Alicia Cuesta-Gómez

Dr. Alicia Cuesta-Gómez

Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Rey Juan Carlos University, Faculty of Health Sciences, Alcorcón Campus, 28922 Madrid, Spain
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Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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2 June 2020 in Sensors
Verified
Journal Article
Open access
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PFPilar Fernández-González
Pilar Fernández-González
AKAikaterini Koutsou
Aikaterini Koutsou
Alicia Cuesta-GómezAlicia Cuesta-Gómez
Alicia Cuesta-Gómez
MCMaría Carratalá-Tejada
María Carratalá-Tejada
JMJuan Carlos Miangolarra-Page
Juan Carlos Miangolarra-Page
Francisco MolinaFrancisco Molina
Francisco Molina
Gait analysis is necessary to diagnose movement disorders. In order to reduce the costs of three-dimensional motion capture systems, new low-cost methods of motion analysis have been developed. The purpose of this study was to evaluate the inter- and intra-rater reliability of Kinovea® and the agreement with a three-dimensional motion system for detecting the joint angles of the hip, knee and ankle during the initial contact phase of walking. Fifty healthy subjects participated in this study. All participants were examined twice with a one-week interval between the two appointments. The motion data were recorded using the VICON Motion System® and digital video cameras. The intra-rater reliability showed a good correlation for the hip, the knee and the ankle joints (Intraclass Correlation Coefficient, ICC > 0.85) for both observers. The ICC for the inter-rater reliability was >0.90 for the hip, the knee and the ankle joints. The Bland–Altman plots showed that the magnitude of disagreement was approximately ±5° for intra-rater reliability, ±2.5° for inter-rater reliability and around ±2.5° to ±5° for Kinovea® versus Vicon®. The ICC was good for the hip, knee and ankle angles registered with Kinovea® during the initial contact of walking for both observers (intra-rater reliability) and higher for the agreement between observers (inter-rater reliability). However, the Bland–Altman plots showed disagreement between observers, measurements and systems (Kinovea® vs. three-dimensional motion system) that should be considered in the interpretation of clinical evaluations.

30 June 2019 in Disability and Rehabilitation
Verified
Journal Article
Closed access
SGSara García-Bravo
Sara García-Bravo
Alicia Cuesta-GómezAlicia Cuesta-Gómez
Alicia Cuesta-Gómez
RCRaquel Campuzano-Ruiz
Raquel Campuzano-Ruiz
MLMaría Jesús López-Navas
María Jesús López-Navas
JDJoaquín Domínguez-Paniagua
Joaquín Domínguez-Paniagua
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
Purpose: To carry out a systematic review about the information about the application of of virtual reality and videogames in cardiac rehabilitation. Methods: A systematic review was conducted. Jadad scale was applied to evaluate the methodological quality of the articles included and the degree of evidence and the level of recommendation were determined through the Oxford Center for Evidence-Based Medicine. PRISMA guidelines statement for systematic reviews were followed. Results: The total number of articles included in the present review was 10, with heterogeneity in the study populations, cardiac rehabilitation phases, technology used and protocols. Most of the studies showed an increase in heart rate, less pain, a greater ability to walk, higher energy levels, an increase in physical activity and improvements of motivation and adherence. The methodological quality of the studies was between acceptable and poor. Conclusions: The use of virtual reality and videogames could be considered as complementary tools of physical training in patients with cardiovascular diseases in the different phases of cardiac rehabilitation. However, it is also necessary to carry out studies with adequate methodological quality to determine the ideal technological systems, target populations and clearly protocols to study their effects in the short, medium and long-term assessments.

6 November 2019 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
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PFPilar Fernández-González
Pilar Fernández-González
MCMaría Carratalá-Tejada
María Carratalá-Tejada
EMEsther Monge-Pereira
Esther Monge-Pereira
SCSusana Collado-Vázquez
Susana Collado-Vázquez
PBPatricia Sánchez-Herrera Baeza
Patricia Sánchez-Herrera Baeza
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
Background: Non-immersive video games are currently being used as technological rehabilitation tools for individuals with Parkinson’s disease (PD). The aim of this feasibility study was to evaluate the effectiveness of the Leap Motion Controller® (LMC) system used with serious games designed for the upper limb (UL), as well as the levels of satisfaction and compliance among patients in mild-to-moderate stages of the disease. Methods: A non-probabilistic sampling of non-consecutive cases was performed. 23 PD patients, in stages II-IV of the Hoehn & Yahr scale, were randomized into two groups: an experimental group (n = 12) who received treatment based on serious games designed by the research team using the LMC system for the UL, and a control group (n = 11) who received a specific intervention for the UL. Grip muscle strength, coordination, speed of movements, fine and gross UL dexterity, as well as satisfaction and compliance, were assessed in both groups pre-treatment and post-treatment. Results: Within the experimental group, significant improvements were observed in all post-treatment assessments, except for Box and Blocks test for the less affected side. Clinical improvements were observed for all assessments in the control group. Statistical intergroup analysis showed significant improvements in coordination, speed of movements and fine motor dexterity scores on the more affected side of patients in the experimental group. Conclusions: The LMC system and the serious games designed may be a feasible rehabilitation tool for the improvement of coordination, speed of movements and fine UL dexterity in PD patients. Further studies are needed to confirm these preliminary findings.

