68 research outputs found

    Geometry-based customization of bending modalities for 3D-printed soft pneumatic actuators

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    In this work, we propose a novel type of 3D-printed soft pneumatic actuator that allows geometry-based customization of bending modalities. While motion in the 3D-space has been achieved for several types of soft actuators, only 2D-bending has been previously modelled and characterized within the scope of 3D-printed soft pneumatic actuators. We developed the first type of 3D-printed soft pneumatic actuator which, by means of the unique feature of customizable cubes at an angle with the longitudinal axis of the structure, is capable of helical motion. Thus, we characterize its mechanical behavior and formulate mathematical and FEA models to validate the experimental results. Variation to the pattern of the inclination angle along the actuator is then demonstrated to allow for complex 3D-bending modalities and the main applications in the fields of object manipulation and wearable robotics are finally discussed

    Pulley-based McKibben actuator mechanism for adjustable soft hand rehabilitation splint

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    Hand rehabilitation robots were developed to assist in rehabilitation procedures conducted by rehabilitation professionals. However, current hand rehabilitation robots are mostly made from heavy and rigid structures that caused discomfort and fitting issues to the patients. McKibben actuator is a type of soft actuator that could be used in hand rehabilitation robots for its flexibility and light weight. However, it has a limited contraction ratio for the required range of motion for finger flexion. In this thesis, a pulley mechanism is proposed to improve McKibben actuator’s contraction ratio while providing the required contraction force. A double groove pulley made of a hybrid of gear and pulley is proposed to enhance McKibben’s actuator contraction ratio. Various pulley ratio was studied to find optimum contraction ratio and its relation to contraction force. A pulley ratio of 1:4 increases the contraction ratio from 19.85 % to 76.67 % but reduces the contraction force from 42.68 N to 9.69 N. Hence, pulley ratio of 1:2 was implemented to the McKibben linear actuator based on its optimized 39.72 % contraction ratio and 20 N contraction force for the soft splint application. Next, an adjustable finger size soft splint with fixed wrist motion was developed. It consists of three parts, namely pulley-based McKibben actuator, wrist component, and McKibben ring actuators. The wrist component was designed with an adjustable strap buckle while the finger insertion part utilized the elasticity of McKibben ring actuator during contraction to fit a wide range of sizes. The size range for wrist and hand circumference is 12 cm - 21.6 cm and 15.8 cm - 22.3 cm respectively, which fit 90 % of Malaysian young adults. The soft splint was tested on two healthy subjects. At 400 kPa supply pressure, the bending angle of the finger joints achieved was [71.8°, 72.8°, 18.70] for Metacarpophalangeal, Proximal Interphalangeal and Distal Interphalangeal respectively. The range of motion achieved by the soft splint is lower than the functional range of motion, but higher compared to other research works. The subjects were able to grasp and lift objects of different shapes including a box, cylinder, and irregular shape under 250 g while wearing the soft splint. The developed soft splint with adjustable McKibben ring actuators and pulley-based McKibben linear actuator could initiate finger motion and assist object grasping for a possible clinical hand rehabilitation assessment

