scholarly journals Is the Neuromuscular Organization of Throwing Unchanged in Virtual Reality? Implications for Upper Limb Rehabilitation

Electronics ◽  
2019 ◽  
Vol 8 (12) ◽  
pp. 1495
Author(s):  
Emilia Scalona ◽  
Juri Taborri ◽  
Darren Richard Hayes ◽  
Zaccaria Del Prete ◽  
Stefano Rossi ◽  
...  

Virtual reality (VR) is an appealing approach for increasing the engagement and attention of patients during rehabilitation. Understanding how motor control changes in real vs. virtual scenarios is a research challenge in terms of validating its administration. This study evaluates muscle synergies when subjects conduct throwing tasks in virtual reality. Seventeen healthy subjects performed 20 throws both in a virtual environment and in real one as they threw a ball with both dominant and nondominant arms. The electromyography (EMG) signals of 11 muscles of the upper limbs were recorded. Non-negative matrix factorization was used to extract muscle synergies. The cosine similarity was computed to assess the consistence of muscle synergy organization between virtual and real tasks. The same parameter was used to establish the inter-subject similarity. A three-synergy model was selected as the most likely. No effects of virtual reality and arm side on neuromuscular organization were found. Forearm muscles, not necessary for ball holding and release, were comprised in the activation synergies in the virtual reality environment. Finally, the synergies were consistent across subjects, especially during the deceleration phase. Results are encouraging for the application of virtual reality to complement conventional therapy, improve engagement, and facilitate objective measurements of pathology progression.

2021 ◽  
Vol 11 (6) ◽  
pp. 2476
Author(s):  
Álvaro Gutiérrez ◽  
Nicola Farella ◽  
Ángel Gil-Agudo ◽  
Ana de los Reyes Guzmán

Cervical spinal cord injury is damage to the spinal cord that causes temporary or permanent changes in body functions below the site of the injury. In particular, the impairment of the upper limbs limits the patient’s autonomy in the execution of activities of daily living. This paper illustrates the use of a low-cost robot with a virtual reality platform for upper limb rehabilitation of cervical spinal cord injury patients. Vibration and pressure haptic feedback sensations are provided thanks to a custom-made thimble feedback device. The virtual reality platform consists of three different virtual rehabilitation games developed in Unity. They provide the user with the opportunity to interact with the virtual scene using free hands thanks to the data collected by a hand tracking system. During the therapy session, quantitative data about the motor performance are collected. Each virtual reality environment can be modified in settings according to the patients’ needs. A proof of concept was performed with both healthy subjects and spinal cord injured patients to evaluate the platform and its usability. The data saved during the sessions are analyzed to validate the importance of haptic feedback and stored both for patients and therapists to control the performance and the recovery process.


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.


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