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1.
J Biomech Eng ; 137(4): 041003, 2015 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-25416829

RESUMEN

Detection and quantification of changes in hand function are important for patients with loss of function and clinicians who are treating them. A recently developed model, the weighted fingertip space (WFS) quantifies the hand function of individuals in three-dimensional space and applies kinematic weighting parameters to identify regions of reachable space with high and low hand function. The goal of this research was to use the WFS model to compare and contrast the functional abilities of healthy individuals with the abilities of individuals with reduced functionality due to arthritis (RFA). Twenty two individuals with no reported issues with hand function and 21 individuals with arthritis affecting the hand were included in the research. Functional models were calculated from the ranges of motion and hand dimension data for each individual. Each model showed the volume of reachable space for each fingertip of each hand, the number of ways to reach a point in space, the range of fingertip orientations possible at each point, and the range of possible force application directions (FADs) at each point. In addition, two group models were developed that showed how many individuals in both the healthy and RFA groups were able to reach the same points in space. The results showed differences between the two groups for the range of motion (ROM) measurements, the individual model calculations, and the group models. The ROM measurements showed significant differences for the joints of the thumb, extension of the nonthumb metacarpophalangeal (MCP) joints, and flexion of the distal interphalangeal (DIP) joints. Comparing the models, the two groups qualitatively showed similar patterns of functional measures in space, but with the RFA group able to reach a smaller volume of space. Quantitatively, the RFA group showed trends of smaller values for all of the calculated functional weighting parameters and significantly smaller reachable volume for all of the fingers. The group models showed that all healthy individuals were able to reach an overlapping space, while 18 of 21 RFA individuals were able to reach similar spaces. Combined, the results showed that the WFS model presents the abilities of the hand in ways that can be quantitatively and qualitatively compared. Thus, the potential of this hand model is that it could be used to assess and document the changes that occur in hand function due to rehabilitation or surgery, or as a guide to determine areas most accessible by various populations.


Asunto(s)
Dedos/fisiología , Dedos/fisiopatología , Salud , Modelos Biológicos , Rango del Movimiento Articular , Adolescente , Adulto , Anciano , Artritis/fisiopatología , Femenino , Humanos , Masculino , Adulto Joven
2.
J Wound Ostomy Continence Nurs ; 42(4): 338-45, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-25933123

RESUMEN

PURPOSE: The objective of this study was to quantify tissue interface pressures that occurred in the sacrum, shoulder, and buttock/thigh regions while using (1) pillows or (2) a wedge system for off-loading of sacral pressures. SUBJECTS AND SETTING: Twenty-one volunteers (11 females and 10 males) residing near a Midwestern, university community consented to participate in the study. Testing was conducted in a hospital bed with pillows and a commercially available wedge system. METHODS: Pressures were measured under 3 test conditions: (1) bed alone, (2) pillows positioned above and below the sacral region, and (3) wedges positioned above and below the sacral region. Each condition was tested with the elevation of the head of the bed at 3 different angles with respect to the foot of the bed (0°, 20°, and 30°). Two pressure mats were used to capture data; one was located in the shoulder region and the other in the sacral/buttocks/thigh region. RESULTS: Between the pillows and the wedge, the wedge system was the most effective in reducing pressures on the sacral area. In comparison to the bed condition, both the pillow and wedge conditions produced significantly lower mean sacral pressures than the bed alone (P < .05). Because the pillow and wedge systems tilted the body onto one side, higher pressures were identified on the buttock/thigh when compared to the bed alone (P < .05). CONCLUSIONS: Pressure reduction occurred in the sacral region with the pillow and wedge systems; however, this reduction resulted in increased pressures in the posterior-lateral regions of the buttocks and thighs. When using off-loading devices, consideration should be given to all factors, including tissue interface pressures on the sacrum, increased pressures on other body locations, and the likelihood that these increased pressures will result in tissue damage.


