Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 20
Filtrar
1.
Front Hum Neurosci ; 14: 309, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32922274

RESUMO

Computer interaction via visually guided hand movements often employs either abstract cursor-based feedback or virtual hand (VH) representations of varying degrees of realism. The effect of changing this visual feedback in virtual reality settings is currently unknown. In this study, 19 healthy right-handed adults performed index finger movements ("action") and observed movements ("observation") with four different types of visual feedback: a simple circular cursor (CU), a point light (PL) pattern indicating finger joint positions, a shadow cartoon hand (SH) and a realistic VH. Finger movements were recorded using a data glove, and eye-tracking was recorded optically. We measured brain activity using functional magnetic resonance imaging (fMRI). Both action and observation conditions showed stronger fMRI signal responses in the occipitotemporal cortex compared to baseline. The action conditions additionally elicited elevated bilateral activations in motor, somatosensory, parietal, and cerebellar regions. For both conditions, feedback of a hand with a moving finger (SH, VH) led to higher activations than CU or PL feedback, specifically in early visual regions and the occipitotemporal cortex. Our results show the stronger recruitment of a network of cortical regions during visually guided finger movements with human hand feedback when compared to a visually incomplete hand and abstract feedback. This information could have implications for the design of visually guided tasks involving human body parts in both research and application or training-related paradigms.

2.
PLoS One ; 13(10): e0204455, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30356229

RESUMO

BACKGROUND: Virtual reality-based training has found increasing use in neurorehabilitation to improve upper limb training and facilitate motor recovery. OBJECTIVE: The aim of this study was to directly compare virtual reality-based training with conventional therapy. METHODS: In a multi-center, parallel-group randomized controlled trial, patients at least 6 months after stroke onset were allocated either to an experimental group (virtual reality-based training) or a control group receiving conventional therapy (16x45 minutes within 4 weeks). The virtual reality-based training system replicated patients´ upper limb movements in real-time to manipulate virtual objects. Blinded assessors tested patients twice before, once during, and twice after the intervention up to 2-month follow-up for dexterity (primary outcome: Box and Block Test), bimanual upper limb function (Chedoke-McMaster Arm and Hand Activity Inventory), and subjective perceived changes (Stroke Impact Scale). RESULTS: 54 eligible patients (70 screened) participated (15 females, mean age 61.3 years, range 20-81 years, time since stroke 3.0±SD 3 years). 22 patients were allocated to the experimental group and 32 to the control group (3 drop-outs). Patients in the experimental and control group improved: Box and Block Test mean 21.5±SD 16 baseline to mean 24.1±SD 17 follow-up; Chedoke-McMaster Arm and Hand Activity Inventory mean 66.0±SD 21 baseline to mean 70.2±SD 19 follow-up. An intention-to-treat analysis found no between-group differences. CONCLUSIONS: Patients in the experimental and control group showed similar effects, with most improvements occurring in the first two weeks and persisting until the end of the two-month follow-up period. The study population had moderate to severely impaired motor function at entry (Box and Block Test mean 21.5±SD 16). Patients, who were less impaired (Box and Block Test range 18 to 72) showed higher improvements in favor of the experimental group. This result could suggest that virtual reality-based training might be more applicable for such patients than for more severely impaired patients. TRIAL REGISTRATION: ClinicalTrials.gov NCT01774669.


Assuntos
Reabilitação do Acidente Vascular Cerebral/métodos , Extremidade Superior , Terapia de Exposição à Realidade Virtual , Adulto , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Paresia/etiologia , Paresia/fisiopatologia , Paresia/reabilitação , Recuperação de Função Fisiológica , Método Simples-Cego , Acidente Vascular Cerebral/complicações , Acidente Vascular Cerebral/fisiopatologia , Resultado do Tratamento , Realidade Virtual , Adulto Jovem
3.
Front Neurol ; 8: 635, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-29234302

