Asif Hussain1,2, Sivakumar Balasubramanian1,3, Nick Roach1, Julius Klein1,4, Nathanael Jarrassé1,5, Michael Mace1, Ann David3, Sarah Guy1, Etienne Burdet1,2. 1. 1Department of Bioengineering, Imperial College of Science, Technology and Medicine, London, UK. 2. 2School of Mechanical and Aerospace Engineering, Nanyang Technological University, Singapore. 3. 3Department of Bioengineering, Christian Medical College, Vellore, India. 4. Tecnalia Research and Innovation, San Sebastian, Spain. 5. 5CNRS, Institut des Systèmes Intelligents et de Robotique, Université Pierre et Marie Curie, Paris, France.
Abstract
INTRODUCTION: Over recent years, task-oriented training has emerged as a dominant approach in neurorehabilitation. This article presents a novel, sensor-based system for independent task-oriented assessment and rehabilitation (SITAR) of the upper limb. METHODS: The SITAR is an ecosystem of interactive devices including a touch and force-sensitive tabletop and a set of intelligent objects enabling functional interaction. In contrast to most existing sensor-based systems, SITAR provides natural training of visuomotor coordination through collocated visual and haptic workspaces alongside multimodal feedback, facilitating learning and its transfer to real tasks. We illustrate the possibilities offered by the SITAR for sensorimotor assessment and therapy through pilot assessment and usability studies. RESULTS: The pilot data from the assessment study demonstrates how the system can be used to assess different aspects of upper limb reaching, pick-and-place and sensory tactile resolution tasks. The pilot usability study indicates that patients are able to train arm-reaching movements independently using the SITAR with minimal involvement of the therapist and that they were motivated to pursue the SITAR-based therapy. CONCLUSION: SITAR is a versatile, non-robotic tool that can be used to implement a range of therapeutic exercises and assessments for different types of patients, which is particularly well-suited for task-oriented training.
INTRODUCTION: Over recent years, task-oriented training has emerged as a dominant approach in neurorehabilitation. This article presents a novel, sensor-based system for independent task-oriented assessment and rehabilitation (SITAR) of the upper limb. METHODS: The SITAR is an ecosystem of interactive devices including a touch and force-sensitive tabletop and a set of intelligent objects enabling functional interaction. In contrast to most existing sensor-based systems, SITAR provides natural training of visuomotor coordination through collocated visual and haptic workspaces alongside multimodal feedback, facilitating learning and its transfer to real tasks. We illustrate the possibilities offered by the SITAR for sensorimotor assessment and therapy through pilot assessment and usability studies. RESULTS: The pilot data from the assessment study demonstrates how the system can be used to assess different aspects of upper limb reaching, pick-and-place and sensory tactile resolution tasks. The pilot usability study indicates that patients are able to train arm-reaching movements independently using the SITAR with minimal involvement of the therapist and that they were motivated to pursue the SITAR-based therapy. CONCLUSION: SITAR is a versatile, non-robotic tool that can be used to implement a range of therapeutic exercises and assessments for different types of patients, which is particularly well-suited for task-oriented training.
The increasing demand for intense, task-specific neurorehabilitation following
neurological conditions such as stroke and spinal cord injury has stimulated
extensive research into rehabilitation technology over the last two
decades.[1,2]
In particular, robotic devices have been developed to deliver a high dose of
engaging repetitive therapy in a controlled manner, decrease the therapist’s
workload and facilitate learning. Current evidence from clinical interventions using
these rehabilitation robots generally show results comparable to intensity-matched,
conventional, one-to-one training with a therapist.[3-5] Assuming the correct movements
are being trained, the primary factor driving this recovery appears to be the
intensity of voluntary practice during robotic therapy rather than any other factor
such as physical assistance required.[6,7] Moreover, most existing robotic
devices to train the upper limb (UL) tend to be bulky and expensive, raising further
questions on the use of complex, motorised systems for neurorehabilitation.Recently, simpler, non-actuated devices, equipped with sensors to measure patients’
movement or interaction, have been designed to provide performance feedback,
motivation and coaching during training.[8-12] Research in haptics[13,14] and human
motor control[15,16] has shown how visual, auditory and haptic feedback can be used
to induce learning of a skill in a virtual or real dynamic environment. For example,
simple force sensors (or even electromyography) can be used to infer motion control[17] and provide feedback on the required and actual performances, which can allow
subjects to learn a desired task. Therefore, an appropriate therapy regime using
passive devices that provide essential and engaging feedback can enhance learning of
improved arm and hand use.Such passive sensor-based systems can be used for both
impairment-based training (e.g. gripAble[18]) and task-oriented training (ToT) (e.g. AutoCITE[8,9], ReJoyce[11]). ToT views the patient as an active problem-solver,
focusing rehabilitation on the acquisition of skills for performance of meaningful
and relevant tasks rather than on isolated remediation of impairments.[19,20] ToT has proven
to be beneficial for participants and is currently considered as a dominant and
effective approach for training.[20,21]Sensor-based systems are ideal for delivering task-oriented therapy in an automated
and engaging fashion. For instance, the AutoCITE system is a workstation containing
various instrumented devices for training some of the tasks used in
constraint-induced movement therapy.[8] The ReJoyce uses a passive manipulandum with a composite instrumented object
having various functionally shaped components to allow sensing and training of gross
and fine hand functions.[11] Timmermans et al.[22] reported how stroke survivors can carry out ToT by using objects on a
tabletop with inertial measurement units (IMU) to record their movement. However,
this system does not include force sensors, critical in assessing motor
function.In all these systems, subjects perform tasks such as reach or object manipulation at
the tabletop level, while receiving visual feedback from a monitor placed in front
of them. This dislocation of the visual and haptic workspaces may affect the
transfer of skills learned in this virtual environment to real-world tasks.