Asunto(s)
Presión , Región Sacrococcígea/fisiología , Nalgas , Femenino , Humanos , Masculino , Hombro , Muslo
3.
J Biomech Eng ; 136(2): 021022, 2014 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-24337062

RESUMEN

The human hand has a wide range of possible functional abilities that can change with age, disease, and injury, and can vary from individual to individual and subsequently can affect a person's quality of life. The objective of this work was to develop a theoretical model of the space that is reachable by the hand, weighted to represent three types of functionality, and to compare this model to an experimental data set obtained from a healthy hand population. A theoretical model, termed the Weighted Fingertip Space, was developed using 50th percentile published hand data and ranges of finger motion. The functional abilities calculated in the model were the abilities to position the fingertip pad, orient the fingertip pad, and apply directional forces through the fingertip pad at all the reachable points in space with respect to the palm. Following the development of this theoretical model, experimental data sets from nine individuals with healthy hands were obtained through motion capture techniques. The experimental data were then compared to the theoretical model. Comparisons between a 50th percentile theoretical model and a subject with a similar sized hand showed good agreement in weighting parameters and overall size and shape of the model spaces. The experimental data set from the entire sample, which ranged from the 2nd to 95th percentile hand sizes, showed resultant models that, on average, reached smaller volumes of space, but yielded higher values of the functional measures within those volumes. Additionally, in comparison to the theoretical model, the variability of the experimental models showed that small changes in hand dimensions and ranges of motion of the finger joints had a large influence in the functional measures of the model. Combined, these results suggest that the modeling technique can calculate functional ability of the hand, but should be used on an individualized basis for evaluating changes in function (e.g., rehabilitation). Further, scaling to hand size has the potential to yield "average" models for larger population samples.


Asunto(s)
Articulaciones de los Dedos/anatomía & histología , Articulaciones de los Dedos/fisiología , Dedos/anatomía & histología , Dedos/fisiología , Modelos Biológicos , Movimiento/fisiología , Rango del Movimiento Articular/fisiología , Simulación por Computador , Femenino , Humanos , Masculino , Valores de Referencia , Adulto Joven
4.
J Biomech Eng ; 133(11): 114502, 2011 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-22168743

RESUMEN

To understand the role seating plays in the support of posture and spinal articulation, it is necessary to study the interface between a human and the seat. However, a method to quantify lumbar curvature in commercially available unmodified seats does not currently exist. This work sought to determine if the lumbar curvature for normal ranges of seated posture could be documented by using body landmarks located on the anterior portion of the body. The development of such a methodology will allow researchers to evaluate spinal articulation of a seated subject while in standard, commercially available seats and chairs. Anterior measurements of boney landmarks were used to quantify the relative positions of the ribcage and pelvis while simultaneous posterior measurements were made of lumbar curvature. The relationship between the anterior and the posterior measures was compared. The predictive capacity of this approach was evaluated by determining linear and second-order regressions for each of the four postures across all subjects and conducting a leave-one-out cross validation. The relationships between the anterior and posterior measures were approximated by linear and second-order polynomial regressions (r(2 ) = 0.829, 0.935 respectively) across all postures. The quantitative analysis showed that openness had a significant relationship with lumbar curvature, and a first-order regression was superior to a second-order regression. Average standard errors in the prediction were 5.9° for the maximum kyphotic posture, 9.9° for the comfortable posture, 12.8° for the straight and tall, and 22.2° for the maximum lordotic posture. These results show predictions of lumbar curvature are possible in seated postures by using a motion capture system and anterior measures. This method of lumbar curvature prediction shows potential for use in the assessment of seated spinal curvatures and the corresponding design of seating to accommodate those curvatures; however, additional inputs will be necessary to better predict the postures as lordosis is increased.


Asunto(s)
Vértebras Lumbares/anatomía & histología , Vértebras Lumbares/fisiología , Postura/fisiología , Adulto , Fenómenos Biomecánicos , Femenino , Humanos , Región Lumbosacra/anatomía & histología , Región Lumbosacra/fisiología , Masculino , Modelos Anatómicos , Modelos Biológicos , Adulto Joven
5.
JMIR Serious Games ; 8(3): e18888, 2020 Aug 19.
Artículo en Inglés | MEDLINE | ID: mdl-32812885

RESUMEN

BACKGROUND: Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. OBJECTIVE: This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. METHODS: Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant's nose, while a third-person perspective was created by placing the camera view at the participant's eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. RESULTS: The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (P=.010), knee (P=.001), hip (P=.0014), spine (P=.001), and shoulder (P=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. CONCLUSIONS: As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.

