Literature DB >> 30864550

VITA-an everyday virtual reality setup for prosthetics and upper-limb rehabilitation.

Christian Nissler1, Markus Nowak, Mathilde Connan, Stefan Büttner, Jörg Vogel, Ingo Kossyk, Zoltán-Csaba Márton, Claudio Castellini.   

Abstract

OBJECTIVE: Currently, there are some 95 000 people in Europe suffering from upper-limb impairment. Rehabilitation should be undertaken right after the impairment occurs and should be regularly performed thereafter. Moreover, the rehabilitation process should be tailored specifically to both patient and impairment. APPROACH: To address this, we have developed a low-cost solution that integrates an off-the-shelf virtual reality (VR) setup with our in-house developed arm/hand intent detection system. The resulting system, called VITA, enables an upper-limb disabled person to interact in a virtual world as if her impaired limb were still functional. VITA provides two specific features that we deem essential: proportionality of force control and interactivity between the user and the intent detection core. The usage of relatively cheap commercial components enables VITA to be used in rehabilitation centers, hospitals, or even at home. The applications of VITA range from rehabilitation of patients with musculodegenerative conditions (e.g. ALS), to treating phantom-limb pain of people with limb-loss and prosthetic training. MAIN
RESULTS: We present a multifunctional system for upper-limb rehabilitation in VR. We tested the system using a VR implementation of a standard hand assessment tool, the Box and Block test and performed a user study on this standard test with both intact subjects and a prosthetic user. Furthermore, we present additional applications, showing the versatility of the system. SIGNIFICANCE: The VITA system shows the applicability of a combination of our experience in intent detection with state-of-the art VR system for rehabilitation purposes. With VITA, we have an easily adaptable experimental tool available, which allows us to quickly and realistically simulate all kind of real-world problems and rehabilitation exercises for upper-limb impaired patients. Additionally, other scenarios such as prostheses simulations and control modes can be quickly implemented and tested.

Entities:  

Mesh:

Year:  2019        PMID: 30864550     DOI: 10.1088/1741-2552/aaf35f

Source DB:  PubMed          Journal:  J Neural Eng        ISSN: 1741-2552            Impact factor:   5.379


  6 in total

1.  Virtual Reality Treatment Displaying the Missing Leg Improves Phantom Limb Pain: A Small Clinical Trial.

Authors:  Elisabetta Ambron; Laurel J Buxbaum; Alexander Miller; Harrison Stoll; Katherine J Kuchenbecker; H Branch Coslett
Journal:  Neurorehabil Neural Repair       Date:  2021-10-27       Impact factor: 3.919

2.  Proposal of a Wearable Multimodal Sensing-Based Serious Games Approach for Hand Movement Training After Stroke.

Authors:  Xinyu Song; Shirdi Shankara van de Ven; Shugeng Chen; Peiqi Kang; Qinghua Gao; Jie Jia; Peter B Shull
Journal:  Front Physiol       Date:  2022-06-03       Impact factor: 4.755

3.  The Merits of Dynamic Data Acquisition for Realistic Myocontrol.

Authors:  Andrea Gigli; Arjan Gijsberts; Claudio Castellini
Journal:  Front Bioeng Biotechnol       Date:  2020-04-30

Review 4.  Virtual Body Ownership Illusions for Mental Health: A Narrative Review.

Authors:  Marta Matamala-Gomez; Antonella Maselli; Clelia Malighetti; Olivia Realdon; Fabrizia Mantovani; Giuseppe Riva
Journal:  J Clin Med       Date:  2021-01-03       Impact factor: 4.241

5.  Serious Games Are Not Serious Enough for Myoelectric Prosthetics.

Authors:  Christian Alexander Garske; Matthew Dyson; Sigrid Dupan; Graham Morgan; Kianoush Nazarpour
Journal:  JMIR Serious Games       Date:  2021-11-08       Impact factor: 4.143

6.  Interaction in Assistive Robotics: A Radical Constructivist Design Framework.

Authors:  Marco C Bettoni; Claudio Castellini
Journal:  Front Neurorobot       Date:  2021-06-09       Impact factor: 2.650

  6 in total

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