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1.
J Neuroeng Rehabil ; 17(1): 120, 2020 08 28.
Article in English | MEDLINE | ID: mdl-32859222

ABSTRACT

BACKGROUND: Human sensorimotor control of dexterous manipulation relies on afferent sensory signals. Explicit tactile feedback is generally not available to prosthetic hand users, who have to rely on incidental information sources to partly close the control loop, resulting in suboptimal performance and manipulation difficulty. Recent studies on non-invasive supplementary sensory feedback indicated that time-discrete vibrational feedback delivered upon relevant mechanical events outperforms continuous tactile feedback. However, we hypothesize that continuous tactile feedback can be more effective in non-routine manipulation tasks (i.e., tasks where the grip force is modified reactively in response to the sensory feedback due to the unpredictable behavior of the manipulated object, such as picking and holding a virtual fragile object) if delivered to highly sensitive areas. We further hypothesize that this continuous tactile feedback is not necessary during all the duration of the manipulation task, since adaptation occurs. METHODS: We investigated the effectiveness of continuous tactile feedback in precision manipulation, together with a new sensory feedback policy, where the continuous tactile feedback is gradually removed when the grasp reaches a steady state (namely, transient tactile feedback). We carried out an experiment in a virtual-reality setting with custom tactile feedback devices, which can apply continuous pressure and vibrations, attached to the thumb and index finger. We enrolled 24 healthy participants and instructed them to pick and hold a fragile virtual cube without breaking it. We compared their manipulation performance when using four different sensory feedback methods, i.e., no tactile feedback, discrete vibrations, continuous tactile feedback, and transient tactile feedback. The latter consisted of gradually removing the continuous feedback in the static phase of the grasp. RESULTS: Continuous tactile feedback leads to a significantly larger number of successful trials than discrete vibrational cues and no feedback conditions, yet the gradual removal of the continuous feedback yields to comparable outcomes. Moreover, the participants preferred the continuous stimuli over the vibrational cues and the removal in the static phase did not significantly impact their appreciation of the continuous tactile feedback. CONCLUSIONS: These results advocate for the use of continuous supplementary tactile feedback for fine manipulation control and indicate that it can seamlessly be removed in the static phase of the grasp, possibly due to the mechanism of sensory adaptation. This encourages the development of energy-efficient supplementary feedback devices for prosthetic and telemanipulation applications, where encumbrance and power consumption are burdensome constraints.


Subject(s)
Feedback, Sensory/physiology , Psychomotor Performance/physiology , Touch/physiology , Adult , Female , Healthy Volunteers , Humans , Male , Touch Perception/physiology , Virtual Reality
2.
J Neuroeng Rehabil ; 17(1): 144, 2020 10 28.
Article in English | MEDLINE | ID: mdl-33115487

ABSTRACT

BACKGROUND: The past decade has seen the emergence of rehabilitation treatments using virtual reality. One of the advantages in using this technology is the potential to create positive motivation, by means of engaging environments and tasks shaped in the form of serious games. The aim of this study is to determine the efficacy of immersive Virtual Environments and weaRable hAptic devices (VERA) for rehabilitation of upper limb in children with Cerebral Palsy (CP) and Developmental Dyspraxia (DD). METHODS: A two period cross-over design was adopted for determining the differences between the proposed therapy and a conventional treatment. Eight children were randomized into two groups: one group received the VERA treatment in the first period and the manual therapy in the second period, and viceversa for the other group. Children were assessed at the beginning and the end of each period through both the Nine Hole Peg Test (9-HPT, primary outcome) and Kinesiological Measurements obtained during the performing of similar tasks in a real setting scenario (secondary outcomes). RESULTS: All subjects, not depending from which group they come from, significantly improved in both the performance of the 9-HPT and in the parameters of the kinesiological measurements (movement error and smoothness). No statistically significant differences have been found between the two groups. CONCLUSIONS: These findings suggest that immersive VE and wearable haptic devices is a viable alternative to conventional therapy for improving upper extremity function in children with neuromotor impairments. Trial registration ClinicalTrials, NCT03353623. Registered 27 November 2017-Retrospectively registered, https://clinicaltrials.gov/ct2/show/NCT03353623.


