scholarly journals THERAPY OF UPPER LIMBS BY MEANS OF VIRTUAL REALITY TECHNOLOGIES

2021 ◽  
Vol 21 (3) ◽  
pp. 30-37
Author(s):  
Branislav SOBOTA ◽  
◽  
Štefan KOREČKO ◽  
Sára JAVORKOVÁ ◽  
Marián HUDÁK ◽  
...  

This paper deals with an approach to upper limbs therapy that uses virtual reality technologies. The previous methods and subsequent improvements of these procedures by means of a skeletal model of the upper limb in a virtual environment are presented here. So, main focus of the paper is on the description of calculation related to the bone rotation system within appropriate skeletal model. The therapist can add either more virtual upper limb objects or more virtual training objects to the virtual environment and thus expand/change the scene or the therapy complexity. The functions used in the limb movement calculations are useful for creating additional animations with various objects. With this system, the patient can be stimulated under the supervision of a therapist to practice certain rehabilitation procedures. Due to the use of collaborative web-based virtual reality, the therapy can be also applied in a remote form. The way in which the underlying idea of rehabilitation process is implemented and it is also described. In the conclusion are the some notes about system testing and evaluation including description of a therapist interface.

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.


2020 ◽  
Vol 12 (1) ◽  
pp. 38-44
Author(s):  
Nicoly Ribeiro Uliam ◽  
Isabella Cristina Leoci ◽  
Silas de Oliveira Damasceno ◽  
Caroline Nunes Gonzaga ◽  
Isabela Bortolim Frasson ◽  
...  

Stroke maylead to total and/or partial loss of normal function inone of the upper limbs, and therehabilitation is one of the main focuses of physiotherapists.The objective was to analyze the effects of virtual reality on upper limb functional capacity in individuals with hemiparesis. Initially they were evaluated for manual dexterity by the Nine Hole Peg Test (NHPT) and Box and Blocks Test (BBT) then be conductedto perform a 16-session protocol using virtual reality game through Nintendo WiiTMconsole. ™.We included 10 individuals with mean age of 64.5±9.54 and did not demonstrated significant results when comparing the moments, only a small effect (d=0.23) was found in the left upper limb in the NHPT. It was concluded, there was no significant improvement in the functional capacity of the upper limbs using virtual reality in individuals with hemiparesis.


Author(s):  
Reidner Santos Cavalcante ◽  
Edgard Lamounier ◽  
Alcimar Soares ◽  
Alexandre Cardoso ◽  
Gerson Mendes De Lima

This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to teach the patient how to control a virtual prosthesis, that lately, will be printed and attached to his forearm. Using a tether with different sensors the patient can interact with the virtual environment. The training protocols were provided by health-care professionals and the interaction technology was developed under their supervision, to ensure high levels of mobility and comfort for the user that are attached to the remaining forearm of the amputee. It was applied a questionnaire that evaluates several points of the game. It was observed that the methods and techniques used for the development of the serious game were shown to be consistent and adequate for the proposed goal.


2018 ◽  
Vol 9 (2) ◽  
pp. 1
Author(s):  
Amanda Maria Martins Funabashi ◽  
Renan Vinícius Aranha ◽  
Talita Dias Silva ◽  
Carlos Monteiro ◽  
Willian Severino Silva ◽  
...  

Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients’ engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. We conducted an experiment with physiotherapists in order to evaluate the feasibility of applying the game in real therapies. We also conducted an initial experiment with patients. The results show that physiotherapists believe that the game is effective and might be used during therapies. From the experiments with patientss, we obtained that the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds.


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.


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.


Author(s):  
Yassine Bouteraa ◽  
Ismail Ben Abdallah ◽  
Ahmed Elmogy

Purpose The purpose of this paper is to design and develop a new robotic device for the rehabilitation of the upper limbs. The authors are focusing on a new symmetrical robot which can be used to rehabilitate the right upper limb and the left upper limb. The robotic arm can be automatically extended or reduced depending on the measurements of the patient's arm. The main idea is to integrate electrical stimulation into motor rehabilitation by robot. The goal is to provide automatic electrical stimulation based on muscle status during the rehabilitation process. Design/methodology/approach The developed robotic arm can be automatically extended or reduced depending on the measurements of the patient's arm. The system merges two rehabilitation strategies: motor rehabilitation and electrical stimulation. The goal is to take the advantages of both approaches. Electrical stimulation is often used for building muscle through endurance, resistance and strength exercises. However, in the proposed approach the electrical stimulation is used for recovery, relaxation and pain relief. In addition, the device includes an electromyography (EMG) muscle sensor that records muscle activity in real time. The control architecture provides the ability to automatically activate the appropriate stimulation mode based on the acquired EMG signal. The system software provides two modes for stimulation activation: the manual preset mode and the EMG driven mode. The program ensures traceability and provides the ability to issue a patient status monitoring report. Findings The developed robotic device is symmetrical and reconfigurable. The presented rehabilitation system includes a muscle stimulator associated with the robot to improve the quality of the rehabilitation process. The integration of neuromuscular electrical stimulation into the physical rehabilitation process offers effective rehabilitation sessions for neuromuscular recovery of the upper limb. A laboratory-made stimulator is developed to generate three modes of stimulation: pain relief, massage and relaxation. Through the control software interface, the physiotherapist can set the exercise movement parameters, define the stimulation mode and record the patient training in real time. Research limitations/implications There are certain constraints when applying the proposed method, such as the sensitivity of the acquired EMG signals. This involves the use of professional equipment and mainly the implementation of sophisticated algorithms for signal extraction. Practical implications Functional electrical stimulation and robot-based motor rehabilitation are the most important technologies applied in post-stroke rehabilitation. The main objective of integrating robots into the rehabilitation process is to compensate for the functions lost in people with physical disabilities. The stimulation technique can be used for recovery, relaxation and drainage and pain relief. In this context, the idea is to integrate electrical stimulation into motor rehabilitation based on a robot to obtain the advantages of the two approaches to further improve the rehabilitation process. The introduction of this type of robot also makes it possible to develop new exciting assistance devices. Originality/value The proposed design is symmetrical, reconfigurable and light, covering all the joints of the upper limbs and their movements. In addition, the developed platform is inexpensive and a portable solution based on open source hardware platforms which opens the way to more extensions and developments. Electrical stimulation is often used to improve motor function and restore loss of function. However, the main objective behind the proposed stimulation in this paper is to recover after effort. The novelty of the proposed solution is to integrate the electrical stimulation powered by EMG in robotic rehabilitation.


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