RESUMEN
BACKGROUND: Restoring hand functionality is critical for fostering independence in individuals with neurological disorders. Various therapeutic approaches have emerged to address motor function restoration, with music-based therapies demonstrating notable advantages in enhancing neuroplasticity, an integral component of neurorehabilitation. Despite the positive effects observed, there remains a gap in the literature regarding implementing music treatments in neurorehabilitation, such as Neurologic Music Therapy (NMT), especially in conjunction with emerging fields like wearable devices and game-based therapies. METHODS: A literature search was conducted in various databases, including PubMed, Scopus, IEEE Xplore, and ACM Digital Library. The search was performed using a literature search methodology based on keywords. Information collected from the studies pertained to the approach used in music therapy, the design of the video games, and the types of wearable devices utilized. RESULTS: A total of 158 articles were found, including 39 from PubMed, 34 from IEEE Xplore, 48 from Scopus, 37 from ACM Digital Library, and 35 from other sources. Duplicate entries, of which there were 41, were eliminated. In the first screening phase, 152 papers were screened for title and abstract. Subsequently, 89 articles were removed if they contained at least one exclusion criterion. Sixteen studies were considered after 63 papers had their full texts verified. CONCLUSIONS: The convergence of NMT with emerging fields, such as gamification and wearable devices designed for hand functionality, not only expands therapeutic horizons but also lays the groundwork for innovative, personalized approaches to neurorehabilitation. However, challenges persist in effectively incorporating NMT into rehabilitation programs, potentially hindering its effectiveness.
Asunto(s)
Mano , Musicoterapia , Rehabilitación Neurológica , Juegos de Video , Dispositivos Electrónicos Vestibles , Humanos , Rehabilitación Neurológica/instrumentación , Rehabilitación Neurológica/métodos , Musicoterapia/instrumentación , Musicoterapia/métodos , Mano/fisiologíaRESUMEN
Stuttering, affecting approximately 1% of the global population, is a complex speech disorder significantly impacting individuals' quality of life. Prior studies using electromyography (EMG) to examine orofacial muscle activity in stuttering have presented mixed results, highlighting the variability in neuromuscular responses during stuttering episodes. Fifty-five participants with stuttering and 30 individuals without stuttering, aged between 18 and 40, participated in the study. EMG signals from five facial and cervical muscles were recorded during speech tasks and analyzed for mean amplitude and frequency activity in the 5-15 Hz range to identify significant differences. Upon analysis of the 5-15 Hz frequency range, a higher average amplitude was observed in the zygomaticus major muscle for participants while stuttering (p < 0.05). Additionally, when assessing the overall EMG signal amplitude, a higher average amplitude was observed in samples obtained from disfluencies in participants who did not stutter, particularly in the depressor anguli oris muscle (p < 0.05). Significant differences in muscle activity were observed between the two groups, particularly in the depressor anguli oris and zygomaticus major muscles. These results suggest that the underlying neuromuscular mechanisms of stuttering might involve subtle aspects of timing and coordination in muscle activation. Therefore, these findings may contribute to the field of biosensors by providing valuable perspectives on neuromuscular mechanisms and the relevance of electromyography in stuttering research. Further research in this area has the potential to advance the development of biosensor technology for language-related applications and therapeutic interventions in stuttering.
Asunto(s)
Electromiografía , Músculos Faciales , Habla , Tartamudeo , Humanos , Electromiografía/métodos , Masculino , Adulto , Femenino , Tartamudeo/fisiopatología , Habla/fisiología , Músculos Faciales/fisiología , Músculos Faciales/fisiopatología , Fenómenos Biomecánicos/fisiología , Adulto Joven , Adolescente , Contracción Muscular/fisiologíaRESUMEN
Globally, 2.5% of upper limb amputations are transhumeral, and both mechanical and electronic prosthetics are being developed for individuals with this condition. Mechanics often require compensatory movements that can lead to awkward gestures. Electronic types are mainly controlled by superficial electromyography (sEMG). However, in proximal amputations, the residual limb is utilized less frequently in daily activities. Muscle shortening increases with time and results in weakened sEMG readings. Therefore, sEMG-controlled models exhibit a low success rate in executing gestures. The LIBRA NeuroLimb prosthesis is introduced to address this problem. It features three active and four passive degrees of freedom (DOF), offers up to 8 h of operation, and employs a hybrid control system that combines sEMG and electroencephalography (EEG) signal classification. The sEMG and EEG classification models achieve up to 99% and 76% accuracy, respectively, enabling precise real-time control. The prosthesis can perform a grip within as little as 0.3 s, exerting up to 21.26 N of pinch force. Training and validation sessions were conducted with two volunteers. Assessed with the "AM-ULA" test, scores of 222 and 144 demonstrated the prosthesis's potential to improve the user's ability to perform daily activities. Future work will prioritize enhancing the mechanical strength, increasing active DOF, and refining real-world usability.
Asunto(s)
Miembros Artificiales , Humanos , Implantación de Prótesis , Amputación Quirúrgica , Electroencefalografía , ElectromiografíaRESUMEN
Wearable technology has been developed in recent years to monitor biomechanical variables in less restricted environments and in a more affordable way than optical motion capture systems. This paper proposes the development of a 3D printed knee wearable goniometer that uses a Hall-effect sensor to measure the knee flexion angle, which works with a mobile app that shows the angle in real-time as well as the activity the user is performing (standing, sitting, or walking). Detection of the activity is done through an algorithm that uses the knee angle and angular speeds as inputs. The measurements of the wearable are compared with a commercial goniometer, and, with the Aktos-t system, a commercial motion capture system based on inertial sensors, at three speeds of gait (4.0 km/h, 4.5 km/h, and 5.0 km/h) in nine participants. Specifically, the four differences between maximum and minimum peaks in the gait cycle, starting with heel-strike, were compared by using the mean absolute error, which was between 2.46 and 12.49 on average. In addition, the algorithm was able to predict the three activities during online testing in one participant and detected on average 94.66% of the gait cycles performed by the participants during offline testing.
Asunto(s)
Aplicaciones Móviles , Dispositivos Electrónicos Vestibles , Fenómenos Biomecánicos , Marcha , Humanos , Impresión Tridimensional , Rango del Movimiento ArticularRESUMEN
This paper describes and evaluates an approximation of the proposed position-changing mechanism of a cerebral palsy wheelchair for children using only one actuator. Only details the functional requirements that allow the change of position: wheelchair mode, standing frame mode, and stretcher mode. To evaluate the mechanism, a video was recorded and evaluated in Kinovea, and MATLAB software to obtain the functional angular range of the backrest reclination and the seat elevation. The scaled prototype has a mean error of 2.58% in comparison with the original design. The results indicate that this mechanism effectively provided compliance with the proposed angles and comfort for the patient.