Carlos Luque-Moreno

Dr. Carlos Luque-Moreno

Nursing and Physiotherapy Department, University of Cadiz
orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

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

Representative Publications

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13 March 2014 in BioMed Research International
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Journal Article
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PKPawel Kiper
Pawel Kiper
MAMichela Agostini
Michela Agostini
CLCarlos Luque-Moreno
Carlos Luque-Moreno
PTPaolo Tonin
Paolo Tonin
Andrea TurollaAndrea Turolla
Andrea Turolla
Objectives. To study whether the reinforced feedback in virtual environment (RFVE) is more effective than traditional rehabilitation (TR) for the treatment of upper limb motor function after stroke, regardless of stroke etiology (i.e., ischemic, hemorrhagic).Design. Randomized controlled trial.Participants. Forty-four patients affected by stroke.Intervention. The patients were randomized into two groups: RFVE (N=23) and TR (N=21), and stratified according to stroke etiology. The RFVE treatment consisted of multidirectional exercises providing augmented feedback provided by virtual reality, while in the TR treatment the same exercises were provided without augmented feedbacks.Outcome Measures. Fugl-Meyer upper extremity scale (F-M UE), Functional Independence Measure scale (FIM), and kinematics parameters (speed, time, and peak).Results. The F-M UE (P=0.030), FIM (P=0.021), time (P=0.008), and peak (P=0.018), were significantly higher in the RFVE group after treatment, but not speed (P=0.140). The patients affected by hemorrhagic stroke significantly improved FIM (P=0.031), time (P=0.011), and peak (P=0.020) after treatment, whereas the patients affected by ischemic stroke improved significantly only speed (P=0.005) when treated by RFVE.Conclusion. These results indicated that some poststroke patients may benefit from RFVE program for the recovery of upper limb motor function. This trial is registered withNCT01955291.

19 February 2022 in Neuroscience & Biobehavioral Reviews
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Journal Article
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PLPascaline Langlois
Pascaline Langlois
APAnaick Perrochon
Anaick Perrochon
RDRomain David
Romain David
PRPierre Rainville
Pierre Rainville
CWChantal Wood
Chantal Wood
Maxime BillotMaxime Billot
Maxime Billot

11 October 2015 in BioMed Research International
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Journal Article
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CLCarlos Luque-Moreno
Carlos Luque-Moreno
AFAlejandro Ferragut-Garcías
Alejandro Ferragut-Garcías
Cleofás Rodríguez BlancoCleofás Rodríguez Blanco
Cleofás Rodríguez Blanco
Alberto Marcos Heredia-RizoAlberto Marcos Heredia-Rizo
Alberto Marcos Heredia-Rizo
JPJesus Oliva Pascual-vaca
Jesus Oliva Pascual-vaca
Angel Oliva Pacual-VacaAngel Oliva Pacual-Vaca
Angel Oliva Pacual-Vaca
Objective. To develop a systematic review of the literature, to describe the different virtual reality (VR) interventions and interactive videogames applied to the lower extremity (LE) of stroke patients, and to analyse the results according to the most frequently used outcome measures.Material and Methods. An electronic search of randomized trials between January 2004 and January 2014 in different databases (Medline, Cinahl, Web of Science, PEDro,andCochrane) was carried out. Several terms (virtual reality, feedback, stroke, hemiplegia, brain injury, cerebrovascular accident, lower limb, leg, andgait) were combined, and finally 11 articles were included according to the established inclusion and exclusion criteria.Results. The reviewed trials showed a high heterogeneity in terms of study design and assessment tools, which makes it difficult to compare and analyze the different types of interventions. However, most of them found a significant improvement on gait speed, balance and motor function, due to VR intervention.Conclusions. Although evidence is limited, it suggests that VR intervention (more than 10 sessions) in stroke patients may have a positive impact on balance, and gait recovery. Better results were obtained when a multimodal approach, combining VR and conventional physiotherapy, was used. Flexible software seems to adapt better to patients’ requirements, allowing more specific and individual treatments.

Verified
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LGLaura Gómez-Cuaresma
Laura Gómez-Cuaresma
David Lucena-AntonDavid Lucena-Anton
David Lucena-Anton
GGGloria Gonzalez-Medina
Gloria Gonzalez-Medina
FMFrancisco J. Martin-Vega
Francisco J. Martin-Vega
Alejandro Galan MercantAlejandro Galan Mercant
Alejandro Galan Mercant
CLCarlos Luque-Moreno
Carlos Luque-Moreno
Spasticity is one of the most frequent and disabling clinical manifestations of patients with stroke. In clinical practice, stretching is the most widely used physiotherapeutic intervention for this population. However, there is no solid evidence for its effectiveness. The aim of this study was to evaluate the effectiveness of different types of stretching in reducing post-stroke spasticity. Research was carried out until March 2021 in the following scientific databases: PubMed, CINAHL, Scopus, Cochrane Library, Web of Science, and PEDro. The PEDro scale and the Cochrane collaboration tool were used to assess the methodological quality and risk of bias of the studies. Eight articles were selected for qualitative analysis; six of them contributed information to the meta-analysis. No conclusive evidence was obtained on the effectiveness of stretching in terms of treating spasticity and range of motion in patients with stroke. Further research is necessary in order to determine the effectiveness of the use of stretching in this population, considering the different types of stretching (static and dynamic), the time of application, the measurement of the different components of spasticity, and the extrapolation of functional results.

Sebastian RutkowskiSebastian Rutkowski
Sebastian Rutkowski
MAMateusz Adamczyk
Mateusz Adamczyk
APAgnieszka Pastuła
Agnieszka Pastuła
EGEdyta Gos
Edyta Gos
CLCarlos Luque-Moreno
Carlos Luque-Moreno
ARAnna Rutkowska
Anna Rutkowska
The implementation of virtual reality (VR) opens up a wide range of possibilities for the development of dexterity, speed and precision of movements. The aim of this study was to investigate whether immersive VR training affected the hand–eye coordination and reaction time in students of the state music school. This study implemented a single-group pre-post study design. This study enrolled 14 individuals, submitted to a 15 min training session of the immersive music game “Beat Saber”, once a day for 5 consecutive days. The plate-tapping test (PTT) and the ruler-drop test (Ditrich’s test) were used to assess the reaction time. Trial-making test (TMT) A and TMT B were used to assess coordination and visual attention. Analysis of the results showed a statistically significant improvement in hand–eye coordination and reaction time of music school students using the TMT-A (p < 0.002), TMT-B (p < 0.001), Ditrich’s test for the non-dominant hand (0.025) and PTT (0.0001) after applying a week-long training period in immersive VR. The results obtained in the present study show that the VR system, along with the immersive music game, has the potential to improve hand–eye coordination and reaction time in young musicians, which may lead to the faster mastering of a musical instrument.

1 August 2020 in Complementary Therapies in Medicine
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Journal Article
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RVRafael Valencia-Chulián
Rafael Valencia-Chulián
Alberto Marcos Heredia-RizoAlberto Marcos Heredia-Rizo
Alberto Marcos Heredia-Rizo
JMJose A. Moral-Munoz
Jose A. Moral-Munoz
David Lucena-AntonDavid Lucena-Anton
David Lucena-Anton
CLCarlos Luque-Moreno
Carlos Luque-Moreno