Furthermore, there is little work on using these systems for the quantitative
task-oriented assessment of functional tasks. One exception to this is the ReJoyce
arm and hand function test (RAHFT)[23] to quantitatively assess arm and hand function. However, the RAHFT primarily
focuses on range-of-movement in different arm and hand functions and does not assess
the movement quality, which is essential for skilled action.[24-28]To address these limitations, this article introduces a novel, sensor-based
System for Independent Task-Oriented Assessment and
Rehabilitation (SITAR). The SITAR consists of an ecosystem of different
modular devices capable of interacting with each other to provide an engaging
interface with appropriate real-world context for both training and assessment of
UL. The current realisation of the SITAR is an interactive tabletop with visual
display as well as touch and force sensing capabilities and a set of intelligent
objects. This system provides direct interaction with collocation of visual and
haptic workspaces and a rich multisensory feedback through a mixed reality
environment for neurorehabilitation.The primary aim of this study is to present the SITAR concept, the current
realisation of the system, together with preliminary data demonstrating the SITAR’s
capabilities for UL assessment and training. The following section introduces the
SITAR concept, providing the motivation and rationale for its design and
specifications. Subsequently, we describe the current realisation of the SITAR, its
different components and their capabilities. Finally, preliminary data from two
pilot clinical studies are presented, which demonstrate the SITAR’s functionalities
for ToT and assessment of the UL.
Methods
The SITAR concept
A typical occupational therapy or assessment session may involve patients
carrying out different activities of daily living on a tabletop. For example,
this could involve simple reaching tasks, transferring wooden blocks from one
place to another, peg removal and insertion, etc. The SITAR concept is based on
the idea of instrumenting this setup to measure patients’ movement and
interaction to provide feedback, gamification for active patient participation
and assessment of patients' sensorimotor ability in a natural context. The SITAR
concept consists of a combination of the following components:An interactive force–sensitive tabletop. A large proportion of our
daily activities involving the UL are carried out on a tabletop.
Thus, having an interactive tabletop that can sense activities
performed on it (i.e. touch and placement of objects) and can
provide visual and audio feedback will serve as an excellent
platform for designing an engaging system for training. Note that
the ability to sense interaction force at the table surface enables
a sensitive and accurate characterisation of the motor behaviour;
for example, the impact force of pick-and-place tasks can be a
useful indicator of motor ability.[29]An ecosystem of intelligent objects capable of both sensing and
providing haptic, visual and auditory feedback directly from the
object. These intelligent objects, which abstract the functional
shapes and capabilities of real-world objects, can be used as
separate tools or along with the interactive tabletop for training
and assessing different UL tasks. They would be capable of sensing
the patient’s interaction such as touch, interaction force,
translational/rotational movements, and they provide appropriate
multisensory visual, audio and vibratory feedback.Natural sensorimotor context. In most existing systems, the visual
and haptic workspaces are dislocated, i.e. a patient works or
interacts physically on a tabletop and receives visual and audio
feedback from a computer monitor located in front of the head. In
contrast, the SITAR provides collocated haptic and visual workspaces
with natural sensorimotor interaction for patients to perform and
train tasks, which provides a more natural context for interaction.