6.
PLoS One ; 14(12): e0227247, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31891644

RESUMEN

Studies have shown that muscle fatigue can lead to posture, joint angle, inter-joint coordination and variability alterations. However, the three-dimensional kinematic effects of localized muscular fatigue on a multijoint movement remain unclear. Healthy young adults (N = 17, 10 females) performed a standing repetitive pointing task when they were non-fatigued, and after localized muscle fatigue was induced at the elbow, the shoulder, and the trunk using isometric protocols performed until exhaustion. Joint angles and angular standard deviation (SD) of trunk, shoulder and elbow, and continuous relative phase (CRP) and CRP SD between trunk and shoulder, and shoulder and elbow were computed and compared between fatigue conditions. Results showed that trunk lateral flexion SD increased after fatigue of the elbow (0.1°, p = 0.04), shoulder (0.1°, p = 0.04) and trunk (0.1°, p<0.01). However, fatigue at different muscles brought different kinematic changes. Shoulder fatigue induced the greatest overall changes, with angular changes at all three joints. Trunk fatigue increased the shoulder horizontal abduction SD, elbow flexion SD and trunk-shoulder CRP. Elbow fatigue induced angular changes at trunk, shoulder and elbow, but did not affect CRP or CRP SD. This study highlights the crucial role of trunk variability in compensating for localized muscle fatigue during a repetitive upper limb task performed while standing.


Asunto(s)
Dorso/fisiología , Codo/fisiología , Fatiga Muscular/fisiología , Postura , Hombro/fisiología , Adulto , Articulación del Codo/fisiología , Femenino , Voluntarios Sanos , Humanos , Masculino , Movimiento/fisiología , Articulación del Hombro/fisiología , Adulto Joven
7.
J Electromyogr Kinesiol ; 44: 1-7, 2019 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-30447543

RESUMEN

Time to task failure (TTF) on the Sørensen test predicts low back pain (LBP), but mechanisms driving TTF may vary in those with and without recurrent LBP. To determine the physiological and psychological predictors of TTF, 48 sex, age, and BMI matched participants (24 Healthy, 24 LBP) completed psychological surveys, maximal strength assessments, and the Sørensen test. A two-way ANOVA revealed no significant effects of group (p = 0.75) or sex (p = 0.21) on TTF. In the full sample, linear regression analyses revealed that normalized Median Power Frequency (MPF) slope of the Erector Spinae (ß = 0.350, p < 0.01), the Biceps Femoris (ß = 0.375, p < 0.01), and self-efficacy (ß = 0.437, p < 0.01) predicted TTF. In the Healthy group, normalized MPF slope of the Erector Spinae (ß = 0.470, p < 0.01), the Biceps Femoris (ß = 0.437, p < 0.01), and self-efficacy (ß = 0.330, p = 0.02) predicted TTF. In the LBP group, trunk mass (ß = -0.369, p = 0.04) and self-efficacy (ß = 0.450, p = 0.02) predicted TTF. In sum, self-efficacy consistently predicts performance, while trunk mass appears to negatively influence TTF only for those with recurrent LBP.


Asunto(s)
Dolor de la Región Lumbar/fisiopatología , Fatiga Muscular , Resistencia Física , Adulto , Estudios de Casos y Controles , Femenino , Humanos , Contracción Isométrica , Masculino , Persona de Mediana Edad , Músculo Esquelético/fisiopatología
8.
JMIR Serious Games ; 6(3): e10522, 2018 Sep 10.
Artículo en Inglés | MEDLINE | ID: mdl-30201604

