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1.
Sci Rep ; 14(1): 1646, 2024 01 18.
Artículo en Inglés | MEDLINE | ID: mdl-38238475

RESUMEN

In neurorehabilitation, assessment of functional problems is essential to define optimal rehabilitation treatments. Usually, this assessment process requires distinguishing between impaired and non-impaired behavior of limbs. One of the common muscle motor disorders affecting limbs is spasticity, which is complicated to quantify objectively due to the complex nature of motor control. Thus, the lack of heterogeneous samples of patients constituting an acceptable amount of data is an obstacle which is relevant to understanding the behavior of spasticity and, consequently, quantifying it. In this article, we use the 3D creation suite Blender combined with the MBLab add-on to generate synthetic samples of human body models, aiming to be as sufficiently representative as possible to real human samples. Exporting these samples to OpenSim and performing four specific upper limb movements, we analyze the muscle behavior by simulating the six degrees of spasticity contemplated by the Modified Ashworth Scale (MAS). The complete dataset of patients and movements is open-source and available for future research. This approach advocates the potential to generate synthetic data for testing and validating musculoskeletal models.


Asunto(s)
Rehabilitación Neurológica , Accidente Cerebrovascular , Humanos , Resultado del Tratamiento , Espasticidad Muscular/etiología , Extremidad Superior , Movimiento
2.
Comput Intell Neurosci ; 2022: 3735979, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35449748

RESUMEN

Multiple sclerosis (MS) is the most common inflammatory neurological disease in young adults, with a high prevalence worldwide (2.8 million people). To aid in the MS treatment, using VR tools in cognitive and motor rehabilitation of such disease has been growing progressively in the last years. However, the role of VR as a rehabilitative tool in MS treatment is still under debate. This paper explores the effects of VR training using EMG activation in upper limb functionality. An experimental training protocol using video games controlled using an MYO armband sensor was conducted in a sample of patients with MS. Results support the use of EMG-commanded video games as a rehabilitative tool in patients with MS, obtaining favorable outcomes related to upper limb functionality and satisfaction.


Asunto(s)
Esclerosis Múltiple , Juegos de Video , Estudios de Factibilidad , Humanos , Extremidad Superior
3.
Sensors (Basel) ; 20(18)2020 Sep 14.
Artículo en Inglés | MEDLINE | ID: mdl-32937973

RESUMEN

Spasticity is a motor disorder that causes stiffness or tightness of the muscles and can interfere with normal movement, speech, and gait. Traditionally, the spasticity assessment is carried out by clinicians using standardized procedures for objective evaluation. However, these procedures are manually performed and, thereby, they could be influenced by the clinician's subjectivity or expertise. The automation of such traditional methods for spasticity evaluation is an interesting and emerging field in neurorehabilitation. One of the most promising approaches is the use of robot-aided systems. In this paper, a systematic review of systems focused on the assessment of upper limb (UL) spasticity using robotic technology is presented. A systematic search and review of related articles in the literature were conducted. The chosen works were analyzed according to the morphology of devices, the data acquisition systems, the outcome generation method, and the focus of intervention (assessment and/or training). Finally, a series of guidelines and challenges that must be considered when designing and implementing fully-automated robot-aided systems for the assessment of UL spasticity are summarized.


Asunto(s)
Espasticidad Muscular/diagnóstico , Robótica , Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular/diagnóstico , Humanos , Accidente Cerebrovascular/terapia , Extremidad Superior/fisiopatología
4.
Sensors (Basel) ; 20(10)2020 May 13.
Artículo en Inglés | MEDLINE | ID: mdl-32414177

RESUMEN

In recent decades, gaming technology has been accepted as a feasible method for complementing traditional clinical practice, especially in neurorehabilitation; however, the viability of using 3D Virtual Reality (VR) for the assessment of upper limb motor function has not been fully explored. For that purpose, we developed a VR-based version of the Box and Blocks Test (BBT), a clinical test for the assessment of manual dexterity, as an automated alternative to the classical procedure. Our VR-based BBT (VR-BBT) integrates the traditional BBT mechanics into gameplay using the Leap Motion Controller (LMC) to capture the user's hand motion and the Oculus Rift headset to provide a fully immersive experience. This paper focuses on evaluating the validity of our VR-BBT to reliably measure the manual dexterity in a sample of patients with Parkinson's Disease (PD). For this study, a group of twenty individuals in a mild to moderate stage of PD were recruited. Participants were asked to perform the physical BBT (once) and our proposed VR-BBT (twice) system, separately. Correlation analysis of collected data was carried out. Statistical analysis proved that the performance data collected by the VR-BBT significantly correlated with the conventional assessment of the BBT. The VR-BBT scores have shown a significant association with PD severity measured by the Hoehn and Yahr scale. This fact suggests that the VR-BBT could be used as a reliable indicator for health improvements in patients with PD. Finally, the VR-BBT system presented high usability and acceptability rated by clinicians and patients.