    Sensorimotor experience in virtual environments

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    The goal of rehabilitation is to reduce impairment and provide functional improvements resulting in quality participation in activities of life, Plasticity and motor learning principles provide inspiration for therapeutic interventions including movement repetition in a virtual reality environment, The objective of this research work was to investigate functional specific measurements (kinematic, behavioral) and neural correlates of motor experience of hand gesture activities in virtual environments stimulating sensory experience (VE) using a hand agent model. The fMRI compatible Virtual Environment Sign Language Instruction (VESLI) System was designed and developed to provide a number of rehabilitation and measurement features, to identify optimal learning conditions for individuals and to track changes in performance over time. Therapies and measurements incorporated into VESLI target and track specific impairments underlying dysfunction. The goal of improved measurement is to develop targeted interventions embedded in higher level tasks and to accurately track specific gains to understand the responses to treatment, and the impact the response may have upon higher level function such as participation in life. To further clarify the biological model of motor experiences and to understand the added value and role of virtual sensory stimulation and feedback which includes seeing one\u27s own hand movement, functional brain mapping was conducted with simultaneous kinematic analysis in healthy controls and in stroke subjects. It is believed that through the understanding of these neural activations, rehabilitation strategies advantaging the principles of plasticity and motor learning will become possible. The present research assessed successful practice conditions promoting gesture learning behavior in the individual. For the first time, functional imaging experiments mapped neural correlates of human interactions with complex virtual reality hands avatars moving synchronously with the subject\u27s own hands, Findings indicate that healthy control subjects learned intransitive gestures in virtual environments using the first and third person avatars, picture and text definitions, and while viewing visual feedback of their own hands, virtual hands avatars, and in the control condition, hidden hands. Moreover, exercise in a virtual environment with a first person avatar of hands recruited insular cortex activation over time, which might indicate that this activation has been associated with a sense of agency. Sensory augmentation in virtual environments modulated activations of important brain regions associated with action observation and action execution. Quality of the visual feedback was modulated and brain areas were identified where the amount of brain activation was positively or negatively correlated with the visual feedback, When subjects moved the right hand and saw unexpected response, the left virtual avatar hand moved, neural activation increased in the motor cortex ipsilateral to the moving hand This visual modulation might provide a helpful rehabilitation therapy for people with paralysis of the limb through visual augmentation of skills. A model was developed to study the effects of sensorimotor experience in virtual environments, and findings of the effect of sensorimotor experience in virtual environments upon brain activity and related behavioral measures. The research model represents a significant contribution to neuroscience research, and translational engineering practice, A model of neural activations correlated with kinematics and behavior can profoundly influence the delivery of rehabilitative services in the coming years by giving clinicians a framework for engaging patients in a sensorimotor environment that can optimally facilitate neural reorganization

    Biomechatronics: Harmonizing Mechatronic Systems with Human Beings

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    This eBook provides a comprehensive treatise on modern biomechatronic systems centred around human applications. A particular emphasis is given to exoskeleton designs for assistance and training with advanced interfaces in human-machine interaction. Some of these designs are validated with experimental results which the reader will find very informative as building-blocks for designing such systems. This eBook will be ideally suited to those researching in biomechatronic area with bio-feedback applications or those who are involved in high-end research on manmachine interfaces. This may also serve as a textbook for biomechatronic design at post-graduate level

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    Department of Mechanical EngineeringThis thesis presents an origami-based hybrid actuating module for the upper limb which has the potential to support workers in the industrial fields. Conventional wearable systems such as exoskeleton systems are difficult to fit with different body sizes due to link structures and joints made of rigid materials. To solve these issues, soft wearable systems which consist of soft materials like elastomers have been studied. However, soft pneumatic actuators (SPAs), which is usually used for soft wearable systems create weak force and slow actuation speed. Also, they require a bulky air pump for actuation. In addition, most of them are fabricated manually so that it takes a long time to manufacture actuators, thus it is hard to modify the design of actuators. The proposed actuating module which is driven pneumatically consists of rigid material and soft material to improve the force transmission and actuating speed while maintaining compliance at the same time. Among various origami patterns, Yoshimura pattern was applied for the pneumatic chamber to create the linear and bending motion in the desired direction. An additive manufacturing method using heat press and laser cutting machine was developed to shorten fabrication time and make easy to modify the design of the actuating module. An analytical modeling which shows the relationship between design parameters of origami pattern and performances of the module was established, and the design parameters are optimized to satisfy requirements for upper limb support. Performances of the optimized actuating module were verified by experiments. Lastly, 3D-printed wearable structure was developed to connect a user with the actuating module, and supporting tests after wearing the module were conducted to ensure proper strength support.clos
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