2,024 research outputs found
Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment
Haptic displays are commonly limited to transmitting a discrete
set of tactile motives. In this paper, we explore the
transmission of real-valued information through vibrotactile
displays. We simulate spatial continuity with three perceptual
models commonly used to create phantom sensations: the linear,
logarithmic and power model. We show that these generic
models lead to limited decoding precision, and propose a
method for model personalization adjusting to idiosyncratic
and spatial variations in perceptual sensitivity. We evaluate
this approach using two haptic display layouts: circular, worn
around the wrist and the upper arm, and straight, worn along
the forearm. Results of a user study measuring continuous
value decoding precision show that users were able to decode
continuous values with relatively high accuracy (4.4% mean
error), circular layouts performed particularly well, and personalisation
through sensitivity adjustment increased decoding
precision
Electrical vestibular stimulation in humans. A narrative review
Background: In patients with bilateral vestibulopathy, the
regular treatment options, such as medication, surgery, and/
or vestibular rehabilitation, do not always suffice. Therefore,
the focus in this field of vestibular research shifted to electri-
cal vestibular stimulation (EVS) and the development of a
system capable of artificially restoring the vestibular func-
tion. Key Message: Currently, three approaches are being
investigated: vestibular co-stimulation with a cochlear im-
plant (CI), EVS with a vestibular implant (VI), and galvanic
vestibular stimulation (GVS). All three applications show
promising results but due to conceptual differences and the
experimental state, a consensus on which application is the
most ideal for which type of patient is still missing. Summa-
ry: Vestibular co-stimulation with a CI is based on “spread of
excitation,” which is a phenomenon that occurs when the
currents from the CI spread to the surrounding structures
and stimulate them. It has been shown that CI activation can
indeed result in stimulation of the vestibular structures.
Therefore, the question was raised whether vestibular co-
stimulation can be functionally used in patients with bilat-
eral vestibulopathy. A more direct vestibular stimulation
method can be accomplished by implantation and activa-
tion of a VI. The concept of the VI is based on the technology
and principles of the CI. Different VI prototypes are currently
being evaluated regarding feasibility and functionality. So
far, all of them were capable of activating different types of
vestibular reflexes. A third stimulation method is GVS, which
requires the use of surface electrodes instead of an implant-
ed electrode array. However, as the currents are sent through
the skull from one mastoid to the other, GVS is rather unspe-
cific. It should be mentioned though, that the reported
spread of excitation in both CI and VI use also seems to in-
duce a more unspecific stimulation. Although all three ap-
plications of EVS were shown to be effective, it has yet to be
defined which option is more desirable based on applicabil-
ity and efficiency. It is possible and even likely that there is a
place for all three approaches, given the diversity of the pa-
tient population who serves to gain from such technologies
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Real-time decoding of question-and-answer speech dialogue using human cortical activity.
Natural communication often occurs in dialogue, differentially engaging auditory and sensorimotor brain regions during listening and speaking. However, previous attempts to decode speech directly from the human brain typically consider listening or speaking tasks in isolation. Here, human participants listened to questions and responded aloud with answers while we used high-density electrocorticography (ECoG) recordings to detect when they heard or said an utterance and to then decode the utterance's identity. Because certain answers were only plausible responses to certain questions, we could dynamically update the prior probabilities of each answer using the decoded question likelihoods as context. We decode produced and perceived utterances with accuracy rates as high as 61% and 76%, respectively (chance is 7% and 20%). Contextual integration of decoded question likelihoods significantly improves answer decoding. These results demonstrate real-time decoding of speech in an interactive, conversational setting, which has important implications for patients who are unable to communicate
An efficient telemetry system for restoring sight
PhD ThesisThe human nervous system can be damaged as a result of disease or trauma, causing conditions such as Parkinson’s disease. Most people try pharmaceuticals as a primary method of treatment. However, drugs cannot restore some cases, such as visual disorder. Alternatively, this impairment can be treated with electronic neural prostheses. A retinal prosthesis is an example of that for restoring sight, but it is not efficient and only people with retinal pigmentosa benefit from it.
In such treatments, stimulation of the nervous system can be achieved by electrical or optical means. In the latter case, the nerves need to be rendered light sensitive via genetic means (optogenetics). High radiance photonic devices are then required to deliver light to the target tissue. Such optical approaches hold the potential to be more effective while causing less harm to the brain tissue. As these devices are implanted in tissue, wireless means need to be used to communicate with them. For this, IEEE 802.15.6 or Bluetooth protocols at 2.4GHz are potentially compatible with most advanced electronic devices, and are also safe and secure. Also, wireless power delivery can operate the implanted device.
