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1.
Sensors (Basel) ; 22(14)2022 Jul 06.
Artigo em Inglês | MEDLINE | ID: mdl-35890748

RESUMO

Haptic feedback is the sensory modality to enhance the so-called "immersion", meant as the extent to which senses are engaged by the mediated environment during virtual reality applications. However, it can be challenging to meet this requirement using conventional robotic design approaches that rely on rigid mechanical systems with limited workspace and bandwidth. An alternative solution can be seen in the adoption of lightweight wearable systems equipped with Neuromuscular Electrical Stimulation (NMES): in fact, NMES offers a wide range of different forces and qualities of haptic feedback. In this study, we present an experimental setup able to enrich the virtual reality experience by employing NMES to create in the antagonists' muscles the haptic sensation of being loaded. We developed a subject-specific biomechanical model that estimated elbow torque during object lifting to deliver suitable electrical muscle stimulations. We experimentally tested our system by exploring the differences between the implemented NMES-based haptic feedback (NMES condition), a physical lifted object (Physical condition), and a condition without haptic feedback (Visual condition) in terms of kinematic response, metabolic effort, and participants' perception of fatigue. Our results showed that both in terms of metabolic consumption and user fatigue perception, the condition with electrical stimulation and the condition with the real weight differed significantly from the condition without any load: the implemented feedback was able to faithfully reproduce interactions with objects, suggesting its possible application in different areas such as gaming, work risk assessment simulation, and education.


Assuntos
Fadiga , Tecnologia Háptica , Estimulação Elétrica , Desenho de Equipamento , Retroalimentação , Humanos , Interface Usuário-Computador
2.
IEEE Trans Haptics ; 16(2): 296-310, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37167042

RESUMO

Bimanual object manipulation involves using both hands to interact with objects in the environment, and the process requires the central nervous system to process sensory feedback and translate it into motor commands. Although there have been significant advancements in haptics and robotics, the kinematic strategies involved in bimanual coupled tasks are still not fully understood. This study aimed to investigate the dynamic interaction between hands during the manipulation of a shared object using two impedance-controlled exoskeletons programmed to simulate bimanual coupled manipulation of virtual objects. Twenty-six participants (right-handed and left-handed) were asked to use both hands to grab and place simulated objects in specific locations. The virtual objects were rendered with four different dynamic properties, affecting the manipulation strategies used to complete the tasks. The results showed that force asymmetries were related to movement direction and handedness preference, with right-handers exhibiting asymmetries related to movement direction and left-handers showing better control of the force applied between their hands. This is possibly due to their constant exposure to objects designed for right-handed use. Additionally, the haptic properties of the virtual objects influenced task performance in terms of timing and failure for all participants. This study demonstrates the potential of advanced technologies to provide realistic simulations of multi-joint movements involving the entire upper extremities. The findings have implications for the development of training programs for bimanual object manipulation tasks and the design of virtual environments that can enhance the learning process.


Assuntos
Robótica , Percepção do Tato , Humanos , Lateralidade Funcional/fisiologia , Desempenho Psicomotor/fisiologia , Tecnologia Háptica , Percepção do Tato/fisiologia , Mãos/fisiologia
3.
Front Neurorobot ; 15: 640551, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33732131

RESUMO

Position sense refers to an aspect of proprioception crucial for motor control and learning. The onset of neurological diseases can damage such sensory afference, with consequent motor disorders dramatically reducing the associated recovery process. In regular clinical practice, assessment of proprioceptive deficits is run by means of clinical scales which do not provide quantitative measurements. However, existing robotic solutions usually do not involve multi-joint movements but are mostly applied to a single proximal or distal joint. The present work provides a testing paradigm for assessing proprioception during coordinated multi-joint distal movements and in presence of kinaesthetic perturbations: we evaluated healthy subjects' ability to match proprioceptive targets along two of the three wrist's degrees of freedom, flexion/extension and abduction/adduction. By introducing rotations along the pronation/supination axis not involved in the matching task, we tested two experimental conditions, which differed in terms of the temporal imposition of the external perturbation: in the first one, the disturbance was provided after the presentation of the proprioceptive target, while in the second one, the rotation of the pronation/ supination axis was imposed during the proprioceptive target presentation. We investigated if (i) the amplitude of the perturbation along the pronation/supination would lead to proprioceptive miscalibration; (ii) the encoding of proprioceptive target, would be influenced by the presentation sequence between the target itself and the rotational disturbance. Eighteen participants were tested by means of a haptic neuroergonomic wrist device: our findings provided evidence that the order of disturbance presentation does not alter proprioceptive acuity. Yet, a further effect has been noticed: proprioception is highly anisotropic and dependent on perturbation amplitude. Unexpectedly, the configuration of the forearm highly influences sensory feedbacks, and significantly alters subjects' performance in matching the proprioceptive targets, defining portions of the wrist workspace where kinaesthetic and proprioceptive acuity are more sensitive. This finding may suggest solutions and applications in multiple fields: from general haptics where, knowing how wrist configuration influences proprioception, might suggest new neuroergonomic solutions in device design, to clinical evaluation after neurological damage, where accurately assessing proprioceptive deficits can dramatically complement regular therapy for a better prediction of the recovery path.

4.
Hum Mov Sci ; 70: 102569, 2020 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-31950897

RESUMO

Over the last decades, virtual reality (VR) emerged as a potential tool for developing new rehabilitation treatments in neurological patients. However, despite the increasing number of studies, a clear comprehension about the impact of immersive VR-treatment on balance and posture is still scarce. In the present study, we aimed to investigate the effects of VR cues on balance performances of subjects affected by stroke, age-matched healthy subjects, and young healthy subjects. Fifteen patients with sub-acute stroke, fifteen healthy elderly subjects and fifteen healthy young adults took part in this study. All groups were immersed in a CAVE system on a stabilometric platform. The experiment consisted in fourteen trials: (i) ten VR trials, which differed in term of speed and movement direction; (ii) two-stabilometric static sessions, with opened and closed eyes (one at the start and one at the end of the experimental session). Results showed that VR trials increased the sway path length (representative of the body sway amplitudes), in young subjects. Elderly and patients showed less changes in postural sway during virtual reality stimulation than young group. These findings may suggest that a physiological postural performance is not simply evaluable assessing stability, but also assessing the ability of adapting body oscillations to the external stimuli.


Assuntos
Equilíbrio Postural , Reabilitação do Acidente Vascular Cerebral/métodos , Realidade Virtual , Adulto , Idoso , Idoso de 80 Anos ou mais , Fenômenos Biomecânicos , Simulação por Computador , Feminino , Voluntários Saudáveis , Humanos , Masculino , Pessoa de Meia-Idade , Movimento , Desempenho Psicomotor , Adulto Jovem
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