Asunto(s)
Enfermedad de Parkinson , Rendimiento Físico Funcional , Extremidad Superior/fisiopatología , Realidad Virtual , Anciano , Femenino , Mano , Humanos , Masculino , Enfermedad de Parkinson/diagnóstico , Enfermedad de Parkinson/fisiopatología , Modalidades de Fisioterapia
5.
Sensors (Basel) ; 19(24)2019 Dec 12.
Artículo en Inglés | MEDLINE | ID: mdl-31842503

RESUMEN

The development of computer vision algorithms for navigation or object detection is one of the key issues of underwater robotics. However, extracting features from underwater images is challenging due to the presence of lighting defects, which need to be counteracted. This requires good environmental knowledge, either as a dataset or as a physic model. The lack of available data, and the high variability of the conditions, makes difficult the development of robust enhancement algorithms. A framework for the development of underwater computer vision algorithms is presented, consisting of a method for underwater imaging simulation, and an image enhancement algorithm, both integrated in the open-source robotics simulator UUV Simulator. The imaging simulation is based on a novel combination of the scattering model and style transfer techniques. The use of style transfer allows a realistic simulation of different environments without any prior knowledge of them. Moreover, an enhancement algorithm that successfully performs a correction of the imaging defects in any given scenario for either the real or synthetic images has been developed. The proposed approach showcases then a novel framework for the development of underwater computer vision algorithms for SLAM, navigation, or object detection in UUVs.

6.
Stud Health Technol Inform ; 266: 57-62, 2019 Aug 08.
Artículo en Inglés | MEDLINE | ID: mdl-31397302

RESUMEN

In recent years, the possibility of using serious gaming technology for the automation of clinical procedures for assessment of motor function have captured the interest of the research community. In this paper, a virtual version of the Box and Blocks Test (BBT) for manual dexterity assessment is presented. This game-like system combines the classical BBT mechanics with a play-centric approach to accomplish a fully automated test for assessing hand motor function, making it more accessible and easier to administer. Additionally, some variants of the traditional mechanics are proposed in order to fully exploit the advantages of the chosen technology. This ongoing research aims to provide the clinical practitioners with a customisable, intuitive, and reliable tool for the assessment and rehabilitation of hand motor function.


Asunto(s)
Realidad Virtual , Mano , Humanos
7.
Sensors (Basel) ; 20(1)2019 Dec 30.
Artículo en Inglés | MEDLINE | ID: mdl-31906019

RESUMEN

Navigation and exploration in 3D environments is still a challenging task for autonomous robots that move on the ground. Robots for Search and Rescue missions must deal with unstructured and very complex scenarios. This paper presents a path planning system for navigation and exploration of ground robots in such situations. We use (unordered) point clouds as the main sensory input without building any explicit representation of the environment from them. These 3D points are employed as space samples by an Optimal-RRTplanner (RRT * ) to compute safe and efficient paths. The use of an objective function for path construction and the natural exploratory behaviour of the RRT * planner make it appropriate for the tasks. The approach is evaluated in different simulations showing the viability of autonomous navigation and exploration in complex 3D scenarios.

8.
Sensors (Basel) ; 18(9)2018 Aug 31.
Artículo en Inglés | MEDLINE | ID: mdl-30200311

RESUMEN

Objective assessment of motor function is an important component to evaluating the effectiveness of a rehabilitation process. Such assessments are carried out by clinicians using traditional tests and scales. The Box and Blocks Test (BBT) is one such scale, focusing on manual dexterity evaluation. The score is the maximum number of cubes that a person is able to displace during a time window. In a previous paper, an automated version of the Box and Blocks Test using a Microsoft Kinect sensor was presented, and referred to as the Automated Box and Blocks Test (ABBT). In this paper, the feasibility of ABBT as an automated tool for manual dexterity assessment is discussed. An algorithm, based on image segmentation in CIELab colour space and the Nearest Neighbour (NN) rule, was developed to improve the reliability of automatic cube counting. A pilot study was conducted to assess the hand motor function in people with Parkinson's disease (PD). Three functional assessments were carried out. The success rate in automatic cube counting was studied by comparing the manual (BBT) and the automatic (ABBT) methods. The additional information provided by the ABBT was analysed to discuss its clinical significance. The results show a high correlation between manual (BBT) and automatic (ABBT) scoring. The lowest average success rate in cube counting for ABBT was 92%. Additionally, the ABBT acquires extra information from the cubes' displacement, such as the average velocity and the time instants in which the cube was detected. The analysis of this information can be related to indicators of health status (coordination and dexterity). The results showed that the ABBT is a useful tool for automating the assessment of unilateral gross manual dexterity, and provides additional information about the user's performance.

