64,248 research outputs found

    Home-based rehabilitation of the shoulder using auxiliary systems and artificial intelligence: an overview

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    Advancements in modern medicine have bolstered the usage of home-based rehabilitation services for patients, particularly those recovering from diseases or conditions that necessitate a structured rehabilitation process. Understanding the technological factors that can influence the efficacy of home-based rehabilitation is crucial for optimizing patient outcomes. As technologies continue to evolve rapidly, it is imperative to document the current state of the art and elucidate the key features of the hardware and software employed in these rehabilitation systems. This narrative review aims to provide a summary of the modern technological trends and advancements in home-based shoulder rehabilitation scenarios. It specifically focuses on wearable devices, robots, exoskeletons, machine learning, virtual and augmented reality, and serious games. Through an in-depth analysis of existing literature and research, this review presents the state of the art in home-based rehabilitation systems, highlighting their strengths and limitations. Furthermore, this review proposes hypotheses and potential directions for future upgrades and enhancements in these technologies. By exploring the integration of these technologies into home-based rehabilitation, this review aims to shed light on the current landscape and offer insights into the future possibilities for improving patient outcomes and optimizing the effectiveness of home-based rehabilitation programs.info:eu-repo/semantics/publishedVersio

    Virtual reality based upper extremity rehabilitation following stroke: a review

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    In the last decade there have been major developments in the creation of interactive virtual scenarios for the rehabilitation of motor deficits following stroke. Virtual reality technology is arising as a promising tool to diagnose, monitor and induce functional recovery after lesions to the nervous system. This evidence has grown in the last few years, as effort has been made to develop virtual scenarios that are built on the knowledge of mechanisms of recovery. In this paper we review the state of the art virtual reality techniques for rehabilitation of functionality of the upper extremities following stroke. We refer to some of the main systems that have been developed within different rehabilitative approaches such as learning by imitation, reinforced feedback, haptic feedback, augmented practice and repetition, video capture virtual reality, exoskeletons, mental practice, action observation and execution, and others. The major findings of these studies show that virtual reality technologies will become a more and more essential ingredient in the treatment of stroke and other disorders of the nervous system.info:eu-repo/semantics/publishedVersio

    Virtual reality for the rehabilitation and prevention of intimate partner violence – From brain to behavior: A narrative review

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    Rehabilitation and prevention strategies to reduce intimate partner violence (IPV) have limited effectiveness in terms of improving key risk factors and reducing occurrence. Accumulated experimental evidence demonstrates that virtual embodiment, which results in the illusion of owning a virtual body, has a large impact on people’s emotional, cognitive, and behavioral responses. This narrative review discusses work that has investigated how embodied perspective - taking in virtual reality has been used as a tool to reduce bias, to enhance recognition of the emotional state of another, and to reduce violent behaviors, in particular in the realm of IPV. Some of the potential neurological mechanisms behind these affective and behavioral changes are also discussed. The process of rehabilitation and prevention is complex and not always effective, but the integration of neuroscience-inspired and validated state-of-the-art technology into the rehabilitation process can make a positive contribution

    The Remapping of Peripersonal Space in a Real but Not in a Virtual Environment

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    One of the most surprising features of our brain is the fact that it is extremely plastic. Among the various plastic processes supported by our brain, there is the neural representation of the space surrounding our body, the peripersonal space (PPS). The effects of real-world tool use on the PPS are well known in cognitive neuroscience, but little is still known whether similar mechanisms also govern virtual tool use. To this purpose, the present study investigated the plasticity of the PPS before and after a real (Experiment 1) or virtual motor training with a tool (Experiment 2). The results show the expansion of the PPS only following real-world tool use but not virtual use, highlighting how the two types of training potentially rely on different processes. This study enriches the current state of the art on the plasticity of PPS in real and virtual environments. We discuss our data with respect to the relevance for the development of effective immersive environment for trainings, learning and rehabilitation

    The human-computer connection : an overview of brain-computer interfaces

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    This article introduces the field of brain-computer interfaces (BCI), which allows the control of devices without the generation of any active motor output but directly from the decoding of the user?s brain signals. Here we review the current state of the art in the BCI field, discussing the main components of such an interface and illustrating ongoing research questions and prototypes for controlling a large variety of devices, from virtual keyboards for communication to robotics systems to replace lost motor functions and even clinical interventions for motor rehabilitation after a stroke. The article concludes with some insights into the future of BCI

    Survey of movement reproduction in immersive virtual rehabilitation.