RESUMO

Key factors positively influencing rehabilitation and functional recovery after spinal cord injury (SCI) include training variety, intensive movement repetition, and motivating training tasks. Systems supporting these aspects may provide profound gains in rehabilitation, independent of the subject's treatment location. In the present study, we test the hypotheses that virtual reality (VR)-augmented training at home (i.e., unsupervised) is feasible with subjects with an incomplete SCI (iSCI) and that it improves motor functions such as lower limb muscle strength, balance, and functional mobility. In the study, 12 chronic iSCI subjects used a home-based, mobile version of a lower limb VR training system. The system included motivating training scenarios and combined action observation and execution. Virtual representations of the legs and feet were controlled via movement sensors. The subjects performed home-based training over 4 weeks, with 16-20 sessions of 30-45 min each. The outcome measures assessed were the Lower Extremity Motor Score (LEMS), Berg Balance Scale (BBS), Timed Up and Go (TUG), Spinal Cord Independence Measure mobility, Walking Index for Spinal Cord Injury II, and 10 m and 6 min walking tests. Two pre-treatment assessment time points were chosen for outcome stability: 4 weeks before treatment and immediately before treatment. At post-assessment (i.e., immediately after treatment), high motivation and positive changes were reported by the subjects (adapted Patients' Global Impression of Change). Significant improvements were shown in lower limb muscle strength (LEMS, P = 0.008), balance (BBS, P = 0.008), and functional mobility (TUG, P = 0.007). At follow-up assessment (i.e., 2-3 months after treatment), functional mobility (TUG) remained significantly improved (P = 0.005) in contrast to the other outcome measures. In summary, unsupervised exercises at home with the VR training system led to beneficial functional training effects in subjects with chronic iSCI, suggesting that it may be useful as a neurorehabilitation tool. TRIAL REGISTRATION: Canton of Zurich ethics committee (EK-24/2009, PB_2016-00545), ClinicalTrials.gov: NCT02149186. Registered 24 April 2014.

4.
Eur J Neurosci ; 46(1): 1717-1729, 2017 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-28503804

RESUMO

Visually guided finger movements include online feedback of current effector position to guide target approach. This visual feedback may be scaled or otherwise distorted by unpredictable perturbations. Although adjustments to visual feedback scaling have been studied before, the underlying brain activation differences between upscaling (visual feedback larger than real movement) and downscaling (feedback smaller than real movement) are currently unknown. Brain activation differences between upscaling and downscaling might be expected because within-trial adjustments during upscaling require corrective backwards accelerations, whereas correcting for downscaling requires forward accelerations. In this behavioural and fMRI study we investigated adjustments during up- and downscaling in a target-directed finger flexion-extension task with real-time visual feedback. We found that subjects made longer and more complete within-trial corrections for downscaling perturbations than for upscaling perturbations. The finger task activated primary motor (M1) and somatosensory (S1) areas, premotor and parietal regions, basal ganglia, and cerebellum. General scaling effects were seen in the right pre-supplementary motor area, dorsal anterior cingulate cortex, inferior parietal lobule, and dorsolateral prefrontal cortex. Stronger activations for down- than for upscaling were observed in M1, supplementary motor area (SMA), S1 and anterior cingulate cortex. We argue that these activation differences may reflect differing online correction for upscaling vs. downscaling during finger flexion-extension.


Assuntos
Mapeamento Encefálico , Encéfalo/fisiologia , Retroalimentação Fisiológica , Dedos/fisiologia , Desempenho Psicomotor , Adulto , Feminino , Dedos/inervação , Humanos , Masculino , Movimento
5.
PLoS One ; 12(4): e0176655, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28437462

RESUMO

[This corrects the article DOI: 10.1371/journal.pone.0154807.].

6.
PLoS One ; 11(5): e0154807, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27144927

RESUMO

Computer interaction via visually guided hand or finger movements is a ubiquitous part of daily computer usage in work or gaming. Surprisingly, however, little is known about the performance effects of using virtual limb representations versus simpler cursors. In this study 26 healthy right-handed adults performed cued index finger flexion-extension movements towards an on-screen target while wearing a data glove. They received each of four different types of real-time visual feedback: a simple circular cursor, a point light pattern indicating finger joint positions, a cartoon hand and a fully shaded virtual hand. We found that participants initiated the movements faster when receiving feedback in the form of a hand than when receiving circular cursor or point light feedback. This overall difference was robust for three out of four hand versus circle pairwise comparisons. The faster movement initiation for hand feedback was accompanied by a larger movement amplitude and a larger movement error. We suggest that the observed effect may be related to priming of hand information during action perception and execution affecting motor planning and execution. The results may have applications in the use of body representations in virtual reality applications.