9.
Comput Intell Neurosci ; 2018: 7148427, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-29849550

RESUMEN

The design and application of Serious Games (SG) based on the Leap Motion sensor are presented as a tool to support the rehabilitation therapies for upper limbs. Initially, the design principles and their implementation are described, focusing on improving both unilateral and bilateral manual dexterity and coordination. The design of the games has been supervised by specialized therapists. To assess the therapeutic effectiveness of the proposed system, a protocol of trials with Parkinson's patients has been defined. Evaluations of the physical condition of the participants in the study, at the beginning and at the end of the treatment, are carried out using standard tests. The specific measurements of each game give the therapist more detailed information about the patients' evolution after finishing the planned protocol. The obtained results support the fact that the set of developed video games can be combined to define different therapy protocols and that the information obtained is richer than the one obtained through current clinical metrics, serving as method of motor function assessment.


Asunto(s)
Rehabilitación Neurológica , Enfermedad de Parkinson/rehabilitación , Terapia Asistida por Computador , Extremidad Superior , Juegos de Video , Anciano , Estudios de Factibilidad , Femenino , Lateralidad Funcional , Humanos , Masculino , Persona de Mediana Edad , Actividad Motora/fisiología , Rehabilitación Neurológica/métodos , Enfermedad de Parkinson/tratamiento farmacológico , Enfermedad de Parkinson/fisiopatología , Enfermedad de Parkinson/psicología , Satisfacción del Paciente , Proyectos Piloto , Recuperación de la Función , Índice de Severidad de la Enfermedad , Terapia Asistida por Computador/métodos , Resultado del Tratamiento , Extremidad Superior/fisiopatología
10.
Sensors (Basel) ; 18(3)2018 Mar 11.
Artículo en Inglés | MEDLINE | ID: mdl-29534477

RESUMEN

The computational complexity of humanoid robot balance control is reduced through the application of simplified kinematics and dynamics models. However, these simplifications lead to the introduction of errors that add to other inherent electro-mechanic inaccuracies and affect the robotic system. Linear control systems deal with these inaccuracies if they operate around a specific working point but are less precise if they do not. This work presents a model improvement based on the Linear Inverted Pendulum Model (LIPM) to be applied in a non-linear control system. The aim is to minimize the control error and reduce robot oscillations for multiple working points. The new model, named the Dynamic LIPM (DLIPM), is used to plan the robot behavior with respect to changes in the balance status denoted by the zero moment point (ZMP). Thanks to the use of information from force-torque sensors, an experimental procedure has been applied to characterize the inaccuracies and introduce them into the new model. The experiments consist of balance perturbations similar to those of push-recovery trials, in which step-shaped ZMP variations are produced. The results show that the responses of the robot with respect to balance perturbations are more precise and the mechanical oscillations are reduced without comprising robot dynamics.

11.
Sensors (Basel) ; 14(4): 6734-57, 2014 Apr 11.
Artículo en Inglés | MEDLINE | ID: mdl-24732101

RESUMEN

The future of robotics predicts that robots will integrate themselves more every day with human beings and their environments. To achieve this integration, robots need to acquire information about the environment and its objects. There is a big need for algorithms to provide robots with these sort of skills, from the location where objects are needed to accomplish a task up to where these objects are considered as information about the environment. This paper presents a way to provide mobile robots with the ability-skill to detect objets for semantic navigation. This paper aims to use current trends in robotics and at the same time, that can be exported to other platforms. Two methods to detect objects are proposed, contour detection and a descriptor based technique, and both of them are combined to overcome their respective limitations. Finally, the code is tested on a real robot, to prove its accuracy and efficiency.


Asunto(s)
Movimiento (Física) , Reconocimiento de Normas Patrones Automatizadas/métodos , Robótica , Semántica , Algoritmos , Humanos , Imagenología Tridimensional
12.
Disabil Rehabil Assist Technol ; 6(4): 320-30, 2011.
Artículo en Inglés | MEDLINE | ID: mdl-20969432

RESUMEN

The usability concept refers to aspects related to the use of products that are closely linked to the user's degree of satisfaction. Our goal is to present a functional evaluation methodology for assessing the usability of sophisticated technical aids, such as a portable robot for helping disabled patients with severe spinal cord injuries. The specific manipulator used for this task is ASIBOT, a personal assistance robot totally developed by RoboticsLab at the University Carlos III of Madrid. Our purpose is also to improve some aspects of the manipulator according to the user's perception. For our case study, a population of six patients with spinal cord injury is considered. These patients have been suffering spinal cord injuries for a period of time longer than 1 year before the tests are carried out. The methodology followed for the information gathering is based on the Quebec User Evaluation of Satisfaction with assistive Technology (QUEST). Different daily functions, such as drinking, brushing one's teeth and washing one's face, are considered to assess the user's perception when using ASIBOT as a technical aid. The human factor in this procedure is the main base to establish the specific needs and tools to make the end product more suitable and usable.


Asunto(s)
Personas con Discapacidad/rehabilitación , Sistemas Hombre-Máquina , Satisfacción del Paciente , Robótica , Dispositivos de Autoayuda , Traumatismos de la Médula Espinal/rehabilitación , Actividades Cotidianas , Humanos , Proyectos Piloto , Quebec
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