Subject(s)
Cerebral Palsy/rehabilitation , Gait Apraxia/rehabilitation , Virtual Reality , Wearable Electronic Devices , Cerebral Palsy/physiopathology , Child , Cross-Over Studies , Female , Gait Apraxia/physiopathology , Humans , Male , Pilot Projects , Single-Blind Method , Upper Extremity/physiopathology
3.
Exp Brain Res ; 233(2): 375-83, 2015 Feb.
Article in English | MEDLINE | ID: mdl-25294499

ABSTRACT

Frequency-specific vibratory stimulation of peripheral tendons induces an illusion of limb movement that may be useful for restoring proprioceptive information in people with sensorimotor disability. This potential application may be limited by inter- and intra-subject variability in the susceptibility to such an illusion, which may depend on a variety of factors. To explore the influence of stimulation parameters and participants' handedness on the movement illusion, we vibrated the right and left tendon of the biceps brachii in a group of right- and left-handed people with five stimulation frequencies (from 40 to 120Ā Hz in step of 20Ā Hz). We found that all participants reported the expected illusion of elbow extension, especially after 40 and 60Ā Hz. Left-handers exhibited less variability in reporting the illusion compared to right-handers across the different stimulation frequencies. Moreover, the stimulation of the non-dominant arm elicited a more vivid illusion with faster onset relative to the stimulation of the dominant arm, an effect that was independent from participants' handedness. Overall, our data show that stimulation frequency, handedness and arm dominance influence the tendon vibration movement illusion. The results are discussed in reference to their relevance in linking motor awareness, improving current devices for motor ability recovery after brain or spinal damage and developing prosthetics and virtual embodiment systems.


Subject(s)
Functional Laterality/physiology , Hand/physiology , Illusions/physiology , Movement/physiology , Tendons/innervation , Vibration , Adult , Analysis of Variance , Female , Humans , Imagination , Male , Physical Stimulation , Proprioception/physiology , Surveys and Questionnaires , Time Factors , Young Adult
4.
IEEE Trans Haptics ; 16(4): 594-601, 2023.
Article in English | MEDLINE | ID: mdl-37155384

ABSTRACT

In this paper, we present a mechanical hand-tracking system with tactile feedback designed for fine manipulation in teleoperation scenarios. Alternative tracking methods based on artificial vision and data gloves have become an asset for virtual reality interaction. Yet, occlusions, lack of precision, and the absence of effective haptic feedback beyond vibrotactile still appear as a limit for teleoperation applications. In this work, we propose a methodology to design a linkage mechanism for hand pose tracking purposes, preserving complete finger mobility. Presentation of the method is followed by design and implementation of a working prototype, and by evaluation of the tracking accuracy using optical markers. Moreover, a teleoperation experiment involving a dexterous robotic arm and hand was proposed to ten participants. It investigated the effectiveness and repeatability of the hand tracking with combined haptic feedback during a proposed pick and place manipulation tasks.


Subject(s)
Touch Perception , Humans , Feedback , Touch , Hand , Fingers , User-Computer Interface
5.
IEEE Trans Haptics ; 16(2): 311-321, 2023.
Article in English | MEDLINE | ID: mdl-37163404

ABSTRACT

We present a novel soft exoskeleton providing active support for hand closing and opening. The main novelty is a different tendon routing, folded laterally on both sides of the hand, and adding clenching forces when the exoskeleton is activated. It improves the stability of the glove, diminishing slippage and detachment of tendons from the hand palm toward the grasping workspace. The clenching effect is released when the hand is relaxed, thus enhancing the user's comfort. The alternative routing allowed embedding a single actuator on the hand dorsum, resulting more compact with no remote cable transmission. Enhanced adaptation to the hand is introduced by the modular design of the soft polymer open rings. FEM simulations were performed to understand the interaction between soft modules and fingers. Different experiments assessed the desired effect of the proposed routing in terms of stability and deformation of the glove, evaluated the inter-finger compliance for non-cylindrical grasping, and characterized the output grasping force. Experiments with subjects explored the grasping performance of the soft exoskeleton with different hand sizes. A preliminary evaluation with Spinal Cord Injury patients was useful to highlight the strengths and limitations of the device when applied to the target scenario.


