6,265 research outputs found

    Audio-tactile stimuli to improve health and well-being : a preliminary position paper

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    From literature and through common experience it is known that stimulation of the tactile (touch) sense or auditory (hearing) sense can be used to improve people's health and well-being. For example, to make people relax, feel better, sleep better or feel comforted. In this position paper we propose the concept of combined auditory-tactile stimulation and argue that it potentially has positive effects on human health and well-being through influencing a user's body and mental state. Such effects have, to date, not yet been fully explored in scientific research. The current relevant state of the art is briefly addressed and its limitations are indicated. Based on this, a vision is presented of how auditory-tactile stimulation could be used in healthcare and various other application domains. Three interesting research challenges in this field are identified: 1) identifying relevant mechanisms of human perception of combined auditory-tactile stimuli; 2) finding methods for automatic conversions between audio and tactile content; 3) using measurement and analysis of human bio-signals and behavior to adapt the stimulation in an optimal way to the user. Ideas and possible routes to address these challenges are presented

    User friendly knowledge acquisition system for medical devices actuation

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    Dissertação para obtenção do Grau de Mestre em Engenharia BiomédicaInternet provides a new environment to develop a variety of applications. Hence, large amounts of data, increasing every day, are stored and transferred through the internet. These data are normally weakly structured making information disperse, uncorrelated, non-transparent and difficult to access and share. Semantic Web, proposed by theWorldWideWeb Consortium (W3C), addresses this problem by promoting semantic structured data, like ontologies, enabling machines to perform more work involved in finding, combining, and acting upon information on theWeb. Pursuing this vision, a Knowledge Acquisition System (KAS) was created, written in JavaScript using JavaScript Object Notation (JSON) as the data structure and JSON Schema to define that structure. It grants new ways to acquire and store knowledge semantically structured and human readable. Plus, structuring data with a Schema generates a software robust and error – free. A novel Human Computer Interaction (HCI) framework was constructed employing this KAS, allowing the end user to configure and control medical devices. To demonstrate the potential of this tool, we present the configuration and control of an electrostimulator. Nowadays, most of the software for Electrostimulation is made with specific purposes, and in some cases they have complicated user interfaces and large, bulky designs that deter usability and acceptability. The HCI concedes the opportunity to configure and control an electrostimulator that surpasses the specific use of several electrostimulator software. In the configuration the user is able to compile different types of electrical impulses (modes) in a temporal session, automating the control, making it simple and user-friendly

    The future of upper extremity rehabilitation robotics: research and practice

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    The loss of upper limb motor function can have a devastating effect on people’s lives. To restore upper limb control and functionality, researchers and clinicians have developed interfaces to interact directly with the human body’s motor system. In this invited review, we aim to provide details on the peripheral nerve interfaces and brain‐machine interfaces that have been developed in the past 30 years for upper extremity control, and we highlight the challenges that still remain to transition the technology into the clinical market. The findings show that peripheral nerve interfaces and brain‐machine interfaces have many similar characteristics that enable them to be concurrently developed. Decoding neural information from both interfaces may lead to novel physiological models that may one day fully restore upper limb motor function for a growing patient population.Peer Reviewedhttps://deepblue.lib.umich.edu/bitstream/2027.42/155489/1/mus26860_am.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/155489/2/mus26860.pd

    Real-time simulation of three-dimensional shoulder girdle and arm dynamics

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    Electrical stimulation is a promising technology for the restoration of arm function in paralyzed individuals. Control of the paralyzed arm under electrical stimulation, however, is a challenging problem that requires advanced controllers and command interfaces for the user. A real-time model describing the complex dynamics of the arm would allow user-in-the-loop type experiments where the command interface and controller could be assessed. Real-time models of the arm previously described have not included the ability to model the independently controlled scapula and clavicle, limiting their utility for clinical applications of this nature. The goal of this study therefore was to evaluate the performance and mechanical behavior of a real-time, dynamic model of the arm and shoulder girdle. The model comprises seven segments linked by eleven degrees of freedom and actuated by 138 muscle elements. Polynomials were generated to describe the muscle lines of action to reduce computation time, and an implicit, first-order Rosenbrock formulation of the equations of motion was used to increase simulation step-size. The model simulated flexion of the arm faster than real time, simulation time being 92% of actual movement time on standard desktop hardware. Modeled maximum isometric torque values agreed well with values from the literature, showing that the model simulates the moment-generating behavior of a real human arm. The speed of the model enables experiments where the user controls the virtual arm and receives visual feedback in real time. The ability to optimize potential solutions in simulation greatly reduces the burden on the user during development

    Body-Borne Computers as Extensions of Self

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    The opportunities for wearable technologies go well beyond always-available information displays or health sensing devices. The concept of the cyborg introduced by Clynes and Kline, along with works in various fields of research and the arts, offers a vision of what technology integrated with the body can offer. This paper identifies different categories of research aimed at augmenting humans. The paper specifically focuses on three areas of augmentation of the human body and its sensorimotor capabilities: physical morphology, skin display, and somatosensory extension. We discuss how such digital extensions relate to the malleable nature of our self-image. We argue that body-borne devices are no longer simply functional apparatus, but offer a direct interplay with the mind. Finally, we also showcase some of our own projects in this area and shed light on future challenges

    Roadmap on semiconductor-cell biointerfaces.

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    This roadmap outlines the role semiconductor-based materials play in understanding the complex biophysical dynamics at multiple length scales, as well as the design and implementation of next-generation electronic, optoelectronic, and mechanical devices for biointerfaces. The roadmap emphasizes the advantages of semiconductor building blocks in interfacing, monitoring, and manipulating the activity of biological components, and discusses the possibility of using active semiconductor-cell interfaces for discovering new signaling processes in the biological world
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