13 July 2020 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
Alicia Cuesta-GómezAlicia Cuesta-Gómez
Alicia Cuesta-Gómez
PBPatricia Sánchez-Herrera Baeza
Patricia Sánchez-Herrera Baeza
Edwin Daniel Oña SimbañaEdwin Daniel Oña Simbaña
Edwin Daniel Oña Simbaña
AMAlicia Martínez-Medina
Alicia Martínez-Medina
COCarmen Ortiz-Comino
Carmen Ortiz-Comino
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
Background: Dexterity and activities of daily living limitations on the upper limb (UL) represent one of the most common problems in patients with multiple sclerosis (MS). The aim of this study was to evaluate the effectiveness of the specially developed Serious Games that make use of the Leap Motion Controller (LMC) as main user interface for improving UL grip muscle strength, dexterity, fatigue, quality of life, satisfaction and compliance. Methods: A single-blinded randomized controlled trial was conducted. The sample was randomized into two groups: an experimental group who received treatment based on serious games designed by the research team using the developed LMC based Serious Games for the UL plus conventional rehabilitation, and a control group who received the same conventional rehabilitation for the UL. Both groups received two 60 min sessions per week over a ten-week period. Grip muscle strength, coordination, speed of movements, fine and gross UL dexterity, fatigue, quality of life, satisfaction and compliance were assessed in both groups pre-treatment, post-treatment and in a follow-up period of 1 month without receiving any treatment. Results: In the experimental group compared to the control group, significant improvements were observed in the post-treatment assessment for coordination, speed of movements, fine and gross UL dexterity. Also, significant results were found in the follow-up in coordination, speed of movements, fine and gross for the more affected side. Conclusions: An experimental protocol using an LMC based Serious Games designed for UL rehabilitation showed improvements for unilateral gross manual dexterity, fine manual dexterity, and coordination in MS patients with high satisfaction and excellent compliance. Trial registration: This randomized controlled trial has been registered at ClinicalTrials.gov Identifier: NCT04171908, Nov 2019.

29 September 2016 in Medical Engineering & Physics
Verified
Journal Article
Closed access
FRFrancisco Resquín
Francisco Resquín
Alicia Cuesta-GómezAlicia Cuesta-Gómez
Alicia Cuesta-Gómez
JGJose Gonzalez-Vargas
Jose Gonzalez-Vargas
FBFernando Brunetti
Fernando Brunetti
DTDiego Torricelli
Diego Torricelli
JPJosé Luis Pons
José Luis Pons
In recent years the combined use of functional electrical stimulation (FES) and robotic devices, called hybrid robotic rehabilitation systems, has emerged as a promising approach for rehabilitation of lower and upper limb motor functions. This paper presents a review of the state of the art of current hybrid robotic solutions for upper limb rehabilitation after stroke. For this aim, studies have been selected through a search using web databases: IEEE-Xplore, Scopus and PubMed. A total of 10 different hybrid robotic systems were identified, and they are presented in this paper. Selected systems are critically compared considering their technological components and aspects that form part of the hybrid robotic solution, the proposed control strategies that have been implemented, as well as the current technological challenges in this topic. Additionally, we will present and discuss the corresponding evidences on the effectiveness of these hybrid robotic therapies. The review also discusses the future trends in this field.

13 May 2020 in Sensors
Verified
Journal Article
Open access
PDF file
Edwin Daniel Oña SimbañaEdwin Daniel Oña Simbaña
Edwin Daniel Oña Simbaña
Alberto Jardón HueteAlberto Jardón Huete
Alberto Jardón Huete
Alicia Cuesta-GómezAlicia Cuesta-Gómez
Alicia Cuesta-Gómez
PBPatricia Sánchez-Herrera Baeza
Patricia Sánchez-Herrera Baeza
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
CBC. Balaguer
C. Balaguer
In recent decades, gaming technology has been accepted as a feasible method for complementing traditional clinical practice, especially in neurorehabilitation; however, the viability of using 3D Virtual Reality (VR) for the assessment of upper limb motor function has not been fully explored. For that purpose, we developed a VR-based version of the Box and Blocks Test (BBT), a clinical test for the assessment of manual dexterity, as an automated alternative to the classical procedure. Our VR-based BBT (VR-BBT) integrates the traditional BBT mechanics into gameplay using the Leap Motion Controller (LMC) to capture the user’s hand motion and the Oculus Rift headset to provide a fully immersive experience. This paper focuses on evaluating the validity of our VR-BBT to reliably measure the manual dexterity in a sample of patients with Parkinson’s Disease (PD). For this study, a group of twenty individuals in a mild to moderate stage of PD were recruited. Participants were asked to perform the physical BBT (once) and our proposed VR-BBT (twice) system, separately. Correlation analysis of collected data was carried out. Statistical analysis proved that the performance data collected by the VR-BBT significantly correlated with the conventional assessment of the BBT. The VR-BBT scores have shown a significant association with PD severity measured by the Hoehn and Yahr scale. This fact suggests that the VR-BBT could be used as a reliable indicator for health improvements in patients with PD. Finally, the VR-BBT system presented high usability and acceptability rated by clinicians and patients.