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1.
Artigo em Inglês | MEDLINE | ID: mdl-38100346

RESUMO

The limb position effect is a multi-faceted problem, associated with decreased upper-limb prosthesis control acuity following a change in arm position. Factors contributing to this problem can arise from distinct environmental or physiological sources. Despite their differences in origin, the effect of each factor manifests similarly as increased input data variability. This variability can cause incorrect decoding of user intent. Previous research has attempted to address this by better capturing input data variability with data abundance. In this paper, we take an alternative approach and investigate the effect of reducing trial-to-trial variability by improving the consistency of muscle activity through user training. Ten participants underwent 4 days of myoelectric training with either concurrent or delayed feedback in a single arm position. At the end of training participants experienced a zero-feedback retention test in multiple limb positions. In doing so, we tested how well the skill learned in a single limb position generalized to untrained positions. We found that delayed feedback training led to more consistent muscle activity across both the trained and untrained limb positions. Analysis of patterns of activations in the delayed feedback group suggest a structured change in muscle activity occurs across arm positions. Our results demonstrate that myoelectric user-training can lead to the retention of motor skills that bring about more robust decoding across untrained limb positions. This work highlights the importance of reducing motor variability with practice, prior to examining the underlying structure of muscle changes associated with limb position.


Assuntos
Membros Artificiais , Extremidade Superior , Humanos , Eletromiografia/métodos , Extremidade Superior/fisiologia , Destreza Motora , Aprendizagem
2.
J Neural Eng ; 20(3)2023 05 09.
Artigo em Inglês | MEDLINE | ID: mdl-36928264

RESUMO

Objective.The objective of this study was to assess the impact of delayed feedback training on the retention of novel myoelectric skills, and to demonstrate the use of this training approach in the home environment.Approach.We trained limb-intact participants to use a motor learning-based upper-limb prosthesis control scheme called abstract decoding. A delayed feedback paradigm intended to prevent within-trial adaptation and to facilitate motor learning was used. We conducted two multi-day experiments. Experiment 1 was a laboratory-based study consisting of two groups trained over a 4 day period with concurrent or delayed feedback. An additional follow-up session took place after 18 days to assess the retention of motor skills. Experiment 2 was a home-based pilot study that took place over five consecutive days to investigate delayed feedback performance when using bespoke training structures.Main Results.Approximately 35 000 trials were collected across both experiments. Experiment 1 found that the retention of motor skills for the delayed feedback group was significantly better than that of their concurrent feedback counterparts. In addition, the delayed feedback group improved their retention of motor skills across days, whereas the concurrent feedback group did not. Experiment 2 demonstrated that by using a bespoke training protocol in an environment that is more conducive to learning, it is possible for participants to become highly accurate in the absence of feedback.Significance.These results show that with delayed feedback training, it is possible to retain novel myoelectric skills. Using abstract decoding participants can activate four distinct muscle patterns without using complex algorithms. The accuracy achieved in the pilot study supports the feasibility of motor learning-based upper-limb prosthesis control after home-based myoelectric training.


Assuntos
Membros Artificiais , Aprendizagem , Humanos , Retroalimentação , Projetos Piloto , Destreza Motora/fisiologia , Retroalimentação Sensorial/fisiologia , Eletromiografia
3.
Artigo em Inglês | MEDLINE | ID: mdl-35271444

RESUMO

Transcutaneous electrical stimulation is a promising technique for providing prosthetic hand users with information about sensory events. However, questions remain over how to design the stimulation paradigms to provide users the best opportunity to discriminate these events. Here, we investigate if the refractory period influences how the amplitude of the applied stimulus is perceived. Twenty participants completed a two-alternative forced choice experiment. We delivered two stimuli spaced between 250 ms to 450 ms apart (inter-stimulus-interval, isi). The participants reported which stimulus they perceived as strongest. Each stimulus consisted of either a single or paired pulse delivered transcutaneously. The inter-pulse interval (ipi) for the paired pulse stimuli varied between 6 and 10 ms. We found paired pulses with an ipi of 6 ms were perceived stronger than a single pulse less often than paired pulses with an ipi of 8 ms (p = 0.001) or 10 ms (p < 0.0001). Additionally, we found when the isi was 250 ms, participants were less likely to identify the paired pulse as strongest, than when the isi was 350 or 450 ms. This study emphasizes the importance of basing stimulation paradigms on the underlying neural physiology. The results indicate there is an upper limit to the commonly accepted notion that higher stimulation frequencies lead to stronger perception. If frequency is to be used to encode sensory events, then the results suggest stimulus paradigms should be designed using frequencies below 125 Hz.