Assuntos
Retroalimentação Sensorial/fisiologia , Dedos/fisiologia , Tempo de Reação/fisiologia , Adulto , Simulação por Computador , Sinais (Psicologia) , Feminino , Articulações dos Dedos/fisiologia , Humanos , Masculino , Movimento/fisiologia , Desempenho Psicomotor/fisiologia , Interface Usuário-Computador
7.
Front Hum Neurosci ; 9: 254, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-25999842

RESUMO

Rehabilitative training has shown to improve significantly motor outcomes and functional walking capacity in patients with incomplete spinal cord injury (iSCI). However, whether performance improvements during rehabilitation relate to brain plasticity or whether it is based on functional adaptation of movement strategies remain uncertain. This study assessed training improvement-induced structural brain plasticity in chronic iSCI patients using longitudinal MRI. We used tensor-based morphometry (TBM) to analyze longitudinal brain volume changes associated with intensive virtual reality (VR)-augmented lower limb training in nine traumatic iSCI patients. The MRI data was acquired before and after a 4-week training period (16-20 training sessions). Before training, voxel-based morphometry (VBM) and voxel-based cortical thickness (VBCT) assessed baseline morphometric differences in nine iSCI patients compared to 14 healthy controls. The intense VR-augmented training of limb control improved significantly balance, walking speed, ambulation, and muscle strength in patients. Retention of clinical improvements was confirmed by the 3-4 months follow-up. In patients relative to controls, VBM revealed reductions of white matter volume within the brainstem and cerebellum and VBCT showed cortical thinning in the primary motor cortex. Over time, TBM revealed significant improvement-induced volume increases in the left middle temporal and occipital gyrus, left temporal pole and fusiform gyrus, both hippocampi, cerebellum, corpus callosum, and brainstem in iSCI patients. This study demonstrates structural plasticity at the cortical and brainstem level as a consequence of VR-augmented training in iSCI patients. These structural changes may serve as neuroimaging biomarkers of VR-augmented lower limb neurorehabilitation in addition to performance measures to detect improvements in rehabilitative training.

8.
Disabil Rehabil Assist Technol ; 10(5): 385-92, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-24730659

RESUMO

PURPOSE: To evaluate feasibility and neurophysiological changes after virtual reality (VR)-based training of upper limb (UL) movements. METHOD: Single-case A-B-A-design with two male stroke patients (P1:67 y and 50 y, 3.5 and 3 y after onset) with UL motor impairments, 45-min therapy sessions 5×/week over 4 weeks. Patients facing screen, used bimanual data gloves to control virtual arms. Three applications trained bimanual reaching, grasping, hand opening. Assessments during 2-week baseline, weekly during intervention, at 3-month follow-up (FU): Goal Attainment Scale (GAS), Chedoke Arm and Hand Activity Inventory (CAHAI), Chedoke-McMaster Stroke Assessment (CMSA), Extended Barthel Index (EBI), Motor Activity Log (MAL). Functional magnetic resonance imaging scans (FMRI) before, immediately after treatment and at FU. RESULTS: P1 executed 5478 grasps (paretic arm). Improvements in CAHAI (+4) were maintained at FU. GAS changed to +1 post-test and +2 at FU. P2 executed 9835 grasps (paretic arm). CAHAI improvements (+13) were maintained at FU. GAS scores changed to -1 post-test and +1 at FU. MAL scores changed from 3.7 at pre-test to 5.5 post-test and 3.3 at FU. CONCLUSION: The VR-based intervention was feasible, safe, and intense. Adjustable application settings maintained training challenge and patient motivation. ADL-relevant UL functional improvements persisted at FU and were related to changed cortical activation patterns. Implications for Rehabilitation YouGrabber trains uni- and bimanual upper motor function. Its application is feasible, safe, and intense. The control of the virtual arms can be done in three main ways: (a) normal (b) virtual mirror therapy, or (c) virtual following. The mirroring feature provides an illusion of affected limb movements during the period when the affected upper limb (UL) is resting. The YouGrabber training led to ADL-relevant UL functional improvements that were still assessable 12 weeks after intervention finalization and were related to changed cortical activation patterns.


Assuntos
Simulação por Computador , Modalidades de Fisioterapia , Reabilitação do Acidente Vascular Cerebral , Extremidade Superior , Interface Usuário-Computador , Atividades Cotidianas , Doença Crônica , Estudos de Viabilidade , Humanos , Imageamento por Ressonância Magnética , Masculino , Pessoa de Meia-Idade , Recuperação de Função Fisiológica , Acidente Vascular Cerebral/fisiopatologia
9.
Trials ; 15: 350, 2014 Sep 06.
Artigo em Inglês | MEDLINE | ID: mdl-25194928