This may potentially enhance transfer to equivalent real-world
tasks.Modular architecture. The system would have a modular architecture
that enables new tools (a new object, an additional table, etc.) to
be easily integrated into the system. Moreover, each of these tools
would be suitable for using them separately without the need for any
of the other system components. In particular, an intelligent object
can be used either with or without the tabletop or the other
objects. A suitably designed game using the modular system
architecture would allow a subject to simultaneously interact with
multiple objects without any confusion. Moreover, the system would
also allow the use of other external sensing or assistive devices
that extend the SITAR’s capabilities; for example, 3D vision–based
motion tracking of the UL kinematics, an arm support system, a
wearable robotic device or a functional electrical stimulation
system for hand assistance.The SITAR with these different features would act as a natural, interactive and
quantitative tool for training and sensing UL tasks that are relevant to the
patient. It would also facilitate the development of engaging mixed reality
environments for neurorehabilitation by (a) integrating different intelligent
objects and (b) providing clear instructions and performance feedback to train
patients with minimal supervision from a therapist.
SITAR’s components
Multimodal Interactive Motor Assessment and Training Environment
(MIMATE)
The SITAR’s interactive tabletop and intelligent objects were developed using
a common platform that can (a) collect data from the different sensors in
the table, objects, etc.; (b) provide some preliminary processing of sensor
data (e.g. orientation estimation using IMU); (c) provide multimodal (e.g.
audio, visual and vibratory) feedback and (d) communicate bi-directionally
to a remote workstation (e.g. a PC). This common platform, called the MIMATE
(Multimodal Interactive Motor Assessment and Training Environment), is a
versatile, wireless-embedded platform for developing interactive devices for
a variety of healthcare applications. It has been previously used for
training, teaching and designing intelligent objects.[30] In the SITAR, the MIMATE serves as an integral part of all its
components for collecting, processing and communicating data to a remote
workstation, where all the information is fully processed for providing
feedback to the subject. A detailed description of the MIMATE was discussed
previously in the study by Hussain et al.[31] Embodiments of the SITAR can be implemented with other commercially
available platforms as well; however, the MIMATE was custom-made for use in
applications involving human interaction in motor control, learning and
neurorehabilitation.
Interactive force and touch–sensitive tabletop
The SITAR tabletop is a toughened glass surface supported on a custom-built,
aluminium, table-like structure with a 42-in. liquid crystal display
television situated directly below the glass surface (Figure 1(a)). The glass is supported
on four load cells (CZL635 Micro Load Cell (0–20 kg), Phidgets Inc.) placed
on the aluminium frame at the four corners of the table. The four load cells
are individually preamplified and connected to a MIMATE module, which
samples the data from these sensors at 100 Hz. It then wirelessly transmits
the data to the workstation. The glass surface acts similar to a force plate
used in gait analysis for detecting ground reaction force and its
centre-of-pressure (COP). The glass surface, along with the television
underneath, thus behaves like a simple, cost-effective and large touchscreen
capable of detecting a single touch and its associated force.
Figure 1.
The SITAR concept with (a) the interactive table-top alongside
some examples of intelligent objects developed including (b)
iJar to train bimanual control, (c) iPen for drawing, and (d)
iBox for manipulation and pick-and-place.
The SITAR concept with (a) the interactive table-top alongside
some examples of intelligent objects developed including (b)
iJar to train bimanual control, (c) iPen for drawing, and (d)
iBox for manipulation and pick-and-place.By measuring the load cell forces, we can determine the downward component of
the total force F acting on the glass surface and the COP
of this applied force (x, y). The total
touch force F and position can be determined from where are the calibrated forces measured from the load cells
(after removing any offsets due to the weight of the glass plate), and
X, Y are the two dimensions of the
rectangle formed by the four load cells on the table frame. Following
calibration, the x, y positional errors
were <5 mm for weights greater than 250 g while the force error was
<1 N.
Table calibration
Individual calibration of each load cell, linear calibrations of the
normal force and (x, y) coordinates of
the touch position associated with the interactive table was performed
prior to its use. This was achieved using a least squares fit to data
spanning a range of ‘typical interaction’ values arranged in a
gridded pattern with and , collected using a custom written program and passive
weights. To highlight the effectiveness of the table to track force and
position, an independent set of testing points was defined using a
grid and , and the output of the table was recorded.Figure 2 shows
the mean root mean square (RMS) error of the touch force averaged over
the entire workspace with error bars indicating the average 3 standard
deviation measurement error of the force during a single four-second
touch. The left subplot shows the absolute errors, while the right plot
shows the error as a percentage of the force specified. These plots
highlight that the average RMS error increases with elevated force but
at a much slower rate than the force itself. Conversely, the
time-dependent error is fixed as it is predominantly due to the
individual measurement noise associated with each load cell.
Figure 2.
Table force errors against touch forces (temporally and
spatially averaged) with bars showing average RMS errors
(biases) and error bars indicative of the time-dependent
error (i.e. as three standard deviations calculated from
each four second trial averaged over all nine spatial
locations). The plots show (a) the absolute errors and (b)
the errors normalised by the force-level as a
percentage.