Subject(s)
Exoskeleton Device , Robotics , Touch Perception , Humans , Hand , Fingers , Hand Strength , Tendons
6.
IEEE Int Conf Rehabil Robot ; 2019: 1127-1132, 2019 06.
Article in English | MEDLINE | ID: mdl-31374781

ABSTRACT

The use of robotic devices to provide active motor support and sensory feedback of ongoing motor intention, by means of a Brain Computer Interface (BCI), has received growing support by recent literature, with particular focus on neurorehabilitation therapies. At the same time, performance in the use of the BCI has become a more critical factor, since it directly influences congruency and consistency of the provided sensory feedback. As motor imagery is the mental simulation of a given movement without depending on residual function, training of patients in the use of motor imagery BCI can be extended beyond each rehabilitation session, and practiced by using simpler devices than rehabilitation robots available in the hospital. In this work, we investigated the use of haptic stimulation provided by vibrating electromagnetic motors to enhance BCI system training. The BCI is based on motor imagery of hand grasping and designed to operate a hand exoskeleton. We investigated whether haptic stimulation at fingerpads proves to be more effective than stimulation at wrist, already experimented in literature, due to the higher density of mechano-receptors. Our results did not show significant differences between the two body locations in BCI performance, yet a wider and more stable event-relateddesynchronization appeared for the finger-located stimulation. Future investigations will put in relation training with haptic feedback at fingerpads with BCI performance using the handexoskeleton, in grasping tasks that naturally involve haptic feedback at fingerpads.


Subject(s)
Exoskeleton Device , Hand/physiology , Brain-Computer Interfaces , Feedback, Sensory/physiology , Hand Strength/physiology , Humans , Wrist/physiology
7.
IEEE Trans Neural Syst Rehabil Eng ; 26(1): 105-114, 2018 01.
Article in English | MEDLINE | ID: mdl-28809705

ABSTRACT

BACKGROUND AND OBJECTIVES: Feedback plays a crucial role for using brain computer interface systems. This paper proposes the use of vibration-evoked kinaesthetic illusions as part of a novel multisensory feedback for a motor imagery (MI)-based BCI and investigates its contributions in terms of BCI performance and electroencephalographic (EEG) correlates. METHODS: sixteen subjects performed two different right arm MI-BCI sessions: with the visual feedback only and with both visual and vibration-evoked kinaesthetic feedback, conveyed by the stimulation of the biceps brachi tendon. In both conditions, the sensory feedback was driven by the MI-BCI. The rich and more natural multisensory feedback was expected to facilitate the execution of MI, and thus to improve the performance of the BCI. The EEG correlates of the proposed feedback were also investigated with and without the performing of MI. RESULTS AND CONCLUSIONS: the contribution of vibration-evoked kinaesthetic feedback led to statistically higher BCI performance (Anova, F(1,14) = 18.1, p < .01) and more stable EEG event-related-desynchronization. Obtained results suggest promising application of the proposed method in neuro-rehabilitation scenarios: the advantage of an improved usability could make the MI-BCIs more applicable for those patients having difficulties in performing kinaesthetic imagery.


Subject(s)
Brain-Computer Interfaces , Feedback , Imagination/physiology , Kinesthesis/physiology , Tendons/physiology , Adult , Algorithms , Arm/physiology , Data Interpretation, Statistical , Electroencephalography , Evoked Potentials/physiology , Feedback, Sensory/physiology , Female , Healthy Volunteers , Humans , Male , Psychomotor Performance/physiology , Vibration , Young Adult
8.
IEEE Trans Neural Syst Rehabil Eng ; 26(7): 1469-1478, 2018 07.
Article in English | MEDLINE | ID: mdl-29985156

ABSTRACT

The past decade has seen the emergence of rehabilitation treatments using virtual reality (VR) environments although translation into clinical practice has been limited so far. In this paper, an immersive VR rehabilitation training system endowed with wearable haptics is proposed for children with neuromotor impairments: it aims to enhance involvement and engagement of patients, to provide congruent multi-sensory afferent feedback during motor exercises and to benefit from the flexibility of VR in adapting exercises to the patient's need. An experimental rehabilitation session conducted with children with cerebral palsy (CP) and developmental dyspraxia (DD) has been performed to evaluate the usability of the system and proof of concept trial of the proposed approach. We compared CP/DD performance with both typically developing children and adult control group. Results show the system was compliant with different levels of motor skills and allowed patients to complete the experimental rehabilitation session, with performance varying according to the expected motor abilities of different groups. Moreover, a kinematic assessmentbased on the presented system has been designed. Obtained results reflected different motor abilities of patients and participants, suggesting suitability of the proposed kinematic assessment as a motor function outcome.