RESUMO

BACKGROUND: In recent years, virtual reality has been introduced to neurorehabilitation, in particular with the intention of improving upper-limb training options and facilitating motor function recovery. METHODS/DESIGN: The proposed study incorporates a quantitative part and a qualitative part, termed a mixed-methods approach: (1) a quantitative investigation of the efficacy of virtual reality training compared to conventional therapy in upper-limb motor function are investigated, (2a) a qualitative investigation of patients' experiences and expectations of virtual reality training and (2b) a qualitative investigation of therapists' experiences using the virtual reality training system in the therapy setting. At three participating clinics, 60 patients at least 6 months after stroke onset will be randomly allocated to an experimental virtual reality group (EG) or to a control group that will receive conventional physiotherapy or occupational therapy (16 sessions, 45 minutes each, over the course of 4 weeks). Using custom data gloves, patients' finger and arm movements will be displayed in real time on a monitor, and they will move and manipulate objects in various virtual environments. A blinded assessor will test patients' motor and cognitive performance twice before, once during, and twice after the 4-week intervention. The primary outcome measure is the Box and Block Test. Secondary outcome measures are the Chedoke-McMaster Stroke Assessments (hand, arm and shoulder pain subscales), the Chedoke-McMaster Arm and Hand Activity Inventory, the Line Bisection Test, the Stroke Impact Scale, the MiniMentalState Examination and the Extended Barthel Index. Semistructured face-to-face interviews will be conducted with patients in the EG after intervention finalization with a focus on the patients' expectations and experiences regarding the virtual reality training. Therapists' perspectives on virtual reality training will be reviewed in three focus groups comprising four to six occupational therapists and physiotherapists. DISCUSSION: The interviews will help to gain a deeper understanding of the phenomena under investigation to provide sound recommendations for the implementation of the virtual reality training system for routine use in neurorehabilitation complementing the quantitative clinical assessments. TRIAL REGISTRATION: Cliniclatrials.gov Identifier: NCT01774669 (15 January 2013).


Assuntos
Atividade Motora , Terapia Ocupacional/métodos , Modalidades de Fisioterapia , Projetos de Pesquisa , Reabilitação do Acidente Vascular Cerebral , Terapia Assistida por Computador , Extremidade Superior/inervação , Jogos de Vídeo , Atitude do Pessoal de Saúde , Protocolos Clínicos , Cognição , Avaliação da Deficiência , Grupos Focais , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Entrevistas como Assunto , Pacientes/psicologia , Fisioterapeutas/psicologia , Valor Preditivo dos Testes , Escalas de Graduação Psiquiátrica , Recuperação de Função Fisiológica , Método Simples-Cego , Acidente Vascular Cerebral/diagnóstico , Acidente Vascular Cerebral/fisiopatologia , Acidente Vascular Cerebral/psicologia , Inquéritos e Questionários , Suíça , Fatores de Tempo , Resultado do Tratamento , Interface Usuário-Computador
10.
PLoS One ; 8(8): e72403, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24015241

RESUMO

The combination of first-person observation and motor imagery, i.e. first-person observation of limbs with online motor imagination, is commonly used in interactive 3D computer gaming and in some movie scenes. These scenarios are designed to induce a cognitive process in which a subject imagines himself/herself acting as the agent in the displayed movement situation. Despite the ubiquity of this type of interaction and its therapeutic potential, its relationship to passive observation and imitation during observation has not been directly studied using an interactive paradigm. In the present study we show activation resulting from observation, coupled with online imagination and with online imitation of a goal-directed lower limb movement using functional MRI (fMRI) in a mixed block/event-related design. Healthy volunteers viewed a video (first-person perspective) of a foot kicking a ball. They were instructed to observe-only the action (O), observe and simultaneously imagine performing the action (O-MI), or imitate the action (O-IMIT). We found that when O-MI was compared to O, activation was enhanced in the ventralpremotor cortex bilaterally, left inferior parietal lobule and left insula. The O-MI and O-IMIT conditions shared many activation foci in motor relevant areas as confirmed by conjunction analysis. These results show that (i) combining observation with motor imagery (O-MI) enhances activation compared to observation-only (O) in the relevant foot motor network and in regions responsible for attention, for control of goal-directed movements and for the awareness of causing an action, and (ii) it is possible to extensively activate the motor execution network using O-MI, even in the absence of overt movement. Our results may have implications for the development of novel virtual reality interactions for neurorehabilitation interventions and other applications involving training of motor tasks.