Assuntos
Mãos , Estimulação Elétrica Nervosa Transcutânea , Estimulação Elétrica/métodos , Humanos , Percepção , Nervos Periféricos
4.
Artigo em Inglês | MEDLINE | ID: mdl-36054389

RESUMO

In virtual prosthetic training research, serious games have been investigated for over 30 years. However, few game design elements are used and assessed for their effect on the voluntary adherence and repetition of the performed task. We compared two game-based versions of an established myoelectric-controlled virtual prosthetic training task with an interface without game elements of the same task [for video, see (Garske, 2022)]. Twelve limb-intact participants were sorted into three groups of comparable ability and asked to perform the task as long as they were motivated. Following the task, they completed a questionnaire regarding their motivation and engagement in the task. The investigation established that participants in the game-based groups performed the task significantly longer when more game design elements were implemented in the task (medians of 6 vs. 9.5 vs. 14 blocks for groups with increasing number of different game design elements). The participants in the game-based versions were also more likely to end the task out of fatigue than for reasons of boredom or frustration, which was verified by a fatigue analysis of the myoelectric signal. We demonstrated that the utilization of game design methodically in virtual myoelectric training tasks can support adherence and duration of a virtual training, in the short-term. Whether such short-term enhanced engagement would lead to long-term adherence remains an open question.


Assuntos
Jogos de Vídeo , Fadiga , Humanos , Motivação
5.
Artigo em Inglês | MEDLINE | ID: mdl-35290188

RESUMO

The addition of sensory feedback to upper-limb prostheses has been shown to improve control, increase embodiment, and reduce phantom limb pain. However, most commercial prostheses do not incorporate sensory feedback due to several factors. This paper focuses on the major challenges of a lack of deep understanding of user needs, the unavailability of tailored, realistic outcome measures and the segregation between research on control and sensory feedback. The use of methods such as the Person-Based Approach and co-creation can improve the design and testing process. Stronger collaboration between researchers can integrate different prostheses research areas to accelerate the translation process.


Assuntos
Membros Artificiais , Membro Fantasma , Retroalimentação Sensorial , Humanos , Extremidade Superior
6.
Front Rehabil Sci ; 3: 853414, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36189046

RESUMO

The majority of limb prostheses are socket mounted. For these devices, the socket is essential for adequate prosthetic suspension, comfort, and control. The socket is unique among prosthetic components as it is not usually mass-produced and must instead be custom-made for individual residual limbs by a prosthetist. The knowledge of what constitutes "good" socket fit is gained by expert prosthetists and technicians over years of experience, and rarely documented. The reliance on tacit knowledge makes it difficult to standardize the criteria for a well-fitting socket, leading to difficulties understanding the impact of socket fit. Despite its importance, the workflow for socket fitting is often overlooked in literature. Due to the customized nature of sockets, if information is provided in literature, generally only the type of socket and suspension mechanism is noted, with information regarding the fitting and manufacturing processes omitted. In this article, the concerns, issues and consequences arising from lack of upper and lower limb socket documentation are discussed from a researcher perspective, supported by healthcare professionals and socket fabrication specialists. Key changes are proposed to the way socket manufacturing and evaluation are documented to assist future research.

7.
Annu Int Conf IEEE Eng Med Biol Soc ; 2021: 7422-7425, 2021 11.
Artigo em Inglês | MEDLINE | ID: mdl-34892812

RESUMO

We present a network-enabled myoelectric platform for performing research outside of the laboratory environment. A low-cost, flexible, modular design based on common Internet of Things connectivity technology allows home-based research to be piloted. An outline of the platform is presented followed by technical results obtained from ten days of home-based tests with three participants. Results show the system enabled collection of close to 12,000 trials during around 28 cumulative hours of use. Home-based testing of multiple participants in parallel offers efficiency gains and provides a intuitive route toward long-term testing of upper-limb prosthetic devices in more naturalistic settings.Clinical relevance- In-home myoelectric training reduces clinician time. Network-enabled systems with back-end dashboards allow clinicians to monitor patients myoelectric ability over time and will provide a new way of accessing information about how upper-limb prosthetics are commonly used.


