scholarly journals A novel upper-limb tracking system in a virtual environment for stroke rehabilitation

Author(s):  
Kuan Cha ◽  
Jinying Wang ◽  
Yan Li ◽  
Longbin Shen ◽  
Zhuoming Chen ◽  
...  

Abstract Background The transfer of the behaviors of a human’s upper limbs to an avatar is widely used in the field of virtual reality rehabilitation. To perform the transfer, movement tracking technology is required. Traditionally, wearable tracking devices are used for tracking; however, these devices are expensive and cumbersome. Recently, non-wearable upper-limb tracking solutions have been proposed, which are less expensive and more comfortable. However, most products cannot track the upper limbs, including the arms and all the fingers at the same time, which limits the limb parts for tracking in a virtual environment and may lead to a limited rehabilitation effect. Methods In this paper, a novel virtual reality rehabilitation system (VRRS) was developed for upper-limb rehabilitation. The VRRS could track the motion of both upper limbs, integrate fine finger motion and the range of motion of the entire arm and map the motion to an avatar. To test the performance of VRRS, two experiments were designed. In the first experiment, we investigated the effect of VRRS on virtual body ownership, agency and location of the body and usability in 8 healthy participants by comparing it with a partial upper-limb tracking method based on a Leap Motion controller (LP) in the same virtual environments. In the second experiment, we examined the feasibility of VRRS in upper-limb rehabilitation with 27 stroke patients. Results VRRS improved the users’ senses of body ownership, agency, and location of the body. The users preferred using the VRRS to using the LP. In addition, we found that although the upper limb motor function of patients from all groups was improved, the difference between the FM scores tested on the first day and the last day of the experimental group was more significant than that of the control groups. Conclusions A VRRS with motion tracking of the upper limbs and avatar control including the arms and all the fingers was developed. It resulted in an improved user experience of embodiment and effectively improved the effects of upper limb rehabilitation in stroke patients. Trial registration The study was registered at the First Affiliated Hospital of Jinan University Identifier: KY-2020–036; Date of registration: June 01, 2020.

2021 ◽  
Author(s):  
Kuan Cha ◽  
Jinying Wang ◽  
Yan Li ◽  
Longbin Shen ◽  
Zhuoming Chen ◽  
...  

Abstract Backgrounds: Transferring behaviors of a human’s upper-limbs to an avatar is widely used in the field of virtual reality rehabilitation. To realize the transfer, movement tracking technology is required. Traditionally, wearable tracking devices are used to do the tracking, however the devices are expensive and cumbersome. Recently, non-wearable upper-limb tracking solutions are proposed, which are cheaper and more comfortable to interact. But most of the existing products cannot track full upper-limbs including both the arms and all the fingers, which limits the motion paradigm and further may lead to limited rehabilitation effect. Methods: In this paper, a novel method was first proposed for full avatar’s upper-limb control which integrates the fine finger motion and the arm wide range motion. Then, based on the method, a Virtual Reality Rehabilitation System (VRRS) was developed for upper-limb rehabilitation. To test the performance of VRRS, two experiments were designed. First, in order to investigate the effect of VRRS on virtual body ownership, agency, location of the body and usability, we compared it with the partial upper-limb tracking method based on Leap Motion controller (LP) in same virtual environments. Then, to study the feasibility of VRRS in rehabilitation, we recruited 16 stroke patients and split them into two groups: the experimental group and the control group. Each group consisted 8 patients, with and without employing VRRS respectively.Results: The control of full avatar’s upper-limbs improved the users’ senses on body ownership, agency and location of the body. The users preferred to use VRRS. In addition, although the upper-limb motor function of patients from both groups were improved, the difference between the FM scores tested on the first day and the last day of the experimental group was more significant than that of the control group. Conclusions: VRRS based on the proposed method for full avatar’s upper-limbs control was developed, which improved the user experience on embodiment and effectively improved the rehabilitation effect for upper-limbs of stroke patients.Trial registration:The study was registered at the First Affiliated Hospital of Jinan University Identifier: KY-2020-036; Date of registration - June 01, 2020.