RESUMEN

BACKGROUND: Sørensen trunk extension endurance test performance predicts the development of low back pain and is a strong discriminator of those with and without low back pain. Performance may greatly depend on psychological factors, such as kinesiophobia, self-efficacy, and motivation. Virtual reality video games have been used in people with low back pain to encourage physical activity that would otherwise be avoided out of fear of pain or harm. Accordingly, we developed a virtual reality video game to assess the influence of immersive gaming on the Sørensen test performance. OBJECTIVE: The objective of our study was to determine the physiological and psychological predictors of time to task failure (TTF) on a virtual reality Sørensen test in participants with and without a history of recurrent low back pain. METHODS: We recruited 24 individuals with a history of recurrent low back pain and 24 sex-, age-, and body mass index-matched individuals without a history of low back pain. Participants completed a series of psychological measures, including the Center for Epidemiological Studies-Depression Scale, Pain Resilience Scale, Pain Catastrophizing Scale, Tampa Scale for Kinesiophobia, and a self-efficacy measure. The maximal isometric strength of trunk and hip extensors and TTF on a virtual reality Sørensen test were measured. Electromyography of the erector spinae, gluteus maximus, and biceps femoris was recorded during the strength and endurance trials. RESULTS: A two-way analysis of variance revealed no significant difference in TTF between groups (P=.99), but there was a trend for longer TTF in females on the virtual reality Sørensen test (P=.06). Linear regression analyses were performed to determine predictors of TTF in each group. In healthy participants, the normalized median power frequency slope of erector spinae (beta=.450, P=.01), biceps femoris (beta=.400, P=.01), and trunk mass (beta=-.32, P=.02) predicted TTF. In participants with recurrent low back pain, trunk mass (beta=-.67, P<.001), Tampa Scale for Kinesiophobia (beta=-.43, P=.01), and self-efficacy (beta=.35, P=.03) predicted TTF. CONCLUSIONS: Trunk mass appears to be a consistent predictor of performance. Kinesiophobia appears to negatively influence TTF for those with a history of recurrent low back pain, but does not influence healthy individuals. Self-efficacy is associated with better performance in individuals with a history of recurrent low back pain, whereas a less steep median power frequency slope of the trunk and hip extensors is associated with better performance in individuals without a history of low back pain.

9.
J Pain ; 17(12): 1302-1317, 2016 12.
Artículo en Inglés | MEDLINE | ID: mdl-27616607

RESUMEN

Whereas the fear-avoidance model of chronic low back pain (CLBP) posits a generic avoidance of movement that is perceived as threatening, we have repeatedly shown that individuals with high fear and CLBP specifically avoid flexion of the lumbar spine. Accordingly, we developed a virtual dodgeball intervention designed to elicit graded increases in lumbar spine flexion while reducing expectations of fear and harm by engaging participants in a competitive game that is entertaining and distracting. We recruited 52 participants (48% female) with CLBP and high fear of movement and randomized them to either a game group (n = 26) or a control group (n = 26). All participants completed a pregame baseline and a follow-up assessment (4-6 days later) of lumbar spine motion and expectations of pain and harm during standardized reaches to high (easier), middle, and low (hardest to reach) targets. For 3 consecutive days, participants in the game group completed 15 minutes of virtual dodgeball between baseline and follow-up. For the standardized reaching tests, there were no significant effects of group on changes in lumbar spine flexion, expected pain, or expected harm. However, virtual dodgeball was effective at increasing lumbar flexion within and across gameplay sessions. Participants reported strong positive endorsement of the game, no increases in medication use, pain, or disability, and no adverse events. Although these findings indicate that very brief exposure to this game did not translate to significant changes outside the game environment, this was not surprising because graded exposure therapy for fear of movement among individuals with low back pain typically last 8 to 12 sessions. Because of the demonstration of safety, feasibility, and ability to encourage lumbar flexion within gameplay, these findings provide support for a clinical trial wherein the treatment dose is more consistent with traditional graded exposure approaches to CLBP. PERSPECTIVE: This study of a virtual reality dodgeball intervention provides evidence of feasibility, safety, and utility to encourage lumbar spine flexion among individuals with CLBP and high fear of movement.


Asunto(s)
Miedo/psicología , Dolor de la Región Lumbar/psicología , Dolor de la Región Lumbar/rehabilitación , Terapia de Exposición Mediante Realidad Virtual/métodos , Adolescente , Adulto , Reacción de Prevención/fisiología , Dolor Crónico , Femenino , Estudios de Seguimiento , Humanos , Dolor de la Región Lumbar/complicaciones , Masculino , Persona de Mediana Edad , Movimiento/fisiología , Trastornos Fóbicos/etiología , Trastornos Fóbicos/psicología , Encuestas y Cuestionarios , Adulto Joven
10.
IEEE J Transl Eng Health Med ; 4: 2100608, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27957404