Assuntos
Membros Artificiais , Laboratórios , Humanos
8.
Annu Int Conf IEEE Eng Med Biol Soc ; 2021: 6437-6440, 2021 11.
Artigo em Inglês | MEDLINE | ID: mdl-34892585

RESUMO

Myoelectric prosthesis users typically do not receive immediate feedback from their device. They must be able to consistently produce distinct muscle activations in the absence of augmented feedback. In previous experiments, abstract decoding has provided real-time visual feedback for closed loop control. It is unclear if the performance in those experiments was due to short-term adaptation or motor learning. To test if similar performance could be reached without short-term adaptation, we trained participants with a delayed feedback paradigm. Feedback was delayed until after the ~1.5 s trial was completed. Three participants trained for five days in their home environments, completing a cumulative total of 4920 trials. Participants became highly accurate while receiving no real-time feedback of their control input. They were also able to retain performance gains across days. This strongly suggests that abstract decoding with delayed feedback facilitates motor learning, enabling four class control without immediate feedback.


Assuntos
Membros Artificiais , Eletromiografia , Retroalimentação , Retroalimentação Sensorial , Ambiente Domiciliar , Humanos
9.
Annu Int Conf IEEE Eng Med Biol Soc ; 2021: 6500-6503, 2021 11.
Artigo em Inglês | MEDLINE | ID: mdl-34892599

RESUMO

To enable the progression of research during the COVID-19 lockdown, a novel remote method of creating clinical standard trans-radial bypass sockets was devised as a collaboration between an engineering team and a clinical research group. The engineering team recruited two able-bodied participants, marked areas of interest on the participant's limb and captured limb geometry and electrode sites with a high definition optical scanner. The resulting 3D scan was modified to make electrode sites and areas of interest recessed and tactile. Models were 3D printed to scale and posted to the clinical team to manufacture the sockets. A modified lamination process was used, comprising plaster casting and rectifiying the model by hand. The recessed areas of the 3D printed model were used to guide the process. The bypass sockets were returned to the engineering team for testing. A simple electromyography (EMG) tracking task was performed using clinical electrodes to validate the skin-electrode contact and alignment. This paper demonstrates a validated method for remotely creating transradial bypass sockets. There is potential to extrapolate this method to standard socket fittings with further research.


Assuntos
COVID-19 , Controle de Doenças Transmissíveis , Mãos , Humanos , Artéria Radial , SARS-CoV-2
10.
JMIR Serious Games ; 9(4): e28079, 2021 Nov 08.
Artigo em Inglês | MEDLINE | ID: mdl-34747715

RESUMO

Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training.

11.
JMIR Serious Games ; 9(1): e23710, 2021 Feb 01.
Artigo em Inglês | MEDLINE | ID: mdl-33522975

RESUMO

BACKGROUND: Serious games have been investigated for their use in multiple forms of rehabilitation for decades. The rising trend to use games for physical fitness in more recent years has also provided more options and garnered more interest for their use in physical rehabilitation and motor learning. In this study, we report the results of an opinion survey of serious games in upper limb prosthetic training. OBJECTIVE: This study investigates and contrasts the expectations and preferences for game-based prosthetic rehabilitation of people with limb difference and researchers. METHODS: Both participant groups answered open and closed questions as well as a questionnaire to assess their user types. The distribution of the user types was compared with a Pearson chi-square test against a sample population. The data were analyzed using the thematic framework method; answers fell within the themes of usability, training, and game design. Researchers shared their views on current challenges and what could be done to tackle these. RESULTS: A total of 14 people with limb difference and 12 researchers participated in this survey. The open questions resulted in an overview of the different views on prosthetic training games between the groups. The user types of people with limb difference and researchers were both significantly different from the sample population, with χ25=12.3 and χ25=26.5, respectively. CONCLUSIONS: We found that the respondents not only showed a general willingness and tentative optimism toward the topic but also acknowledged hurdles limiting the adoption of these games by both clinics and users. The results indicate a noteworthy difference between researchers and people with limb difference in their game preferences, which could lead to design choices that do not represent the target audience. Furthermore, focus on long-term in-home experiments is expected to shed more light on the validity of games in upper limb prosthetic rehabilitation.