2018 ◽  
pp. 1267-1287
Author(s):  
Wei Wei

This chapter mainly introduced the virtual reality as many benefits of robots involved in disability rehabilitation. According to the vision feedback and force feedback, the therapist can adjust his operation. Virtual reality technology can provide repeated practice, performance feedback and motivation techniques for rehabilitation training. Patients can learn motor skills in a virtual environment, and then transfer the skills to the real world. It is hopeful to achieve satisfactory outcome in the field of rehabilitation in the future. VR is mainly used for the upper-limb rehabilitation robot system in this article. The objective of robotic systems for disability rehabilitation are explored to divide the whole rehabilitation training process into three parts, earliest rehabilitation training, medium-term rehabilitation training and late rehabilitation training, respectively. Accordingly, brain-computer training modes, the master-slave training modes and the electromyogram (EMG) signals training modes are developed to be used in rehabilitation training to help stroke patients with hemiplegia to restore the motor function of upper limb. Aimed at the rehabilitation goal, three generations of VR rehabilitation system has designed. The first generation of VR rehabilitation system includes haptic device (PHANTOM Omni), an advanced inertial sensor (MTx) and a computer. The impaired hand grip the stylus of haptic device, the intact hand can control the impaired hand's motion based on the virtual reality scene. The second generation of the VR rehabilitation system is the exoskeleton robots structure. Two virtual upper limbs are portrayed in the virtual environment, simulated the impaired hand and the intact hand, respectively. The third generation is a novel VR-based upper limb rehabilitation robot system. In the system, the realization of virtual reality environment is implemented, which can potentially motivate patients to exercise for longer periods of time. Not only virtual images but also position and force information are sent to the doctors. The development of this system can be a promising approach for further research in the field of tele-rehabilitation science.


Author(s):  
Wei Wei

This chapter mainly introduced the virtual reality as many benefits of robots involved in disability rehabilitation. According to the vision feedback and force feedback, the therapist can adjust his operation. Virtual reality technology can provide repeated practice, performance feedback and motivation techniques for rehabilitation training. Patients can learn motor skills in a virtual environment, and then transfer the skills to the real world. It is hopeful to achieve satisfactory outcome in the field of rehabilitation in the future. VR is mainly used for the upper-limb rehabilitation robot system in this article. The objective of robotic systems for disability rehabilitation are explored to divide the whole rehabilitation training process into three parts, earliest rehabilitation training, medium-term rehabilitation training and late rehabilitation training, respectively. Accordingly, brain-computer training modes, the master-slave training modes and the electromyogram (EMG) signals training modes are developed to be used in rehabilitation training to help stroke patients with hemiplegia to restore the motor function of upper limb. Aimed at the rehabilitation goal, three generations of VR rehabilitation system has designed. The first generation of VR rehabilitation system includes haptic device (PHANTOM Omni), an advanced inertial sensor (MTx) and a computer. The impaired hand grip the stylus of haptic device, the intact hand can control the impaired hand's motion based on the virtual reality scene. The second generation of the VR rehabilitation system is the exoskeleton robots structure. Two virtual upper limbs are portrayed in the virtual environment, simulated the impaired hand and the intact hand, respectively. The third generation is a novel VR-based upper limb rehabilitation robot system. In the system, the realization of virtual reality environment is implemented, which can potentially motivate patients to exercise for longer periods of time. Not only virtual images but also position and force information are sent to the doctors. The development of this system can be a promising approach for further research in the field of tele-rehablitation science.


Author(s):  
Caterina Romagnoli ◽  
Monica Bordegoni ◽  
Francesco Ferrise

The interest of people working in rehabilitation towards the possibilities offered by Virtual Reality (VR) technologies is growing in years. Through VR technologies, rehabilitation can become more engaging with respect to traditional methods, since exercises can be performed in different simulated scenarios. They can be adapted on the basis of patient’s requests, and can be easily modified to have growing difficulties, according to the rehabilitation progresses. Furthermore results can be collected and monitored, even remotely, if necessary. The paper describes the development and testing of a set of exercises in a multimodal VR environment for upper limb rehabilitation. The VR environment includes technologies addressing three senses: vision, hearing and touch. The patient is asked to grab and move a number of objects in an ecologically valid environment, which corresponds to a household scenario. While s/he performs the exercises, object trajectories are recorded in order to be analyzed later on. The development as well as a preliminary testing activity are reported in the paper.


2016 ◽  
Vol 16 (02) ◽  
pp. 1650008 ◽  
Author(s):  
PIN-CHENG KUNG ◽  
CHOU-CHING K. LIN ◽  
SHU-MIN CHEN ◽  
MING-SHAUNG JU

Spastic hypertonia causes loss of range of motion (ROM) and contractures in patients with post-stroke hemiparesis. The pronation/supination of the forearm is an essential functional movement in daily activities. We developed a special module for a shoulder-elbow rehabilitation robot for the reduction and biomechanical assessment of pronator/supinator hypertonia of the forearm. The module consisted of a rotational drum driven by an AC servo motor and equipped with an encoder and a custom-made torque sensor. By properly switching the control algorithm between position control and torque control, a hybrid controller able to mimic a therapist’s manual stretching movements was designed. Nine stroke patients were recruited to validate the functions of the module. The results showed that the affected forearms had significant increases in the ROM after five cycles of stretching. Both the passive ROM and the average stiffness were highly correlated to the spasticity of the forearm flexor muscles as measured using the Modified Ashworth Scale (MAS). With the custom-made module and controller, this upper-limb rehabilitation robot may be able to aid physical therapists to reduce hypertonia and quantify biomechanical properties of the muscles for forearm rotation in stroke patients.


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