Assuntos
Imaginação/fisiologia , Córtex Motor/fisiologia , Movimento/fisiologia , Lobo Parietal/fisiologia , Adolescente , Adulto , Mapeamento Encefálico , Função Executiva , Feminino , Pé/fisiologia , Humanos , Imagens, Psicoterapia , Perna (Membro)/fisiologia , Imageamento por Ressonância Magnética , Masculino , Estimulação Luminosa , Desempenho Psicomotor , Adulto Jovem
11.
Neurorehabil Neural Repair ; 27(8): 675-83, 2013 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-23757298

RESUMO

BACKGROUND: Neurorehabilitation interventions to improve lower limb function and neuropathic pain have had limited success in people with chronic, incomplete spinal cord injury (iSCI). OBJECTIVE: We hypothesized that intense virtual reality (VR)-augmented training of observed and executed leg movements would improve limb function and neuropathic pain. METHODS: Patients used a VR system with a first-person view of virtual lower limbs, controlled via movement sensors fitted to the patient's own shoes. Four tasks were used to deliver intensive training of individual muscles (tibialis anterior, quadriceps, leg ad-/abductors). The tasks engaged motivation through feedback of task success. Fourteen chronic iSCI patients were treated over 4 weeks in 16 to 20 sessions of 45 minutes. Outcome measures were 10 Meter Walking Test, Berg Balance Scale, Lower Extremity Motor Score, Spinal Cord Independence Measure, Locomotion and Neuropathic Pain Scale (NPS), obtained at the start and at 4 to 6 weeks before intervention. RESULTS: In addition to positive changes reported by the patients (Patients' Global Impression of Change), measures of walking capacity, balance, and strength revealed improvements in lower limb function. Intensity and unpleasantness of neuropathic pain in half of the affected participants were reduced on the NPS test. Overall findings remained stable 12 to 16 weeks after termination of the training. CONCLUSIONS: In a pretest/posttest, uncontrolled design, VR-augmented training was associated with improvements in motor function and neuropathic pain in persons with chronic iSCI, several of which reached the level of a minimal clinically important change. A controlled trial is needed to compare this intervention to active training alone or in combination.


Assuntos
Extremidade Inferior/fisiopatologia , Neuralgia/terapia , Traumatismos da Medula Espinal/reabilitação , Terapia de Exposição à Realidade Virtual , Caminhada/fisiologia , Adulto , Idoso , Vértebras Cervicais , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Vértebras Torácicas
12.
Eur J Neurosci ; 35(9): 1513-21, 2012 May.
Artigo em Inglês | MEDLINE | ID: mdl-22509955

RESUMO

It is known that activity in secondary motor areas during observation of human limbs performing actions is affected by the observer's viewpoint, with first-person views generally leading to stronger activation. However, previous neuroimaging studies have displayed limbs in front of the observer, providing an offset view of the limbs without a truly first-person viewpoint. It is unknown to what extent these pseudo-first-person viewpoints have affected the results published to date. In this experiment, we used a horizontal two-dimensional mirrored display that places virtual limbs at the correct egocentric position relative to the observer. We compared subjects using the mirrored and conventional displays while recording over the premotor cortex with functional near-infrared spectroscopy. Subjects watched a first-person view of virtual arms grasping incoming balls on-screen; they were instructed to either imagine the virtual arm as their own [motor imagery during observation (MIO)] or to execute the movements [motor execution (ME)]. With repeated-measures anova, the hemoglobin difference as a direct index of cortical oxygenation revealed significant main effects of the factors hemisphere (P = 0.005) and condition (P ≤ 0.001) with significant post hoc differences between MIO-mirror and MIO-conventional (P = 0.024). These results suggest that the horizontal mirrored display provides a more accurate first-person view, enhancing subjects' ability to perform motor imagery during observation. Our results may have implications for future experimental designs involving motor imagery, and may also have applications in video gaming and virtual reality therapy, such as for patients following stroke.


Assuntos
Mapeamento Encefálico , Imaginação/fisiologia , Córtex Motor/fisiologia , Movimento/fisiologia , Espectroscopia de Luz Próxima ao Infravermelho , Adulto , Eletromiografia , Extremidades , Feminino , Humanos , Masculino , Observação , Estimulação Luminosa , Adulto Jovem
13.
Behav Brain Res ; 229(1): 29-40, 2012 Apr 01.
Artigo em Inglês | MEDLINE | ID: mdl-22227507

RESUMO

Trial-to-trial variability is a well-known issue in brain signals measured using functional near-infrared spectroscopy (fNIRS). We aimed to investigate whether trial-to-trial variability does provide information about individual performance. Seventeen subjects observed a virtual reality grasping task in first-person view while either imagining (motor imagery during observation, MIO) or imitating (motor execution, ME) the movements. Each condition was performed with the display in one of two positions, a conventional vertical position and a mirrored horizontal position which placed the virtual arm in the correct position relative to the viewpoint. Averaged oxy-hemoglobin concentration Δ[O(2)Hb] showed that the responses could be differentiated into two distinct groups: low responders (LR) and high responders (HR). Within groups, two main sources of trial-to-trial variability were identified: (a) the Δ[O(2)Hb] amplitude, with largest amplitudes in ME conditions (group HR) and smallest amplitudes in MIO conditions (group LR), and (b) the sign of Δ[O(2)Hb], with positive responses occurring most frequently during ME (group HR) and negative responses most frequently during MIO (group LR). Furthermore, the trial-to-trial dynamics differed between groups and could be described in group LR as inverted polynomial U-shaped curve in the mirror conditions (ME-mirror, MIO-mirror). Last, trial-to-trial variability was significantly dependent on task modality, i.e. ME (group HR) versus MIO (group LR), and/or the mirrored display positions (group LR). Our results show a relationship of trial-to-trial variability to individual MI performance, which may be of significance for neurorehabilitation applications. Although the sources of trial-to-trial variability remain unknown, we suggest that they may contribute to future neurofeedback applications.