12.
Artigo em Inglês | MEDLINE | ID: mdl-33587701

RESUMO

Modernising the way upper-limb prosthetic sockets are made has seen limited progress. The casting techniques that are employed in clinics today resemble those developed over 50 years ago and there is still a heavy reliance on manual labour. Modern manufacturing methods such as 3D scanning and printing are often presented as ready-to-use solutions for producing low-cost functional devices, with public perceptions being largely shaped by the superficial media representation and advertising. The promise is that modern socket manufacturing methods can improve patient satisfaction, decrease manufacturing times and reduce the workload in the clinic. However, the perception in the clinical community is that total conversion to digital methods in a clinical environment is not straightforward. Anecdotally, there is currently a disconnect between those developing technology to produce prosthetic devices and the actual needs of clinicians and people with limb difference. In this paper, we demonstrate strengths and drawbacks of a fully digitised, low-cost trans-radial diagnostic socket making process, informed by clinical principles. We present volunteer feedback on the digitally created sockets and provide expert commentary on the use of digital tools in upper-limb socket manufacturing. We show that it is possible to utilise 3D scanning and printing, but only if the process is informed by expert knowledge. We bring examples to demonstrate how and why the process may go wrong. Finally, we provide discussion on why progress in modernising the manufacturing of upper-limb sockets has been slow yet it is still too early to rule out digital methods.


Assuntos
Membros Artificiais , Humanos , Impressão Tridimensional , Desenho de Prótese , Extremidade Superior
13.
Front Neurorobot ; 15: 689717, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34305564

RESUMO

People who either use an upper limb prosthesis and/or have used services provided by a prosthetic rehabilitation centre, experience limitations of currently available prosthetic devices. Collaboration between academia and a broad range of stakeholders, can lead to the development of solutions that address peoples' needs. By doing so, the rate of prosthetic device abandonment can decrease. Co-creation is an approach that can enable collaboration of this nature to occur throughout the research process. We present findings of a co-creation project that gained user perspectives from a user survey, and a subsequent workshop involving: people who use an upper limb prosthesis and/or have experienced care services (users), academics, industry experts, charity executives, and clinicians. The survey invited users to prioritise six themes, which academia, clinicians, and industry should focus on over the next decade. The prioritisation of the themes concluded in the following order, with the first as the most important: function, psychology, aesthetics, clinical service, collaboration, and media. Within five multi-stakeholder groups, the workshop participants discussed challenges and collaborative opportunities for each theme. Workshop groups prioritised the themes based on their discussions, to highlight opportunities for further development. Two groups chose function, one group chose clinical service, one group chose collaboration, and another group chose media. The identified opportunities are presented within the context of the prioritised themes, including the importance of transparent information flow between all stakeholders; user involvement throughout research studies; and routes to informing healthcare policy through collaboration. As the field of upper limb prosthetics moves toward in-home research, we present co-creation as an approach that can facilitate user involvement throughout the duration of such studies.

14.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 3277-3280, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-33018704

RESUMO

Myoelectric prostheses are commonly controlled by surface EMG. Many control algorithms, including the user learning-based control paradigm abstract control, benefit from independent control signals. Measuring at the surface of the skin reduces the signal independence through cross talk. To increase the number of independent signals, intramuscular EMG recordings might be a viable alternative for myoelectric control. This proof of concept study investigated if real time abstract myoelectric control is possible with intramuscular measurements. Six participants performed a 4-target and 12-target abstract control task with both surface and intramuscular EMG recordings. The results suggest that intramuscular EMG is suitable for abstract control, and that performance could be increased in the future by stabilizing the amplitude of the processed intramuscular EMG signal.


Assuntos
Membros Artificiais , Músculo Esquelético , Indexação e Redação de Resumos , Eletromiografia , Humanos , Estudo de Prova de Conceito
15.
IEEE Trans Neural Syst Rehabil Eng ; 28(7): 1539-1547, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-32634092

RESUMO

Motor learning-based methods offer an alternative paradigm to machine learning-based methods for controlling upper-limb prosthetics. Within this paradigm, the patterns of muscular activity used for control can differ from those which control biological limbs. Practice expedites the learning of these new, functional patterns of muscular activity. We envisage that these methods can result in enhanced control without increasing device complexity. However, key questions about training protocols, generalisation and scalability of motor learning-based methods have remained. In this work, we pursue three objectives: 1) to validate the motor learning-based abstract myoelectric control approach with people with upper-limb difference for the first time; 2) to test whether, after training, participants can generalize their learning to tasks of increased difficulty; and 3) to show that abstract myoelectric control scales with additional input signals, offering a larger control range. In three experiments, 25 limb-intact participants and 8 people with a limb difference (congenital and acquired) experienced a motor learning-based myoelectric controlled interface. We show that participants with upper-limb difference can learn to control the interface and that performance increases with experience. Across experiments, participant performance on easier lower target density tasks generalized to more difficult higher target density tasks. A proof-of-concept study demonstrates that learning-based control scales with additional myoelectric channels. Our results show that human motor learning-based approaches can enhance the number of distinct outputs from the musculature, thereby increasing the functionality of prosthetic hands and providing a viable alternative to machine learning.


