anti-
symmetrical and (3) is the cycling version.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
(1) 100 8.3 100 100 100 81.4 100 100 100 100 73 100 100 100 100 100 100 100
(2) 100 100 100 100 89.1 50.6 100 100 77.1 100 100 100 37.4 100 36.1 100 100 100
(3) 100 87.3 100 100 64.8 100 100 77.1 100 100 100 100 100 100 100 100 100 100
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172
some participants would change from symmetrical
to anti-symmetrical movements within the same
level. This could indicate that the anti-symmetrical
swinging motions indeed are natural movements,
though not significantly more than the symmetrical.
Overall these results show a promising result,
that it is possible to apply natural movements within
a virtual environment which are not possible through
the standard MBT. However, as the experiment was
conducted only with healthy participants the degree
of using both legs might have been influenced, as
their mobility of both legs cannot be compared to
amputees.
6 CONCLUSIONS
One of the goals of this work was to test if the three
chosen movements symmetrical swinging, anti-
symmetrical swinging, and cycling, encouraged the
use of both legs when playing the game. This was
evaluated by counting the percentages of how much
the participants used both legs in each game. The
evaluation showed that all three games did
encourage the use of both legs, as the symmetrical
version resulted in 92.5%, the anti-symmetrical
swinging resulted in 88.4% and the cycling resulted
in 96%.
Another focus of the project was to compare if
the anti-symmetrical movements were more natural
to perform, compared to the standard symmetrical
version. To this end, the use of both legs in the three
versions was compared. This did not show any
significant difference between the versions in using
both legs. Furthermore, the versions were compared
by having the participants rank the versions. Here,
the anti-symmetrical swinging version was the
favored version. This indicates that the anti-
symmetrical swinging movements are at least as
favorable to apply as the standard symmetrical. The
cycling, however, was not well received and the
participants did not find it easy to perform. The
symmetrical and the anti-symmetrical swinging
version did not seem to be too exhausting to
perform. On the other hand, the cycling version was
significantly more exhausting to perform. This
finding suggests that the cycling version cannot be
used for VR MBT, because the patients have to
perform these exercises over a longer period of time.
To address the issue of the cycling version, a
physical pedal could be used where patients could
feel some resistance while pushing the pedal.
Furthermore, the patients would be guided by the
pedal and would perform a correct sequence every
time.
Overall, it can be concluded that anti-
symmetrical swinging movements can be used in the
same manner as symmetrical swinging movements
in VR MBT for lower-limb amputees, which would
not be possible through the standard physical MBT.
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