| Literature DB >> 31083479 |
Albert Manero1, Peter Smith2, John Sparkman3, Matt Dombrowski4, Dominique Courbin5, Anna Kester6, Isaac Womack7, Albert Chi8.
Abstract
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.Entities:
Keywords: 3D printing; cooperative expression; gamification; prosthetics
Mesh:
Year: 2019 PMID: 31083479 PMCID: PMC6540178 DOI: 10.3390/ijerph16091641
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1The Robohand assistive device, first made available for 3D printing globally via Thingiverse. Image from the Food and Drug Administration https://www.flickr.com/photos/fdaphotos/9564033498.
Figure 2The Raptor reloaded hand by Enable available for download via Thingiverse. (a) Exploded view of design and user assembly methods. (b) Completed assembly of device. https://www.thingiverse.com/thing:476403.
Figure 3The Cyborg Beast by Creighton University’s Jorge M. Zuniga and available on Thingiverse https://www.thingiverse.com/thing:261462. (a) Personalized assembled device. (b) A group of assembled hands featuring different cosmetic treatments.
Figure 4Overview of design process and methodology from design generation, user participation, and interdisciplinary manufacturing.
Figure 5(Left) Example interactive web page for children to customize color and effect regions during the design process, and how user participation can be translated to (Right) the final design with artistic input from art team and production teams. Sleeve design made in partnership with Riot Games.
Figure 63D-printed electromyographic actuated limb device with interchangeable artistic covers from Limbitless Solutions at the University of Central Florida. (a) Warrior class, (b) Ethereal class, (c) Serenity class, and (d) Shadow class.