1,943 research outputs found

    Prototypical Arm Motions from Human Demonstration for Upper-Limb Prosthetic Device Control

    Get PDF
    Controlling a complex upper limb prosthesis, akin to a healthy arm, is still an open challenge due to the inadequate number of inputs available to amputees. Designs have therefore largely focused on a limited number of controllable degrees of freedom, developing a complex hand and grasp functionality rather than the wrist. This thesis investigates joint coordination based on human demonstrations that aims to vastly simplify the controls of wrist, elbow-wrist, and shoulder-elbow wrist devices.The wide range of motions performed by the human arm during daily tasks makes it desirable to find representative subsets to reduce the dimensionality of these movements for a variety of applications, including the design and control of robotic and prosthetic devices. Here I present the results of an extensive human subjects study and two methods that were used to obtain representative categories of arm use that span naturalistic motions during activities of daily living. First, I sought to identify sets of prototypical upper-limb motions that are functions of a single variable, allowing, for instance, an entire prosthetic or robotic arm to be controlled with a single input from a user, along with a means to select between motions for different tasks. Second, I decouple the orientation from the location of the hand and analyze the hand location in three ways and orientation in three reference frames. Both of these analyses are an application of data driven approaches that reduce the wide range of hand and arm use to a smaller representative set. Together these provide insight into our arm usage in daily life and inform an implementation in prosthetic or robotic devices without the need for additional hardware. To demonstrate the control efficacy of prototypical arm motions in upper-limb prosthetic devices, I developed an immersive virtual reality environment where able-bodied participants tested out different devices and controls. I coined prototypical arm motion control as trajectory control, and I found that as device complexity increased from 3 DOF wrist to 4 DOF elbow-wrist and 7 DOF shoulder-elbow-wrist, it enables users to complete tasks faster with a more intuitive interface without additional body compensation, while featuring better movement cosmesis when compared to standard controls

    A review on design of upper limb exoskeletons

    Get PDF

    A Biomimetic Approach to Controlling Restorative Robotics

    Get PDF
    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

    Tongue Control of Upper-Limb Exoskeletons For Individuals With Tetraplegia

    Get PDF
    • …
    corecore