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2.
Appl Psychophysiol Biofeedback ; 49(1): 63-69, 2024 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-37526785

RESUMEN

A study was developed for a limb-different accessible video game controller that utilizes an electromyographic sensor to control gameplay actions. Data was collected from 50 college-aged student participants. This biofeedback-based serious game trains users in a virtual capacity, through the visualization of muscle contraction, via the movement of the video game character. The training platform has been developed to accompany the corresponding electromyographic actuated prosthetic arm device, leveraging the same control scheme to enable the translation of hand gesture states. This study evaluated the controller, user interface, and gameplay to identify training improvement outcomes and user satisfaction. Study participants were divided into two cohorts that differed in their intervention between the pre-test and post-test challenge course. Cohort one had a free play environment that encouraged learning through algorithmically generated track patterns and the use of powerups. In contrast, cohort two repeated the challenge mode, which was made up of a course of rings to jump through and focused on targeted muscle discretization via character jump heights correlated to muscle output. Data were collected to develop and validate training methods and identify overall game satisfaction and usability. The results of this study indicated an increase in the user's ability to be successful based on time on task with the intervention. The study also evaluated the usability and participant experience with the intervention.


Asunto(s)
Miembros Artificiales , Juegos de Video , Humanos , Adulto Joven , Brazo , Extremidad Superior , Movimiento/fisiología
3.
Artículo en Inglés | MEDLINE | ID: mdl-32605098

RESUMEN

The SARS-CoV-2 (COVID-19) pandemic has provided a unique set of global supply chain limitations with an exponentially growing surge of patients requiring care. The needs for Personal Protective Equipment (PPE) for hospital staff and doctors have been overwhelming, even just to rule out patients not infected. High demand for traditionally manufactured devices, challenged by global demand and limited production, has resulted in a call for additive manufactured (3D printed) equipment to fill the gap between traditional manufacturing cycles. This method has the unique ability to pivot in real time, while traditional manufacturing may take months to change production runs. 3D printing has been used to produce a variety of equipment for hospitals including face shields, masks, and even ventilator components to handle the surge. This type of rapid, crowd sourced, design and production resulted in new challenges for regulation, liability, and distribution. This manuscript reviews these challenges and successes of additive manufacturing and provides a forward plan for hospitals to consider for future surge events. Recommendations: To accommodate future surges, hospitals and municipalities should develop capacity for short-run custom production, enabling them to validate new designs. This will rapidly increase access to vetted equipment and critical network sharing with community distributed manufacturers and partners. Clear guidance and reviewed design repositories by regulatory authorities will streamline efforts to combat future pandemic waives or other surge events.


Asunto(s)
Infecciones por Coronavirus , Pandemias , Equipo de Protección Personal , Neumonía Viral , Impresión Tridimensional , Betacoronavirus , COVID-19 , Hospitales , Humanos , Máscaras , Equipos de Seguridad , SARS-CoV-2
4.
Artículo en Inglés | MEDLINE | ID: mdl-31083479

RESUMEN

There is an interesting and long history of prostheses designed for those with upper-limb difference, and yet issues still persist that have not yet been solved. Prosthesis needs for children are particularly complex, due in part to their growth rates. Access to a device can have a significant impact on a child's psychosocial development. Often, devices supporting both cosmetic form and user function are not accessible to children due to high costs, insurance policies, medical availability, and their perceived durability and complexity of control. These challenges have encouraged a grassroots effort globally to offer a viable solution for the millions of people living with limb difference around the world. The innovative application of 3D printing for customizable and user-specific hardware has led to open-source Do It Yourself "DIY" production of assistive devices, having an incredible impact globally for families with little recourse. This paper examines new research and development of prostheses by the maker community and nonprofit organizations, as well as a novel case study exploring the development of technology and the training methods available. These design efforts are discussed further in the context of the medical regulatory framework in the United States and highlight new associated clinical studies designed to measure the quality of life impact of such devices.


Asunto(s)
Miembros Artificiales , Impresión Tridimensional , Diseño de Prótesis , Calidad de Vida , Dispositivos de Autoayuda , Adolescente , Miembros Artificiales/psicología , Miembros Artificiales/estadística & datos numéricos , Niño , Preescolar , Humanos , Lactante , Impresión Tridimensional/instrumentación , Impresión Tridimensional/estadística & datos numéricos , Impresión Tridimensional/tendencias , Diseño de Prótesis/instrumentación , Diseño de Prótesis/estadística & datos numéricos , Diseño de Prótesis/tendencias , Calidad de Vida/psicología , Dispositivos de Autoayuda/psicología , Dispositivos de Autoayuda/estadística & datos numéricos , Dispositivos de Autoayuda/tendencias
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