Subject(s)
Hereditary Sensory and Motor Neuropathy/rehabilitation , Virtual Reality , Wearable Electronic Devices , Adolescent , Apraxias/rehabilitation , Biomechanical Phenomena , Cerebral Palsy/rehabilitation , Child , Child, Preschool , Feedback, Sensory , Female , Games, Experimental , Healthy Volunteers , Humans , Male , Motor Skills , Psychomotor Performance , Self-Help Devices , User-Computer Interface
9.
IEEE Trans Haptics ; 10(3): 305-316, 2017.
Article in English | MEDLINE | ID: mdl-28113306

ABSTRACT

A novel wearable haptic device for modulating contact forces at the fingertip is presented. Rendering of forces by skin deformation in three degrees of freedom (DoF), with contact-no contact capabilities, was implemented through rigid parallel kinematics. The novel asymmetrical three revolute-spherical-revolute (3-RSR) configuration allowed compact dimensions with minimum encumbrance of the hand workspace. The device was designed to render constant to low frequency deformation of the fingerpad in three DoF, combining light weight with relatively high output forces. A differential method for solving the non-trivial inverse kinematics is proposed and implemented in real time for controlling the device. The first experimental activity evaluated discrimination of different fingerpad stretch directions in a group of five subjects. The second experiment, enrolling 19 subjects, evaluated cutaneous feedback provided in a virtual pick-and-place manipulation task. Stiffness of the fingerpad plus device was measured and used to calibrate the physics of the virtual environment. The third experiment with 10 subjects evaluated interaction forces in a virtual lift-and-hold task. Although with different performance in the two manipulation experiments, overall results show that participants better controlled interaction forces when the cutaneous feedback was active, with significant differences between the visual and visuo-haptic experimental conditions.


Subject(s)
Biomechanical Phenomena/physiology , Feedback, Sensory/physiology , Fingers/physiology , Touch Perception/physiology , Wearable Electronic Devices , Adult , Female , Humans , Male
10.
IEEE Int Conf Rehabil Robot ; 2017: 1094-1099, 2017 07.
Article in English | MEDLINE | ID: mdl-28813967

ABSTRACT

The past decade has seen the emergence of rehabilitation treatments using virtual reality environments. One of the advantages in using this technology is the potential to create positive motivation, by means of engaging environments and tasks shaped in the form of serious games. In this work, we propose a novel Neuro Rehabilitation System for children with movement disorders, that is based on serious games in immersive virtual reality with haptic feedback. The system design aims to enhance involvement and engagement of patients, to provide congruent multi-sensory afferent feedback during motor exercises, and to benefit from the flexibility of virtual reality in adapting exercises to the patient's needs. We present a feasibility study of the method conducted through an experimental rehabilitation session in a group of 4 children with Cerebral Palsy and Developmental Dyspraxia, 4 Typically Developing children and 4 healthy adults. Subjects and patients were able to accomplish the proposed rehabilitation session and average performance of the motor exercises in patients were lower, although comparable, to healthy subjects. Together with positive comments reported by children after the rehabilitation session, results are encouraging for application of the method in a prolonged rehabilitation treatment.


Subject(s)
Movement Disorders/rehabilitation , Video Games , Wearable Electronic Devices , Adolescent , Child , Equipment Design , Feasibility Studies , Female , Humans , Male , Movement Disorders/physiopathology , Task Performance and Analysis , Touch/physiology
11.
IEEE Trans Neural Syst Rehabil Eng ; 25(9): 1622-1632, 2017 09.
Article in English | MEDLINE | ID: mdl-28026777

