4 research outputs found

    Assessment of Clinical Requirements for a Novel Robotic Device for Upper-Limb Sensorimotor Rehabilitation After Stroke

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    In order to identify the clinical requirements for a novel upper-limb robotic device for sensorimotor neurorehabilitation, a survey with 33 participants (including physiotherapists, occupational therapists, speech therapists, nurses and physicians) was conducted. The results show that grasping, eating and personal hygiene are amongst the most important activities of daily living to be exercised. Hand/finger extension were reported as crucial movements. In serious games for neurorehabilitation, adjustable quantity of virtual objects as well as adjustable game difficulty are highly demanded features. The majority of the participants would like to spend less than 10 min for the setup of a robotic device.Accepted Author ManuscriptHuman-Robot Interactio

    Explicitness of Task Instructions Supports Motor Learning and Modulates Engagement of Attentional Brain Networks

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    Motor learning is a complex cognitive and motor process underlying neurorehabilitation. Cognitive (e.g., attentional) engagement is important for motor learning, especially early in the learning process. In this study, we investigated if task instructions enforcing the underlying task rule of a virtual sailing task modulate attentional engagement and motor learning. Our results suggest that enforcing the rule of a motor task using explicit knowledge or visual cues enhances motor learning compared with no enforcement of task rules. Further, training with visual cues may support early visuo-attentional engagement.Accepted Author ManuscriptHuman-Robot Interactio

    Resting-State Functional Networks Correlate with Motor Performance in a Complex Visuomotor Task: An EEG Microstate Pilot Study on Healthy Individuals

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    Developing motor and cognitive skills is needed to achieve expert (motor) performance or functional recovery from a neurological condition, e.g., after stroke. While extensive practice plays an essential role in the acquisition of good motor performance, it is still unknown whether certain person-specific traits may predetermine the rate of motor learning. In particular, learners’ functional brain organisation might play an important role in appropriately performing motor tasks. In this paper, we aimed to study how two critical cognitive brain networks—the Attention Network (AN) and the Default Mode Network (DMN)—affect the posterior motor performance in a complex visuomotor task: virtual surfing. We hypothesised that the preactivation of the AN would affect how participants divert their attention towards external stimuli, resulting in robust motor performance. Conversely, the excessive involvement of the DMN—linked to internally diverted attention and mind-wandering—would be detrimental for posterior motor performance. We extracted seven widely accepted microstates—representing participants mind states at rest—out of the Electroencephalography (EEG) resting-state recordings of 36 healthy volunteers, prior to execution of the virtual surfing task. By correlating neural biomarkers (microstates) and motor behavioural metrics, we confirmed that the preactivation of the posterior DMN was correlated with poor posterior performance in the motor task. However, we only found a non-significant association between AN preactivation and the posterior motor performance. In this EEG study, we propose the preactivation of the posterior DMN—imaged using EEG microstates—as a neural trait related to poor posterior motor performance. Our findings suggest that the role of the executive control system is to preserve an homeostasis between the AN and the DMN. Therefore, neurofeedback-based downregulation of DMN preactivation could help optimise motor training.Human-Robot Interactio

    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation

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    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality (VR). Recently introduced head-mounted displays (HMDs) allow to realistically mimic the body of the user from a first-person perspective (i.e., avatar) in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, the ability of the brain to adapt motor commands based on a perceived modified reality has not yet been fully explored. To fill this gap, we “tricked the brain” using immersive VR and investigated if multisensory feedback modulating the physical properties of an embodied avatar influences motor brain networks and control. Ten healthy participants were immersed in a virtual environment using an HMD, where they saw an avatar from first-person perspective. We slowly transformed the surface of the avatar (i.e., the “skin material”) from human to stone. We enforced this visual change by repetitively touching the real arm of the participant and the arm of the avatar with a (virtual) hammer, while progressively replacing the sound of the hammer against skin with stone hitting sound via loudspeaker. We applied single-pulse transcranial magnetic simulation (TMS) to evaluate changes in motor cortical excitability associated with the illusion. Further, to investigate if the “stone illusion” affected motor control, participants performed a reaching task with the human and stone avatar. Questionnaires assessed the subjectively reported strength of embodiment and illusion. Our results show that participants experienced the “stone arm illusion.” Particularly, they rated their arm as heavier, colder, stiffer, and more insensitive when immersed with the stone than human avatar, without the illusion affecting their experienced feeling of body ownership. Further, the reported illusion strength was associated with enhanced motor cortical excitability and faster movement initiations, indicating that participants may have physically mirrored and compensated for the embodied body characteristics of the stone avatar. Together, immersive VR has the potential to influence motor brain networks by subtly modifying the perception of reality, opening new perspectives for the motor recovery of patients.Human-Robot Interactio
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