734 research outputs found

    Clinical Features to Predict the Use of a sEMG Wearable Device (REMO®) for Hand Motor Training of Stroke Patients: A Cross-Sectional Cohort Study

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    After stroke, upper limb motor impairment is one of the most common consequences that compromises the level of the autonomy of patients. In a neurorehabilitation setting, the implementation of wearable sensors provides new possibilities for enhancing hand motor recovery. In our study, we tested an innovative wearable (REMO®) that detected the residual surface-electromyography of forearm muscles to control a rehabilitative PC interface. The aim of this study was to define the clinical features of stroke survivors able to perform ten, five, or no hand movements for rehabilitation training. 117 stroke patients were tested: 65% of patients were able to control ten movements, 19% of patients could control nine to one movement, and 16% could control no movements. Results indicated that mild upper limb motor impairment (Fugl-Meyer Upper Extremity 18 points) predicted the control of ten movements and no flexor carpi muscle spasticity predicted the control of five movements. Finally, severe impairment of upper limb motor function (Fugl-Meyer Upper Extremity > 10 points) combined with no pain and no restrictions of upper limb joints predicted the control of at least one movement. In conclusion, the residual motor function, pain and joints restriction, and spasticity at the upper limb are the most important clinical features to use for a wearable REMO® for hand rehabilitation training

    Intimate interfaces in action: assessing the usability and subtlety of emg-based motionless gestures

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    Mobile communication devices, such as mobile phones and networked personal digital assistants (PDAs), allow users to be constantly connected and communicate anywhere and at any time, often resulting in personal and private communication taking place in public spaces. This private -- public contrast can be problematic. As a remedy, we promote intimate interfaces: interfaces that allow subtle and minimal mobile interaction, without disruption of the surrounding environment. In particular, motionless gestures sensed through the electromyographic (EMG) signal have been proposed as a solution to allow subtle input in a mobile context. In this paper we present an expansion of the work on EMG-based motionless gestures including (1) a novel study of their usability in a mobile context for controlling a realistic, multimodal interface and (2) a formal assessment of how noticeable they are to informed observers. Experimental results confirm that subtle gestures can be profitably used within a multimodal interface and that it is difficult for observers to guess when someone is performing a gesture, confirming the hypothesis of subtlety

    Review of the Augmented Reality Systems for Shoulder Rehabilitation

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    Literature shows an increasing interest for the development of augmented reality (AR) applications in several fields, including rehabilitation. Current studies show the need for new rehabilitation tools for upper extremity, since traditional interventions are less effective than in other body regions. This review aims at: Studying to what extent AR applications are used in shoulder rehabilitation, examining wearable/non-wearable technologies employed, and investigating the evidence supporting AR effectiveness. Nine AR systems were identified and analyzed in terms of: Tracking methods, visualization technologies, integrated feedback, rehabilitation setting, and clinical evaluation. Our findings show that all these systems utilize vision-based registration, mainly with wearable marker-based tracking, and spatial displays. No system uses head-mounted displays, and only one system (11%) integrates a wearable interface (for tactile feedback). Three systems (33%) provide only visual feedback; 66% present visual-audio feedback, and only 33% of these provide visual-audio feedback, 22% visual-audio with biofeedback, and 11% visual-audio with haptic feedback. Moreover, several systems (44%) are designed primarily for home settings. Three systems (33%) have been successfully evaluated in clinical trials with more than 10 patients, showing advantages over traditional rehabilitation methods. Further clinical studies are needed to generalize the obtained findings, supporting the effectiveness of the AR applications

    A Smart Safety Helmet using IMU and EEG sensors for analysis of worker’s fatigue

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    It is known that head gesture and mental states can reflect some human behaviors related to a risk of accident when using machine-tools. The research works presented in this paper aim to reduce the number of injury and thus increase worker safety. Instead using camera, this paper presents a Smart Safety Helmet (SSH) in order to track head gestures and mental states of worker able to recognize anomalous behavior. Information extracted from SSH is used for computing risk level of accident (a safety level) for preventing and reducing injury or accidents. The SSH system is an inexpensive, non-intrusive, non-invasive, and non-vision-based system, which consists of 9DOF Inertial Measurement Unit (IMU) and dry EEG electrodes. A haptic device, such as vibrotactile motor, is integrated to the helmet in order to alert the operator when computed risk level (fatigue, high stress or error) reach a threshold. Once the risk level of accident breaks the threshold, a signal will be sent wirelessly to stop the relevant machine tool or process

    Rehabilitative devices for a top-down approach

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    In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new "top-down" approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to "Bottom up" approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. Areas covered: In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. Expert commentary: Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies

    Treat me well : affective and physiological feedback for wheelchair users

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    This work reports a electrocardiograph and skin conductivity hardware architecture, based on E-textile electrodes, attached to a wheelchair for affective and physiological computing. Appropriate conditioning circuits and a microcontroller platform that performs acquisition, primary processing, and communication using Bluetooth were designed and implemented. To increase the accuracy and repeatability of the skin conductivity measuring channel, force measurement sensors were attached to the system certifying measuring contact force on the electrode level. Advanced processing including Rwave peak detector, adaptive filtering and autonomic nervous system analysis based on wavelets transform was designed and implemented on a server. A central design of affective recognition and biofeedback system is described.Fundação para a Ciência e a Tecnologia (FCT

    Enhanced gesture capture in virtual interactive space (VIS)

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    Highly-Individualized Physical Therapy Instruction beyond the Clinic Using Wearable Inertial Sensors

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    Musculoskeletal conditions, often requiring rehabilitation, affect one-third of the U.S. population annually. This paper presents rehabilitation assistive technology that includes body-worn motion sensors and a mobile application that extends the reach of a physical rehabilitation specialist beyond the clinic to ensure that home exercises are performed with the same precision as under clinical supervision. Assisted by a specialist in the clinic, the wearable sensors and user interface developed allow the capture of individualized exercises unique to the patient’s physical abilities. Beyond the clinical setting, the system can assist patients by providing real-time corrective feedback to repeat these exercises through a correct and complete arc of motion for the prescribed number of repetitions. An inertial measurement unit (IMU) is used on the body part to be exercised to capture its pose. In this paper, we present a kinematics data processing approach to defining custom exercises with flexibility in terms of where it is worn and the nature of the exercise, as well as real-time corrective feedback parameters. The system is tested on two exercises performed by a healthy individual to demonstrate the feasibility and accuracy of the approach. We demonstrate how it can improve exercise adherence by assisting users in reaching the full prescribed range of motion and stay on the ideal plane of motion and improve hold time. Preliminary results from an ongoing clinical trial are presented

    IoT Based Virtual Reality Game for Physio-therapeutic Patients

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    Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game
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