RESUMEN

Starting from an upright standing posture and reaching for a target that requires some forward bending of the trunk can involve many different configurations of the trunk and limb segments. We sought to determine if configurations of the limb and trunk segments during our standardized full-body reaching tasks were influenced by the visual environment. This paper examined movement patterns of healthy participants ([Formula: see text], eight female and nine male) performing full body reaching tasks to: 1) real-world targets; 2) virtual targets presented on a 3-D television; and 3) virtual targets presented using a head-mounted display. For reaches performed in the virtual world, the avatar was presented from a third-person perspective for the 3-D television and from a first-person perspective for the head-mounted display. Reaches to virtual targets resulted in significantly greater excursions of the ankle, knee, hip, spine, and shoulder compared with reaches made to real-world targets. This resulted in significant differences in the forward and downward displacements of the whole-body center of mass between the visual environments. Visual environment clearly influences how subjects perform full-body reaching tasks to static targets. Because a primary goal of virtual reality within rehabilitation is often to restore movement following orthopedic or neurologic injury, it is important to understand how visual environment will affect motor behavior. The present findings suggest that the existing game systems that track and present avatars from a third-person perspective elicit significantly different motor behavior when compared with the same tasks being presented from a first-person perspective.

11.
JMIR Serious Games ; 4(2): e16, 2016 Sep 15.
Artículo en Inglés | MEDLINE | ID: mdl-27634561

RESUMEN

BACKGROUND: Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. OBJECTIVE: In this study, we sought to determine how differences in the VR display type can influence motor behavior, cognitive load, and participant engagement. METHODS: Movement patterns of 17 healthy young adults (8 female, 9 male) were examined during games of Virtual Dodgeball presented on a three-dimensional television (3DTV) and a head-mounted display (HMD). The participant's avatar was presented from a third-person perspective on a 3DTV and from a first-person perspective on an HMD. RESULTS: Examination of motor behavior revealed significantly greater excursions of the knee (P=.003), hip (P<.001), spine (P<.001), shoulder (P=.001), and elbow (P=.026) during HMD versus 3DTV gameplay, resulting in significant differences in forward (P=.003) and downward (P<.001) displacement of the whole-body center of mass. Analyses of cognitive load and engagement revealed that relative to 3DTV, participants indicated that HMD gameplay resulted in greater satisfaction with overall performance and was less frustrating (P<.001). There were no significant differences noted for mental demand. CONCLUSIONS: Differences in visual display type and participant perspective influence how participants perform in Virtual Dodgeball. Because VR use within rehabilitation settings is often designed to help restore movement following orthopedic or neurologic injury, these findings provide an important caveat regarding the need to consider the potential influence of presentation format and perspective on motor behavior.

12.
J Biomech ; 48(11): 2903-10, 2015 Aug 20.
Artículo en Inglés | MEDLINE | ID: mdl-25934186

RESUMEN

Loss of hand function can have adverse effects on an individual's ability to maintain independence. The ability to perform daily activities, such as food preparation and medication delivery, is dependent on the hand's ability to grasp and manipulate objects. Therefore, the goal of this research was to demonstrate that three dimensional (3D) modeling of hand function can be used to improve the accessibility of handheld objects for individuals with reduced functionality through informed design. Individual models of hand functionality were created for 43 participants and group models were developed for groups of individuals without (Healthy) and with reduced functionality due to arthritis (RFA) of the hand. Cylindrical models representative of auto-injectors of varying diameters were analyzed in 3D space relative to hand function. The individual model mappings showed the cylinder diameter with the highest mapped functional values varied depending on the type of functional weighting chosen: kinematic redundancy of fingertip pad positional placement, fingertip pad orientation, or finger force directionality. The group mappings showed that for a cylinder to be grasped in a power grasp by at least 75% of the Healthy or RFA groups, a diameter of 40mm was required. This research utilizes a new hand model to objectively compare design parameters across three different kinematic factors of hand function and across groups with different functional abilities. The ability to conduct these comparisons enables the creation of designs that are universal to all - including accommodation of individuals with limits in their functional abilities.


Asunto(s)
Dedos/fisiología , Actividades Cotidianas , Adolescente , Adulto , Fenómenos Biomecánicos , Femenino , Fuerza de la Mano , Humanos , Imagenología Tridimensional , Masculino , Rango del Movimiento Articular , Adulto Joven
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