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    This is the author accepted manuscript. The final version is available from the Institute of Electrical and Electronics Engineers via the DOI in this record Virtual reality (VR) has emerged as a powerful tool for rehabilitation. Many effective VR applications have been developed to support motor rehabilitation of people affected by motor issues. Movement reproduction, which transfers users' movements from the physical world to the virtual environment, is commonly used in VR rehabilitation applications. Three major components are required for movement reproduction in VR: (1) movement input, (2) movement representation, and (3) movement modulation. Until now, movement reproduction in virtual rehabilitation has not yet been systematically studied. This paper aims to provide a state-of-the-art review on this subject by focusing on existing literature on immersive motor rehabilitation using VR. In this review, we provided in-depth discussions on the rehabilitation goals and outcomes, technology issues behind virtual rehabilitation, and user experience regarding movement reproduction. Similarly, we present good practices and highlight challenges and opportunities that can form constructive suggestions for the design and development of fit-for-purpose VR rehabilitation applications and can help frame future research directions for this emerging area that combines VR and health.Natural Science Foundation of the Jiangsu Higher Education Institutions of China ProgrammeKey Program Special Fund of Xian Jiaotong-Liverpool UniversityResearch Development Fund of Xian Jiaotong-Liverpool Universit

    Combining brain-computer interfaces and assistive technologies: state-of-the-art and challenges

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    In recent years, new research has brought the field of EEG-based Brain-Computer Interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely,“Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user-machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human-computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices

    Games and Brain-Computer Interfaces: The State of the Art

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    BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem for control of a game. This is often solved by changing the goal of the game. Multi-modal input with BCI forms an promising solution, as does assigning more meaningful functionality to BCI control

    \u3ci\u3eMedicine Meets Virtual Reality 17\u3c/i\u3e

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    Chapter, A Virtual Reality Training Program for Improvement of Robotic Surgical Skills, co-authored by Mukul Mukherjee and Nicholas Stergiou, UNO faculty members. Chapter, Consistency of Performance of Robot-Assisted Surgical Tasks in Virtual Reality, co-authored by Mukul Mukherjee and Nicholas Stergiou, UNO faculty members. The 17th annual Medicine Meets Virtual Reality (MMVR17) was held January 19-22, 2009, in Long Beach, CA, USA. The conference is well established as a forum for emerging data-centered technologies for medical care and education. Each year, it brings together an international community of computer scientists and engineers, physicians and surgeons, medical educators and students, military medicine specialists and biomedical futurists. MMVR emphasizes inter-disciplinary collaboration in the development of more efficient and effective physician training and patient care. The MMVR17 proceedings collect 108 papers by conference lecture and poster presenters. These papers cover recent developments in biomedical simulation and modeling, visualization and data fusion, haptics, robotics, sensors and other related information-based technologies. Key applications include medical education and surgical training, clinical diagnosis and therapy, physical rehabilitation, psychological assessment, telemedicine and more. From initial vision and prototypes, through assessment and validation, to clinical and academic utilization and commercialization - MMVR explores the state-of-the-art and looks toward healthcare’s future. The proceedings volume will interest physicians, surgeons and other medical professionals interested in emerging and future tools for diagnosis and therapy; educators responsible for training the next generation of doctors and scientists; IT and medical device engineers creating state-of-the-art and next-generation simulation, imaging, robotics and communication systems; data technologists creating systems for gathering, processing and distributing medical intelligence; military medicine specialists addressing the challenges of warfare and defense health needs; and biomedical futurists and investors who want to understand where the field is headed.https://digitalcommons.unomaha.edu/facultybooks/1233/thumbnail.jp
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