Design and development of wearable upper extremities powered exoskeleton - A cost-effective rehabilitation system

Author(s):  
Yu Zheng Chong ◽  
Kwok Hong Chay ◽  
Yee Hern Lim

There are many integrated perimeter security solutions available, the main objective of this paper is to provide cost effective solution. This paper mainly focuses on design of a Low-cost vibration module with RS485 interface, Controller hub with RS485 interface and Ethernet interface and a Command Centre server. The platform consists of RS485 daisy chained vibration sensor network connected to control server via Controller hub. It is designed to pin point the area of intrusion and cueing the camera to that specified location. It can be integrated with smart devices like PTZ/Thermal/IR cameras or radars. Each daisy chain consists of 250 sensors with each sensor 3 metres apart, each ethernet hub can handle 2 daisy chains. The Controller hub gets vibration sensor information via RS485 and transmits data to Command centre using TCP/IP protocol. The Controller centre identifies the location of the sensor and moves the PTZ camera to the specific location and live streams the data to the user.


2021 ◽  
Author(s):  
Grigore Burdea ◽  
Nam H. Kim ◽  
Kevin Polistico ◽  
Ashwin Kadaru ◽  
Namrata Grampurohit ◽  
...  

BACKGROUND BrightArm Compact is a new rehabilitation system for upper extremities. It provides bimanual training with gradated gravity loading and mediates interactions with serious games. OBJECTIVE To design and test a robotic rehabilitation table-based virtual rehabilitation system for training upper extremities early post-stroke. METHODS A new robotic rehabilitation table, controllers and adaptive games were developed. Participants underwent 12 experimental sessions in addition to the standard of care. Standardized measures of upper extremity motor impairment and function, depression severity, and cognitive function were administered pre- and post-intervention. Non-standardized measures included game variables and subjective evaluations. RESULTS Two case study participants attained high total arm repetitions per session (504 and 957, respectively), and achieved high grasp and finger extension counts. Training intensity contributed to marked improvements in affected arm shoulder strength (225% and 100%, respectively), grasp strength (27% and 16% increase), 3-finger pinch strength (31% and 15% increase). Shoulder active flexion range increased 17% and 18%, respectively, and elbow active supination was larger by 75% and 58%, respectively. Improvements in motor function were at/above Minimal Clinically Important Difference for Fugl-Meyer Assessment (11 and 10 points), Chedoke Inventory (11 and 14 points) and Upper Extremity Functional Index (19 and 23 points). Cognitive/emotive outcomes were mixed. CONCLUSIONS The design of the robotic rehabilitation table was successfully tested on two participants early post-stroke. Results are encouraging. CLINICALTRIAL ClinicalTrials.gov NCT04252170


Author(s):  
Vehbi Turel ◽  
Peter McKenna

In this chapter, the principles and guidelines that should be borne in mind when designing and developing some digital elements such as ‘instructions', ‘tasks', ‘(reading) texts' and ‘self-assessment tests' in interactive multimedia listening software (MLS) for second/foreign language learning (SLL/FLL) are focused on. The stages of software design and development are categorized into six separate stages: (1) feasibility, (2) setting up a team of experts, (3) designing, (4) programming, (5) testing and (6) evaluating (Turel & McKenna, 2013, pp.188-190). Each stage as well as each digital element of interactive MLS is vitally important in the design and development process of cost effective applications. A wide range of principles and guidelines need to be taken into account at each stage as well as in the design and development of each element so that we can design and develop every single digital element of interactive MLS efficiently. As a whole, all of these can enable us to design ideal and customised/adapted MLS for SLL/FLL.


Author(s):  
Vehbi Turel ◽  
Eylem Kılıç

A concern for social justice and the inclusion of cultural differences as a requirement of social justice in all learning materials, whether they are in the form of conventional materials or Interactive Multimedia Environments (IMEs), is the moral responsibility of all educators who want to contribute to humanity as well as long-lasting peace in our world. Such a responsibility requires a wide range of philosophical, political, and sociological discourses, informing multiple debates and their implications in the field of education. As a requirement of this, in this chapter, the inclusion and design of cultural differences in IMEs are focused on. The design and development stages of IMEs are categorized into six separate stages: (1) feasibility, (2) setting up a team of experts, (3) designing, (4) programming, (5) testing, and (6) evaluating (Turel & McKenna, 2013, pp. 188-190). Each stage is vital to the design and development process for cost effective and socially just IMEs. To be able to achieve cost effective and genuinely socially inclusive IMEs, a wide range of principles and guidelines need to be borne in mind at each stage. Here, the inclusion and design in IMEs of the cultural differences that need to be considered while designing and developing such environments (i.e. at stage 3 as well as 4) are focused on. Some examples of thought out and customized computerised cultural differences from an IME as well as some concrete examples from the Turkish context are given.


2012 ◽  
Vol 3 ◽  
pp. 147-156 ◽  
Author(s):  
Guadalupe Salas-Lòpez ◽  
Oscar Sandoval-González ◽  
Ignacio Herrera-Aguilar ◽  
Albino Martínez-Sibaja ◽  
Otniel Portillo-Rodríguez ◽  
...  

2020 ◽  
Vol 13 (6) ◽  
pp. 81-91
Author(s):  
C. Spandonidis ◽  
S. Tsantilas ◽  
F. Giannopoulos ◽  
C. Giordamlis ◽  
I. Zyrichidou ◽  
...  

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