scholarly journals A Synchronous and Closed-Loop Architecture of BCI-Based Rehabilitation System for Stroke with Robot and Virtual Reality

Author(s):  
Chuanqi Tan ◽  
Fuchun Sun ◽  
Wenchang Zhang ◽  
Shaobo Liu
2006 ◽  
Vol 9 (2) ◽  
pp. 148-152 ◽  
Author(s):  
Manjuladevi Kuttuva ◽  
Rares Boian ◽  
Alma Merians ◽  
Grigore Burdea ◽  
Mourad Bouzit ◽  
...  

2022 ◽  
Vol 12 ◽  
Author(s):  
Contrada Marianna ◽  
Arcuri Francesco ◽  
Tonin Paolo ◽  
Pignolo Loris ◽  
Mazza Tiziana ◽  
...  

Introduction: Telerehabilitation (TR) is defined as a model of home service for motor and cognitive rehabilitation, ensuring continuity of care over time. TR can replace the traditional face-to-face approach as an alternative method of delivering conventional rehabilitation and applies to situations where the patient is unable to reach rehabilitation facilities or for low-income countries where outcomes are particularly poor. For this reason, in this study, we sought to demonstrate the feasibility and utility of a well-known TR intervention on post-stroke patients living in one of the poorest indebted regions of Italy, where the delivery of rehabilitation services is inconsistent and not uniform.Materials and Methods: Nineteen patients (13 male/6 female; mean age: 61.1 ± 8.3 years) with a diagnosis of first-ever ischemic (n = 14) or hemorrhagic stroke (n = 5), who had been admitted to the intensive rehabilitation unit (IRU) of the Institute S. Anna (Crotone, Italy), were consecutively enrolled to participate in this study. After the discharge, they continued the motor treatment remotely by means of a home-rehabilitation system. The entire TR intervention was performed (online and offline) using the Virtual Reality Rehabilitation System (VRRS) (Khymeia, Italy). All patients received intensive TR five times a week for 12 consecutive weeks (60 sessions, each session lasting about 1h).Results: We found a significant motor recovery after TR protocol as measured by the Barthel Index (BI); Fugl-Meyer motor score (FM) and Motricity Index (MI) of the hemiplegic upper limbs.Conclusions: This was the first demonstration that a well-defined virtual reality TR tool promotes motor and functional recovery in post-stroke patients living in a low-income Italian region, such as Calabria, characterized by a paucity of specialist rehabilitation services.


2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Jing Chen

In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing the training tasks in the virtual environment attracts the patients to conduct repeated training in the game and task-based training mode and gradually realizes the rehabilitation training goals. For the rehabilitation population with certain exercise ability, the kinematics of human upper limbs is mainly analyzed, and the virtual reality system based on HTC VIVE is developed. The feasibility and work efficiency of the upper limb rehabilitation training system were verified by experiments. Adult volunteers who are healthy and need rehabilitation training to participate in the experiment were recruited, and experimental data were recorded. The virtual reality upper limb rehabilitation system was a questionnaire. By extracting the motion data, the system application effect is analyzed and evaluated by the simulation diagram. Follow-up results of rehabilitation training showed that the average score of healthy subjects was more than 4 points and 3.8 points per question. Therefore, it is feasible to perform upper limb rehabilitation training using the HTC VIVE virtual reality rehabilitation system.


2018 ◽  
pp. 1377-1392
Author(s):  
Yogendra Patil ◽  
Guilherme Galdino Siqueira ◽  
Iara Brandao ◽  
Fei Hu

Stroke rehabilitation techniques have gathered an immense attention due to the addition of virtual reality environment for rehabilitation purposes. Current techniques involve ideas such as imitating various stroke rehabilitation exercises in virtual world. This makes rehabilitation process more attractive as compared to conventional methods and motivates the patient to continue the therapy. However, most of the virtual reality based stroke rehabilitation studies focus on patient performing sedentary rehabilitation exercises. In this chapter, we introduce our virtual reality based post stroke rehabilitation system that allows a post stroke patient to perform dynamic exercises. With the introduction of our system, we hope to increase post stroke patient's ability to perform their daily routine exercises independently. Our discussion in this chapter is mainly centered around collaboration of rehabilitation system with virtual reality software. We also detail the design process of our modern user interface for collecting useful data during rehabilitation. A simple experiment is carried out to validate the visibility of our system.


Author(s):  
Christopher D. Wickens ◽  
Polly Baker

Virtual reality involves the creation of multisensory experience of an environment (its space and events) through artificial, electronic means; but that environment incorporates a sufficient number of features of the non-artificial world that it is experienced as “reality.” The cognitive issues of virtual reality are those that are involved in knowing and understanding about the virtual environment (cognitive: to perceive and to know). The knowledge we are concerned with in this chapter is both short term (Where am I in the environment? What do I see? Where do I go and how do I get there?), and long term (What can and do I learn about the environment as I see and explore it?). Given the recent interest in virtual reality as a concept (Rheingold, 1991; Wexelblat, 1993; Durlach and Mavor, 1994), it is important to consider that virtual reality is not, in fact, a unified thing, but can be broken down into a set of five features, any one of which can be present or absent to create a greater sense of reality. These features consist of the following five points. 1. Three-dimensional (perspective and/or stereoscopic) viewing vs. two-dimensional planar viewing. (Sedgwick, 1986; Wickens et al., 1989). Thus, the geography student who views a 3D representation of the environment has a more realistic view than one who views a 2D contour map. 2. Dynamic vs. static display. A video or movie is more real than a series of static images of the same material. 3. Closed-loop (interactive or learner-centered) vs. open-loop interaction. A more realistic closed-loop mode is one in which the learner has control over what aspect of the learning “world” is viewed or visited. That is, the learner is an active navigator as well as an observer. 4. Inside-out (ego-referenced) vs. outside-in (world-referenced) frame-of-reference. The more realistic inside-out frame-of-reference is one in which the image of the world on the display is viewed from the perspective of the point of ego-reference of the user (that point which is being manipulated by the control). This is often characterized as the property of “immersion.” Thus, the explorer of a virtual undersea environment will view that world from a perspective akin to that of a camera placed on the explorer’s head;


2018 ◽  
Vol 27 (4) ◽  
pp. 610-627 ◽  
Author(s):  
PHILIPP KELLMEYER

Abstract:Highly immersive virtual reality (VR) systems have been introduced into the consumer market in recent years. The improved technological capabilities of these systems as well as the combination with biometric sensors, for example electroencephalography (EEG), in a closed-loop hybrid VR-EEG, opens up a range of new potential medical applications. This article first provides an overview of the past and current clinical applications of VR systems in neurology and psychiatry and introduces core concepts in neurophilosophy and VR research (such as agency, trust, presence, and others). Then, important adverse effects of highly immersive VR simulations and the ethical implications of standalone and hybrid VR systems for therapy in neurology and psychiatry are highlighted. These new forms of VR-based therapy may strengthen patients in exercising their autonomy. At the same time, however, these emerging systems present ethical challenges, for example in terms of moral and legal accountability in interactions involving “intelligent” hybrid VR systems. A user-centered approach that is informed by the target patients’ needs and capabilities could help to build beneficial systems for VR therapy.


Author(s):  
Sim Kok Swee ◽  
Lim Zheng You ◽  
Benny Wong Wei Hang ◽  
Desmond Kho Teck Kiang

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