ABSTRACT

The development of technological applications that allow people to control and embody external devices within social interaction settings represents a major goal for current and future brain-computer interface (BCI) systems. Prior research has suggested that embodied systems may ameliorate BCI end-user's experience and accuracy in controlling external devices. Along these lines, we developed an immersive P300-based BCI application with a head-mounted display for virtual-local and robotic-remote social interactions and explored in a group of healthy participants the role of proprioceptive feedback in the control of a virtual surrogate (Study 1). Moreover, we compared the performance of a small group of people with spinal cord injury (SCI) to a control group of healthy subjects during virtual and robotic social interactions (Study 2), where both groups received a proprioceptive stimulation. Our attempt to combine immersive environments, BCI technologies and neuroscience of body ownership suggests that providing realistic multisensory feedback still represents a challenge. Results have shown that healthy and people living with SCI used the BCI within the immersive scenarios with good levels of performance (as indexed by task accuracy, optimizations calls and Information Transfer Rate) and perceived control of the surrogates. Proprioceptive feedback did not contribute to alter performance measures and body ownership sensations. Further studies are necessary to test whether sensorimotor experience represents an opportunity to improve the use of future embodied BCI applications.


Subject(s)
Brain-Computer Interfaces , Event-Related Potentials, P300 , Man-Machine Systems , Robotics/methods , Spinal Cord Injuries/physiopathology , Spinal Cord Injuries/rehabilitation , User-Computer Interface , Adult , Female , Humans , Imagination , Male , Movement , Reproducibility of Results , Sensitivity and Specificity , Task Performance and Analysis , Young Adult
12.
IEEE Trans Haptics ; 8(2): 140-51, 2015.
Article in English | MEDLINE | ID: mdl-25838528

ABSTRACT

This paper presents a novel electromyography (EMG)-driven hand exoskeleton for bilateral rehabilitation of grasping in stroke. The developed hand exoskeleton was designed with two distinctive features: (a) kinematics with intrinsic adaptability to patient's hand size, and (b) free-palm and free-fingertip design, preserving the residual sensory perceptual capability of touch during assistance in grasping of real objects. In the envisaged bilateral training strategy, the patient's non paretic hand acted as guidance for the paretic hand in grasping tasks. Grasping force exerted by the non paretic hand was estimated in real-time from EMG signals, and then replicated as robotic assistance for the paretic hand by means of the hand-exoskeleton. Estimation of the grasping force through EMG allowed to perform rehabilitation exercises with any, non sensorized, graspable objects. This paper presents the system design, development, and experimental evaluation. Experiments were performed within a group of six healthy subjects and two chronic stroke patients, executing robotic-assisted grasping tasks. Results related to performance in estimation and modulation of the robotic assistance, and to the outcomes of the pilot rehabilitation sessions with stroke patients, positively support validity of the proposed approach for application in stroke rehabilitation.


Subject(s)
Electromyography , Exoskeleton Device , Hand Strength/physiology , Robotics/instrumentation , Stroke Rehabilitation , Fingers/physiology , Humans , Orthotic Devices , Robotics/methods , Stroke/physiopathology
13.
IEEE Int Conf Rehabil Robot ; 2011: 5975377, 2011.
Article in English | MEDLINE | ID: mdl-22275581

ABSTRACT

This paper presents the preliminary results of the project BRAVO (Brain computer interfaces for Robotic enhanced Action in Visuo-motOr tasks). The objective of this project is to define a new approach to the development of assistive and rehabilitative robots for motor impaired users to perform complex visuomotor tasks that require a sequence of reaches, grasps and manipulations of objects. BRAVO aims at developing new robotic interfaces and HW/SW architectures for rehabilitation and regain/restoration of motor function in patients with upper limb sensorimotor impairment through extensive rehabilitation therapy and active assistance in the execution of Activities of Daily Living. The final system developed within this project will include a robotic arm exoskeleton and a hand orthosis that will be integrated together for providing force assistance. The main novelty that BRAVO introduces is the control of the robotic assistive device through the active prediction of intention/action. The system will actually integrate the information about the movement carried out by the user with a prediction of the performed action through an interpretation of current gaze of the user (measured through eye-tracking), brain activation (measured through BCI) and force sensor measurements.


Subject(s)
Brain/physiology , Robotics/instrumentation , Robotics/methods , Upper Extremity/physiology , Humans , Stroke Rehabilitation , User-Computer Interface
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