Assuntos
Mapeamento Encefálico , Imagens, Psicoterapia , Córtex Motor/metabolismo , Movimento/fisiologia , Oxiemoglobinas/metabolismo , Espectroscopia de Luz Próxima ao Infravermelho , Adulto , Análise de Variância , Análise Discriminante , Eletromiografia , Feminino , Lateralidade Funcional , Hemoglobinas/metabolismo , Humanos , Masculino , Observação , Adulto Jovem
14.
J Neuroeng Rehabil ; 7: 57, 2010 Dec 02.
Artigo em Inglês | MEDLINE | ID: mdl-21122154

RESUMO

BACKGROUND: Several neurorehabilitation strategies have been introduced over the last decade based on the so-called simulation hypothesis. This hypothesis states that a neural network located in primary and secondary motor areas is activated not only during overt motor execution, but also during observation or imagery of the same motor action. Based on this hypothesis, we investigated the combination of a virtual reality (VR) based neurorehabilitation system together with a wireless functional near infrared spectroscopy (fNIRS) instrument. This combination is particularly appealing from a rehabilitation perspective as it may allow minimally constrained monitoring during neurorehabilitative training. METHODS: fNIRS was applied over F3 of healthy subjects during task performance in a virtual reality (VR) environment: 1) 'unilateral' group (N = 15), contralateral recording during observation, motor imagery, observation & motor imagery, and imitation of a grasping task performed by a virtual limb (first-person perspective view) using the right hand; 2) 'bilateral' group (N = 8), bilateral recording during observation and imitation of the same task using the right and left hand alternately. RESULTS: In the unilateral group, significant within-condition oxy-hemoglobin concentration Δ[O2Hb] changes (mean ± SD µmol/l) were found for motor imagery (0.0868 ± 0.5201 µmol/l) and imitation (0.1715 ± 0.4567 µmol/l). In addition, the bilateral group showed a significant within-condition Δ[O2Hb] change for observation (0.0924 ± 0.3369 µmol/l) as well as between-conditions with lower Δ[O2Hb] amplitudes during observation compared to imitation, especially in the ipsilateral hemisphere (p < 0.001). Further, in the bilateral group, imitation using the non-dominant (left) hand resulted in larger Δ[O2Hb] changes in both the ipsi- and contralateral hemispheres as compared to using the dominant (right) hand. CONCLUSIONS: This study shows that our combined VR-fNIRS based neurorehabilitation system can activate the action-observation system as described by the simulation hypothesis during performance of observation, motor imagery and imitation of hand actions elicited by a VR environment. Further, in accordance with previous studies, the findings of this study revealed that both inter-subject variability and handedness need to be taken into account when recording in untrained subjects. These findings are of relevance for demonstrating the potential of the VR-fNIRS instrument in neurofeedback applications.


Assuntos
Imagens, Psicoterapia/métodos , Comportamento Imitativo/fisiologia , Transtornos dos Movimentos/fisiopatologia , Transtornos dos Movimentos/reabilitação , Espectroscopia de Luz Próxima ao Infravermelho/métodos , Interface Usuário-Computador , Tecnologia sem Fio/instrumentação , Adulto , Feminino , Humanos , Masculino , Movimento/fisiologia , Transtornos dos Movimentos/diagnóstico , Desempenho Psicomotor/fisiologia , Espectroscopia de Luz Próxima ao Infravermelho/instrumentação , Adulto Jovem
15.
Neural Comput ; 21(1): 216-38, 2009 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-19431283