In this thesis, a fully wireless and efficient visual cortical stimulator was designed to restore the sight of the blind. This system is likely to address 40% of the causes of blindness. In general, the system can be divided into two parts, hardware and software. Hardware parts include a wireless power transfer design, the communication device, power management, a processor and the control unit, and the 3D design for assembly. The software part contains the image simplification, image compression, data encoding, pulse modulation, and the control system. Real-time video streaming is processed and sent over Bluetooth, and data are received by the LPC4330 six layer implanted board. After retrieving the compressed data, the processed data are again sent to the implanted electrode/optrode to stimulate the brain’s nerve cells
A Biomimetic Approach to Controlling Restorative Robotics
Movement is the only way a person can interact with the world around them. When trauma to the neuromuscular systems disrupts the control of movement, quality of life suffers. To restore limb functionality, active robotic interventions and/or rehabilitation are required. Unfortunately, the primary obstacle in a person’s recovery is the limited robustness of the human-machine interfaces. Current systems rely on control approaches that rely on the person to learn how the system works instead of the system being more intuitive and working with the person naturally. My research goal is to design intuitive control mechanisms based on biological processes termed the biomimetic approach. I have applied this control scheme to problems with restorative robotics focused on the upper and lower limb control.
Operating an advanced active prosthetic hand is a two-pronged problem of actuating a high-dimensional mechanism and controlling it with an intuitive interface. Our approach attempts to solve these problems by going from muscle activity, electromyography (EMG), to limb kinematics calculated through dynamic simulation of a musculoskeletal model. This control is more intuitive to the user because they attempt to move their hand naturally, and the prosthetic hand performs that movement. The key to this approach was validating simulated muscle paths using both experimental measurements and anatomical constraints where data is missing. After the validation, simulated muscle paths and forces are used to decipher the intended movement. After we have calculated the intended movement, we can move a prosthetic hand to match. This approach required minimal training to give an amputee the ability to control prosthetic hand movements, such as grasping. A more intuitive controller has the potential to improve how people interact and use their prosthetic hands.
Similarly, the rehabilitation of the locomotor system in people with damaged motor pathways or missing limbs require appropriate interventions. The problem of decoding human motor intent in a treadmill walking task can be solved with a biomimetic approach. Estimated limb speed is essential for this approach according to the theoretical input-output computation performed by spinal central pattern generators (CPGs), which represents neural circuitry responsible for autonomous control of stepping. The system used the locomotor phases, swing and stance, to estimate leg speeds and enable self-paced walking as well as steering in virtual reality with congruent visual flow. The unique advantage of this system over the previous state-of-art is the independent leg speed control, which is required for multidirectional movement in VR. This system has the potential to contribute to VR gait rehab techniques.
Creating biologically-inspired controllers has the potential to improve restorative robotics and allow people a better opportunity to recover lost functionality post-injury.
Movement is the only way a person can interact with the world around them. When trauma to the neuromuscular systems disrupts the control of movement, quality of life suffers. To restore limb functionality, active robotic interventions and/or rehabilitation are required. Unfortunately, the primary obstacle in a person’s recovery is the limited robustness of the human-machine interfaces. Current systems rely on control approaches that rely on the person to learn how the system works instead of the system being more intuitive and working with the person naturally. My research goal is to design intuitive control mechanisms based on biological processes termed the biomimetic approach. I have applied this control scheme to problems with restorative robotics focused on the upper and lower limb control.Operating an advanced active prosthetic hand is a two-pronged problem of actuating a high-dimensional mechanism and controlling it with an intuitive interface. Our approach attempts to solve these problems by going from muscle activity, electromyography (EMG), to limb kinematics calculated through dynamic simulation of a musculoskeletal model. This control is more intuitive to the user because they attempt to move their hand naturally, and the prosthetic hand performs that movement. The key to this approach was validating simulated muscle paths using both experimental measurements and anatomical constraints where data is missing. After the validation, simulated muscle paths and forces are used to decipher the intended movement. After we have calculated the intended movement, we can move a prosthetic hand to match. This approach required minimal training to give an amputee the ability to control prosthetic hand movements, such as grasping. A more intuitive controller has the potential to improve how people interact and use their prosthetic hands.Similarly, the rehabilitation of the locomotor system in people with damaged motor pathways or missing limbs require appropriate interventions. The problem of decoding human motor intent in a treadmill walking task can be solved with a biomimetic approach. Estimated limb speed is essential for this approach according to the theoretical input-output computation performed by spinal central pattern generators (CPGs), which represents neural circuitry responsible for autonomous control of stepping. The system used the locomotor phases, swing and stance, to estimate leg speeds and enable self-paced walking as well as steering in virtual reality with congruent visual flow. The unique advantage of this system over the previous state-of-art is the independent leg speed control, which is required for multidirectional movement in VR. This system has the potential to contribute to VR gait rehab techniques.Creating biologically-inspired controllers has the potential to improve restorative robotics and allow people a better opportunity to recover lost functionality post-injury
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