Roberto Llorens

Roberto Llorens

orcid

Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

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

Representative Publications

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1 March 2015 in Archives of Physical Medicine and Rehabilitation
Verified
Journal Article
Closed access
RLRoberto Llorens
Roberto Llorens
ESENRIQUE NOE SEBASTIAN
ENRIQUE NOE SEBASTIAN
CCCarolina Colomer
Carolina Colomer
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz

1 January 2011 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
José-Antonio Gil-GómezJosé-Antonio Gil-Gómez
José-Antonio Gil-Gómez
RLRoberto Llorens
Roberto Llorens
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
CCCarolina Colomer
Carolina Colomer
Acquired brain injury (ABI) is the main cause of death and disability among young adults. In most cases, survivors can experience balance instability, resulting in functional impairments that are associated with diminished health-related quality of life. Traditional rehabilitation therapy may be tedious. This can reduce motivation and adherence to the treatment and thus provide a limited benefit to patients with balance disorders. We present eBaViR (easy Balance Virtual Rehabilitation), a system based on the Nintendo® Wii Balance Board® (WBB), which has been designed by clinical therapists to improve standing balance in patients with ABI through motivational and adaptative exercises. We hypothesize that eBaViR, is feasible, safe and potentially effective in enhancing standing balance.

1 June 2018 in Games for Health Journal
Verified
Journal Article
Closed access
ABAdrián Borrego
Adrián Borrego
JLJorge Latorre
Jorge Latorre
MAMariano Alcañiz
Mariano Alcañiz
RLRoberto Llorens
Roberto Llorens
Introduction: The latest generation of head-mounted displays (HMDs) provides built-in head tracking, which enables estimating position in a room-size setting. This feature allows users to explore, navigate, and move within real-size virtual environments, such as kitchens, supermarket aisles, or streets. Previously, these actions were commonly facilitated by external peripherals and interaction metaphors. Objective: The objective of this study was to compare the Oculus Rift and the HTC Vive in terms of the working range of the head tracking and the working area, accuracy, and jitter in a room-size environment, and to determine their feasibility for serious games, rehabilitation, and health-related applications. Materials and Methods: The position of the HMDs was registered in a 10 × 10 grid covering an area of 25 m2 at sitting (1.3 m) and standing (1.7 m) heights. Accuracy and jitter were estimated from positional data. The working range was estimated by moving the HMDs away from the cameras until no data were obtained. Results: The HTC Vive provided a working area (24.87 m2) twice as large as that of the Oculus Rift. Both devices showed excellent and comparable performance at sitting height (accuracy up to 1 cm and jitter <0.35 mm), and the HTC Vive presented worse but still excellent accuracy and jitter at standing height (accuracy up to 1.5 cm and jitter <0.5 mm). The HTC Vive presented a larger working range (7 m) than did the Oculus Rift (4.25 m). Conclusion: Our results support the use of these devices for real navigation, exploration, exergaming, and motor rehabilitation in virtual reality environments.

23 July 2014 in Clinical Rehabilitation
Verified
Journal Article
Closed access
RLRoberto Llorens
Roberto Llorens
José-Antonio Gil-GómezJosé-Antonio Gil-Gómez
José-Antonio Gil-Gómez
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
CCCarolina Colomer
Carolina Colomer
ESENRIQUE NOE SEBASTIAN
ENRIQUE NOE SEBASTIAN
Objective: To study the clinical effectiveness and the usability of a virtual reality-based intervention compared with conventional physical therapy in the balance recovery of individuals with chronic stroke. Design: Randomized controlled trial. Setting: Outpatient neurorehabilitation unit. Participants: A total of 20 individuals with chronic stroke. Interventions: The intervention consisted of 20 one-hour sessions, five sessions per week. The experimental group combined 30 minutes with the virtual reality-based intervention with 30 minutes of conventional training. The control group underwent one hour conventional therapy. Main measures: Balance performance was assessed at the beginning and at the end of the trial using the Berg Balance Scale, the balance and gait subscales of the Tinetti Performance-Oriented Mobility Assessment, the Brunel Balance Assessment, and the 10-m Walking Test. Subjective data of the virtual reality-based intervention were collected from the experimental group, with a feedback questionnaire at the end of the trial. Results: The results revealed a significant group-by-time interaction in the scores of the Berg Balance Scale ( p < 0.05) and in the 10-m Walking Test ( p < 0.05). Post-hoc analyses showed greater improvement in the experimental group: 3.8 ±2.6 vs. 1.8 ±1.4 in the Berg Balance Scale, –1.9 ±1.6 seconds vs. 0.0 ±2.3 seconds in the 10-m Walking Test, and also in the number of participants who increased level in the Brunel Balance Assessment (χ2 = 2.5, p < 0.01). Conclusions: Virtual reality interventions can be an effective resource to enhance the improvement of balance in individuals with chronic stroke.