Assuntos
Membros Artificiais , Eletromiografia , Mãos , Humanos , Aprendizado de Máquina , Extremidade Superior
16.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 3885-3888, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-33018849

RESUMO

The incorporation of sensory feedback in prosthetics can lead to a range of benefits, such as improved hand control, increased prosthesis embodiment, and the reduction of phantom limb pain. However, the creation of reliable sensory feedback is complicated by the temporal modulation of the nervous system. Sensory fibres in the hand are primed to react to changing conditions, firing when discrete mechanical events occur. In this study, we investigate the minimal possible stimulation needed to distinguish different sensory patterns that can be used to indicate events. We presented a two-alternative forced-choice task of transcutaneous electrical nerve stimuli to 10 participants. The results showed that different stimuli can be distinguished when double pulses have an inter-stimulus-interval of 10 ms. Additionally, providing a pause of at least 350 ms between stimuli increases the discrimination of the perception. These results suggest that humans can distinguish different patterns of transcutaneous electrical nerve stimulation with as little as two stimuli, illustrating the possibility of providing event-related stimulation.


Assuntos
Membros Artificiais , Membro Fantasma , Estimulação Elétrica Nervosa Transcutânea , Mãos , Humanos , Sensação
17.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 3497-3500, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-33018757

RESUMO

The unknown composition of residual muscles surrounding the stump of an amputee makes optimal electrode placement challenging. This often causes the experimental set-up and calibration of upper-limb prostheses to be time consuming. In this work, we propose the use of existing dimensionality reduction techniques, typically used for muscle synergy analysis, to provide meaningful real-time functional information of the residual muscles during the calibration period. Two variations of principal component analysis (PCA) were applied to electromyography (EMG) data collected during a myoelectric task. Candid covariance-free incremental PCA (CCIPCA) detected task-specific muscle synergies with high accuracy using minimal amounts of data. Our findings offer a real-time solution towards optimizing calibration periods.


Assuntos
Amputados , Membros Artificiais , Eletromiografia , Humanos , Músculo Esquelético , Análise de Componente Principal
18.
Hum Mov Sci ; 59: 223-233, 2018 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-29738941

RESUMO

Single finger force tasks lead to unintended activation of the non-instructed fingers, commonly referred to as enslaving. Both neural and mechanical factors have been associated with this absence of finger individuality. This study investigates the amplitude modulation of both intrinsic and extrinsic finger muscles during single finger isometric force tasks. Twelve participants performed single finger flexion presses at 20% of maximum voluntary contraction, while simultaneously the electromyographic activity of several intrinsic and extrinsic muscles associated with all four fingers was recorded using 8 electrode pairs in the hand and two 30-electrode grids on the lower arm. The forces exerted by each of the fingers, in both flexion and extension direction, were recorded with individual force sensors. This study shows distinct activation patterns in intrinsic and extrinsic hand muscles. Intrinsic muscles exhibited individuation, where the agonistic and antagonistic muscles associated with the instructed fingers showed the highest activation. This activation in both agonistic and antagonistic muscles appears to facilitate finger stabilisation during the isometric force task. Extrinsic muscles show an activation independent from instructed finger in both agonistic and antagonistic muscles, which appears to be associated with stabilisation of the wrist, with an additional finger-dependent modulation only present in the agonistic extrinsic muscles. These results indicate distinct muscle patterns in intrinsic and extrinsic hand muscles during single finger isometric force pressing. We conclude that the finger specific activation of intrinsic muscles is not sufficient to fully counteract enslaving caused by the broad activation of the extrinsic muscles.


Assuntos
Dedos/fisiologia , Contração Muscular/fisiologia , Músculo Esquelético/fisiologia , Adulto , Eletrodos , Eletromiografia/métodos , Feminino , Mãos/fisiologia , Força da Mão/fisiologia , Humanos , Masculino , Músculo Esquelético/inervação , Pressão , Desempenho Psicomotor/fisiologia , Amplitude de Movimento Articular/fisiologia , Rotação , Articulação do Punho/fisiologia , Adulto Jovem
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