RESUMO

Biological neural systems must grow their own connections and maintain topological relations between elements that are related to the sensory input surface. Artificial systems have traditionally prewired such maps, but the sensor arrangement is not always known and can be expensive to specify before run time. Here we present a method for learning and updating topographic maps in systems comprising modular, event-based elements. Using an unsupervised neural spike-timing-based learning rule combined with Hebbian learning, our algorithm uses the spatiotemporal coherence of the external world to train its network. It improves on existing algorithms by not assuming a known topography of the target map and includes a novel method for automatically detecting edge elements. We show how, for stimuli that are small relative to the sensor resolution, the temporal learning window parameters can be determined without using any user-specified constants. For stimuli that are larger relative to the sensor resolution, we provide a parameter extraction method that generally outperforms the small-stimulus method but requires one user-specified constant. The algorithm was tested on real data from a 64 x 64-pixel section of an event-based temporal contrast silicon retina and a 360-tile tactile luminous floor. It learned 95.8% of the correct neighborhood relations for the silicon retina within about 400 seconds of real-world input from a driving scene and 98.1% correct for the sensory floor after about 160 minutes of human pedestrian traffic. Residual errors occurred in regions receiving little or ambiguous input, and the learned topological representations were able to update automatically in response to simulated damage. Our algorithm has applications in the design of modular autonomous systems in which the interfaces between components are learned during operation rather than at design time.


Assuntos
Algoritmos , Aprendizagem/fisiologia , Redes Neurais de Computação , Processamento de Sinais Assistido por Computador , Simulação por Computador , Humanos , Neurônios/fisiologia , Dinâmica não Linear , Estimulação Luminosa/métodos , Retina/citologia , Retina/fisiologia , Fatores de Tempo , Vias Visuais/fisiologia , Percepção Visual/fisiologia
16.
Dev Neurorehabil ; 12(1): 44-52, 2009 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-19283533

RESUMO

OBJECTIVE: Rehabilitation of upper-limb sensorimotor function in children with motor dysfunctions is primarily based on movement training. This study developed a virtual-reality based, paediatric interactive therapy system (PITS) that allows children to practice specific movements of the upper limbs with immediate feedback about their motor performance. METHODS: The system was tested on five children with motor dysfunctions over 3 weeks of training. Pre- and post-assessment was conducted before and after the training period. RESULTS: Results of the pilot study show improvements of hand function in the test scores (except one patient). Patient motivation was high and maintained over the course of the therapy sessions. CONCLUSION: PITS is an applicable VR-system which can be feasibly applied during the rehabilitation of children with upper limb motor dysfunctions. Further investigation is necessary to determine if the system provides significantly improved results compared to conventional therapies, both in terms of motor function outcomes and patient motivation.


Assuntos
Encefalopatias/reabilitação , Modalidades de Fisioterapia/instrumentação , Interface Usuário-Computador , Adolescente , Encefalopatias/diagnóstico , Lesões Encefálicas/diagnóstico , Lesões Encefálicas/reabilitação , Criança , Retroalimentação , Feminino , Humanos , Masculino , Destreza Motora , Projetos Piloto , Prognóstico , Desempenho Psicomotor/fisiologia , Recuperação de Função Fisiológica , Estudos de Amostragem , Análise e Desempenho de Tarefas , Terapia Assistida por Computador , Resultado do Tratamento , Extremidade Superior/fisiopatologia
17.
J Neurosci Methods ; 177(2): 452-60, 2009 Mar 15.
Artigo em Inglês | MEDLINE | ID: mdl-19013483

RESUMO

Impaired hand motor function resulting from neurological, psychiatric or orthopaedic disorders affects patients of all ages. Existing hand function assessment methods, e.g. rating scales, accelerometers and electromyographical devices, are often time-consuming to administer, subjective in interpretation and/or expensive. Graphonomic tests are gaining popularity as a way of avoiding these drawbacks while relating directly to writing and drawing. Here we present a computerized Extended Drawing Test (EDT), which improves on an earlier Drawing Test for stroke patients in three ways. First, it assesses isolated proximal arm movement using a graphics pen in a puck-like pen holder, and in addition combined arm and finger dexterity in movements using a normal writing grip. Secondly, we calibrated our test against 186 healthy subjects (3-70 years), finding significant age- and handedness-related differences in both speed and accuracy of drawing. Thirdly, to simplify assessment we devised an overall performance measure using a variant of Fitts' Law combining speed and accuracy, which we found to be age-independent for healthy subjects above 3 years of age. This result enables us to provide age-independent performance norms using both hands, with and without the pen holder. These norms may assist quantification of specific arm dysfunction by comparing patient performance with the healthy norms, and also by comparing within-patient performance in the dominant and non-dominant hands with and without the pen holder. Using our freely available software, this new test will allow clinicians to rapidly assess arm and hand function across a wide range of patient categories and ages.