11 May 2016 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
CCCarolina Colomer
Carolina Colomer
RLRoberto Llorens
Roberto Llorens
ESENRIQUE NOE SEBASTIAN
ENRIQUE NOE SEBASTIAN
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
Virtual and mixed reality systems have been suggested to promote motor recovery after stroke. Basing on the existing evidence on motor learning, we have developed a portable and low-cost mixed reality tabletop system that transforms a conventional table in a virtual environment for upper limb rehabilitation. The system allows intensive and customized training of a wide range of arm, hand, and finger movements and enables interaction with tangible objects, while providing audiovisual feedback of the participants’ performance in gamified tasks. This study evaluates the clinical effectiveness and the acceptance of an experimental intervention with the system in chronic stroke survivors. Thirty individuals with stroke were included in a reversal (A-B-A) study. Phase A consisted of 30 sessions of conventional physical therapy. Phase B consisted of 30 training sessions with the experimental system. Both interventions involved flexion and extension of the elbow, wrist, and fingers, and grasping of different objects. Sessions were 45-min long and were administered three to five days a week. The body structures (Modified Ashworth Scale), functions (Motricity Index, Fugl-Meyer Assessment Scale), activities (Manual Function Test, Wolf Motor Function Test, Box and Blocks Test, Nine Hole Peg Test), and participation (Motor Activity Log) were assessed before and after each phase. Acceptance of the system was also assessed after phase B (System Usability Scale, Intrinsic Motivation Inventory). Significant improvement was detected after the intervention with the system in the activity, both in arm function measured by the Wolf Motor Function Test (p < 0.01) and finger dexterity measured by the Box and Blocks Test (p < 0.01) and the Nine Hole Peg Test (p < 0.01); and participation (p < 0.01), which was maintained to the end of the study. The experimental system was reported as highly usable, enjoyable, and motivating. Our results support the clinical effectiveness of mixed reality interventions that satisfy the motor learning principles for upper limb rehabilitation in chronic stroke survivors. This characteristic, together with the low cost of the system, its portability, and its acceptance could promote the integration of these systems in the clinical practice as an alternative to more expensive systems, such as robotic instruments.

26 July 2019 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
JLJorge Latorre
Jorge Latorre
CCCarolina Colomer
Carolina Colomer
MAMariano Alcañiz
Mariano Alcañiz
RLRoberto Llorens
Roberto Llorens
Gait is usually assessed by clinical tests, which may have poor accuracy and be biased, or instrumented systems, which potentially solve these limitations at the cost of being time-consuming and expensive. The different versions of the Microsoft Kinect have enabled human motion tracking without using wearable sensors at a low-cost and with acceptable reliability. This study aims: First, to determine the sensitivity of an open-access Kinect v2-based gait analysis system to motor disability and aging; Second, to determine its concurrent validity with standardized clinical tests in individuals with stroke; Third, to quantify its inter and intra-rater reliability, standard error of measurement, minimal detectable change; And, finally, to investigate its ability to identify fall risk after stroke. The most widely used spatiotemporal and kinematic gait parameters of 82 individuals post-stroke and 355 healthy subjects were estimated with the Kinect v2-based system. In addition, participants with stroke were assessed with the Dynamic Gait Index, the 1-min Walking Test, and the 10-m Walking Test. The system successfully characterized the performance of both groups. Significant concurrent validity with correlations of variable strength was detected between all clinical tests and gait measures. Excellent inter and intra-rater reliability was evidenced for almost all measures. Minimal detectable change was variable, with poorer results for kinematic parameters. Almost all gait parameters proved to identify fall risk. Results suggest that although its limited sensitivity to kinematic parameters, the Kinect v2-based gait analysis could be used as a low-cost alternative to laboratory-grade systems to complement gait assessment in clinical settings.