Roberto Cano de la Cuerda

Prof. Dr. Roberto Cano de la Cuerda

Physical Therapy, Rey Juan Carlos University, Madrid, Spain
orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

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

Representative Publications

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24 March 2023 in Sensors
Verified
Journal Article
Open access
PDF file
PBPaulina Ortega Bastidas
Paulina Ortega Bastidas
BGBritam Gomez
Britam Gomez
Pablo AquevequePablo Aqueveque
Pablo Aqueveque
SLSoledad Luarte
Soledad Luarte
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
The Timed Up and Go (TUG) test is a widely used tool for assessing the risk of falls in older adults. However, to increase the test’s predictive value, the instrumented Timed Up and Go (iTUG) test has been developed, incorporating different technological approaches. This systematic review aims to explore the evidence of the technological proposal for the segmentation and analysis of iTUG in elderlies with or without pathologies. A search was conducted in five major databases, following PRISMA guidelines. The review included 40 studies that met the eligibility criteria. The most used technology was inertial sensors (75% of the studies), with healthy elderlies (35%) and elderlies with Parkinson’s disease (32.5%) being the most analyzed participants. In total, 97.5% of the studies applied automatic segmentation using rule-based algorithms. The iTUG test offers an economical and accessible alternative to increase the predictive value of TUG, identifying different variables, and can be used in clinical, community, and home settings.

1 March 2013 in Parkinsonism & Related Disorders
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Journal Article
Open access
ABAyla Fil Balkan
Ayla Fil Balkan
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
EMElena Muñoz-Hellín
Elena Muñoz-Hellín
LDLYDIA VELA DESOJO
LYDIA VELA DESOJO
MRMaría Ramiro-González
María Ramiro-González
César Fernandez-de-las-PeñasCésar Fernandez-de-las-Peñas
César Fernandez-de-las-Peñas
Parkinson's disease (PD) is a degenerative neurological disease presenting with motor and non-motor signs and symptoms. Approximately 30-50% of the patients experience pain. There is no consensus regarding the mechanisms and classification of pain in PD. This paper reviews current data on the possible mechanisms, classifications, evaluation and potential risk factors for pain in PD. Literature searches were performed to identify clinical trials and reviews covering patho-physiology, classification, type, evaluation and risk factors associated with pain in PD. Pain in PD could be related to pathologic changes in the anatomic structures involved in nociceptive mechanisms. Studies on pain mechanisms have been mostly conducted in animals. The mechanism of pain is complicated and influenced by different factors. There are several methodological differences between the studies trying to classify pain and to characterize its subtypes. Potential risk factors for pain in PD include: age, gender, and duration of the disease. Although pain is one of the non-motor symptoms most frequency experienced by patients, it is often under recognized and inadequately treated in contrast to motor symptoms Multicenter studies are needed that include a large cohort of subjects evaluated in multiple dimensions including pain in order to obtain more data and to allow improved management of pain in patients with PD.

28 December 2013 in NeuroRehabilitation
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Journal Article
Closed access
LLLaura Luna-Oliva
Laura Luna-Oliva
RORosa María Ortiz-Gutiérrez
Rosa María Ortiz-Gutiérrez
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
RPRosa Martínez Piédrola
Rosa Martínez Piédrola
IAIsabel M. Alguacil-Diego
Isabel M. Alguacil-Diego
MCMaría del Carmen Martínez Culebras
María del Carmen Martínez Culebras
Limited evidence is available about the effectiveness of virtual reality using low cost commercial consoles for children with developmental delay. The aim of this preliminary study is to evaluate the usefulness of a videogame system based on non-immersive virtual reality technology (Xbox 360 KinectTM) to support conventional rehabilitation treatment of children with cerebral palsy. Secondarily, to objectify changes in psychomotor status of children with cerebral palsy after receiving rehabilitation treatment in addition with this last generation game console. 11 children with cerebral palsy were included the study. A baseline, a post-treatment and a follow-up assessment were performed related to motor and the process skills, balance, gait speed, running and jumping and fine and manual finger dexterity. All the participants completed 8 weeks of videogame treatment, added to their conventional physiotherapy treatment, with Xbox 360 Kinect™ (Microsoft) game console. The Friedman test showed significant differences among the three assessments for each variable: GMFM (p = 0.001), AMPS motor (p = 0.001), AMPS process (p = 0.010), PRT (p = 0.005) and 10 MW (p = 0.029). Wilcoxon test showed significant statistically differences pre and post-treatment, in all the values. Similarly, results revealed significant differences between basal and follow-up assessment. There were not statistical differences between post-treatment and follow-up evaluation, indicating a long-term maintenance of the improvements achieved after treatment. Low cost video games based on motion capture are potential tools in the rehabilitation context in children with CP. Our Kinect Xbox 360 protocol has showed improvements in balance and ADL in CP participants in a school environment, but further studies are need to validate the potential benefits of these video game systems as a supplement for rehabilitation of children with CP.

DTDavid Morales Tejera
David Morales Tejera
HBHector Beltran-Alacreu
Hector Beltran-Alacreu
Roberto Cano de la CuerdaRoberto Cano de la Cuerda
Roberto Cano de la Cuerda
JHJOSE VICENTE LEÓN HERNÁNDEZ
JOSE VICENTE LEÓN HERNÁNDEZ
AMAitor Marín-Pintado-Zugasti
Aitor Marín-Pintado-Zugasti
Josué Fernandez CarneroJosué Fernandez Carnero
Josué Fernandez Carnero
Background: Virtual reality (VR) applied to patients with neck pain is a promising intervention to produce positive effects when used alone or combined with exercise. Therefore, the objective of this manuscript is to compare the effects of VR versus exercise treatment on pain intensity, conditioned pain modulation (CPM), temporal summation (TS) and functional and somatosensory outcomes in patients with non-specific chronic neck pain (NS-CNP). Methods: A single-blinded, randomized clinical trial was carried out. A total sample of 44 patients with NS-CNP was randomized into a VR treatment group or neck exercises group. The intervention consisted of two treatment sessions per week, for four weeks and eight sessions. Four measurement moments (at baseline, immediately, 1 month, and 3 months after intervention) were considered. Pain intensity, CPM, TS, functional and somatosensory outcomes were measured. Results: Statistically significant differences were revealed for time factor (F = 16.40, p < 0.01, ηp2 = 0.28) and group*time interaction for kinesiophobia (F = 3.89, p = 0.01, ηp2 = 0.08) showing post-hoc differences in favor of the VR group at 3 months (p < 0.05, d = 0.65). Significant effects were shown for time factor (p < 0.05) but not for the group*time interaction (p > 0.05) for pain intensity, rotation range of motion (ROM), Neck Disability Index, pain catastrophizing, fear-avoidance beliefs, left side pressure pain threshold (PPT) and anxiety. Statistically significant differences were not found for time factor (p > 0.05) and neither in group*time interaction (p > 0.05) for CPM, TS, right side PPT, flexo-extension and lateral-flexion ROM. Conclusions: Kinesiophobia was the only outcome that showed differences between VR and exercise at 3 months. Nevertheless, pain intensity, CPM, TS, ROM, neck disability, pain catastrophizing, fear-avoidance beliefs, PPT and anxiety did not show differences between both interventions.

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.