Assuntos
Braço/fisiopatologia , Avaliação da Deficiência , Mãos/fisiopatologia , Transtornos das Habilidades Motoras/diagnóstico , Transtornos dos Movimentos/diagnóstico , Testes Neuropsicológicos , Adolescente , Adulto , Idoso , Apraxias/diagnóstico , Apraxias/fisiopatologia , Arte , Criança , Pré-Escolar , Feminino , Lateralidade Funcional/fisiologia , Humanos , Masculino , Pessoa de Meia-Idade , Transtornos das Habilidades Motoras/fisiopatologia , Transtornos dos Movimentos/fisiopatologia , Valor Preditivo dos Testes , Desempenho Psicomotor/fisiologia , Inquéritos e Questionários , Adulto Jovem
18.
PLoS One ; 3(8): e3082, 2008 Aug 28.
Artigo em Inglês | MEDLINE | ID: mdl-18769476

RESUMO

Multi-modal visuo-tactile stimulation of the type performed in the rubber hand illusion can induce the brain to temporarily incorporate external objects into the body image. In this study we show that audio-visual stimulation combined with mental imagery more rapidly elicits an elevated physiological response (skin conductance) after an unexpected threat to a virtual limb, compared to audio-visual stimulation alone. Two groups of subjects seated in front of a monitor watched a first-person perspective view of slow movements of two virtual arms intercepting virtual balls rolling towards the viewer. One group was instructed to simply observe the movements of the two virtual arms, while the other group was instructed to observe the virtual arms and imagine that the arms were their own. After 84 seconds the right virtual arm was unexpectedly "stabbed" by a knife and began "bleeding". This aversive stimulus caused both groups to show a significant increase in skin conductance. In addition, the observation-with-imagery group showed a significantly higher skin conductance (p<0.05) than the observation-only group over a 2-second period shortly after the aversive stimulus onset. No corresponding change was found in subjects' heart rates. Our results suggest that simple visual input combined with mental imagery may induce the brain to measurably temporarily incorporate external objects into its body image.


Assuntos
Resposta Galvânica da Pele/fisiologia , Interface Usuário-Computador , Agressão , Ansiedade , Braço/fisiologia , Coerção , Humanos , Ilusões , Imaginação , Dor/fisiopatologia , Estimulação Luminosa , Estimulação Física , Tato/fisiologia , Percepção Visual/fisiologia
19.
Med Biol Eng Comput ; 45(9): 901-7, 2007 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-17687578

RESUMO

We present a virtual reality (VR)-based motor neurorehabilitation system for stroke patients with upper limb paresis. It is based on two hypotheses: (1) observed actions correlated with self-generated or intended actions engage cortical motor observation, planning and execution areas ("mirror neurons"); (2) activation in damaged parts of motor cortex can be enhanced by viewing mirrored movements of non-paretic limbs. We postulate that our approach, applied during the acute post-stroke phase, facilitates motor re-learning and improves functional recovery. The patient controls a first-person view of virtual arms in tasks varying from simple (hitting objects) to complex (grasping and moving objects). The therapist adjusts weighting factors in the non-paretic limb to move the paretic virtual limb, thereby stimulating the mirror neuron system and optimizing patient motivation through graded task success. We present the system's neuroscientific background, technical details and preliminary results.


Assuntos
Modalidades de Fisioterapia , Reabilitação do Acidente Vascular Cerebral , Adolescente , Adulto , Criança , Humanos , Destreza Motora , Projetos Piloto , Recuperação de Função Fisiológica , Extremidade Superior , Interface Usuário-Computador , Jogos de Vídeo , Percepção Visual
20.
Rev Neurosci ; 14(1-2): 145-80, 2003.
Artigo em Inglês | MEDLINE | ID: mdl-12929924

RESUMO

While much is now known about the operation and organisation of the brain at the neuronal and microcircuit level, we are still some way from understanding it as a complete system from the lowest to the highest levels of description. One way to gain such an integrative understanding of neural systems is to construct them. We have built the largest neuromorphic system yet known, an interactive space called 'Ada' that is able to interact with many people simultaneously using a wide variety of sensory and behavioural modalities. 'She' received 553,700 visitors over 5 months during the Swiss Expo.02 in 2002. In this paper we present the broad motivations, design and technologies behind Ada, and discuss the construction and analysis of the system.


Assuntos
Encéfalo , Modelos Neurológicos , Neurônios/citologia , Neurociências/instrumentação , Robótica/métodos , Comportamento/fisiologia , Encéfalo/citologia , Encéfalo/fisiologia , Computadores , Humanos , Redes Neurais de Computação , Neurônios/fisiologia , Neurociências/métodos , Dinâmica não Linear , Opinião Pública , Reprodutibilidade dos Testes , Design de Software
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...