Table force errors against touch forces (temporally and
spatially averaged) with bars showing average RMS errors
(biases) and error bars indicative of the time-dependent
error (i.e. as three standard deviations calculated from
each four second trial averaged over all nine spatial
locations). The plots show (a) the absolute errors and (b)
the errors normalised by the force-level as a
percentage.Figure 3 shows
the positional errors at the nine (x,
y) locations for four F levels
tested. At low touch forces, the position estimation becomes erratic.
This can be seen in both the 0.49 N (50 g) and 0.98 N (100 g) plots
where the positional errors (both the RMS and measurement noise) are in
the centimeter range. At larger touch forces, these errors reduce to the
millimeter scale as highlighted in Table 1. Therefore, a touch
threshold of 1 N (100 g) has been set, below which no touch would be
registered by the system. This threshold does not affect the detection
of the typical therapy objects used (see section ‘Intelligent objects’)
that generally have masses of over 200 g.
Figure 3.
Table positional errors for four different touch force values
((a) F = 0.49 N, (b)
F = 0.98 N, (c) F = 2.45 N
and (d) F = 4.91 N)). Target (reference)
locations (red plus) are shown alongside (blue) ellipses
with the centre and principal axes indicative of the mean
touch location and ±3SD measurement error in the
x and y
directions.
Table 1.
Average (F, x,
y) RMS errors and time-dependent
measurement noise for different touch force values.
Mean errors
Target force (N)
RMS ± 3SD measurement
noise
F (N)
x (mm)
y (mm)
0.49
0.04 ± 0.08
8.6 ± 36.7
18.5 ± 20.4
0.98
0.07 ± 0.07
3.6 ± 19.0
9.3 ± 11.0
2.45
0.16 ± 0.07
3.4 ± 7.4
4.6 ± 4.4
4.91
0.32 ± 0.07
2.6 ± 3.7
1.8 ± 3.1
9.81
0.65 ± 0.07
2.1 ± 4.0
2.0 ± 6.2
RMS: root mean square.
Table positional errors for four different touch force values
((a) F = 0.49 N, (b)
F = 0.98 N, (c) F = 2.45 N
and (d) F = 4.91 N)). Target (reference)
locations (red plus) are shown alongside (blue) ellipses
with the centre and principal axes indicative of the mean
touch location and ±3SD measurement error in the
x and y
directions.Average (F, x,
y) RMS errors and time-dependent
measurement noise for different touch force values.RMS: root mean square.
Detecting objects on the table
To enhance the functionality of the interactive table, a special
algorithm has been developed permitting single-touch interaction with or
without objects placed on the table surface. To achieve this, it is
necessary to differentiate the sensor data from the four load cells
during (and just following) object placement from (both static and
dynamic) human interaction. This is possible due to the observation that
during human interaction, there is always increased variability in the
force data due to either movement (dynamic interaction) or physiological
tremor (static interaction). Therefore, by thresholding the variance of
F, in both amplitude and time, it is possible to
robustly detect when any object is placed on the surface. When an object
has been detected, its weight can be used for identification while its
weight contribution can be compensated for, allowing additional objects
to be placed on the surface and/or concurrent single-touch interaction
to occur as usual. Once an object has been detected, it is added to a
virtual object list so that when its removal is detected (i.e. due to a
sudden drop in F), the appropriate object can be
selected and removed from the list based on this change.
Intelligent objects
The intelligent objects are a set of compact, instrumented and functionally
shaped devices. They are designed to enable natural interaction and sensing
during assessment and rehabilitation of common day-to-day activities such as
pick-and-place, can-opening, jar manipulation, key manipulation and writing.
The developed objects are abstracted from the shape and basic functionality
of common everyday objects making training and assessment using these
objects similar to real-world tasks. So far, five different intelligent
objects have been designed and implemented, namely iCan (for grasping and
opening), iJar (bimanual grasping and twisting), iKey (fine manipulation and
turning), iBox (for grasping and transportation) and iPen (grasping and
drawing). We have previously published the design details of some of the
intelligent objects and their use for assessing sensorimotor
function:[31-33] (a) The study by Hussain et al.[31] presents the design details of the iCan and iKey objects; (b) the
study by Jarrassé et al.[32] presents preliminary design details of the iBox and its use for
studying grasping strategies in healthy and hemiparetic patients and (c) the
study by Hussain et al.[33] presents the use of iKey for assessing fine manipulation in patients
with stroke. Here, we briefly describe three of the intelligent objects,
namely iBox, iJar and iPen. The iBox is currently used as part of a UL
assessment protocol using the SITAR. The iJar and iPen are currently not
part of any training or assessment studies with the SITAR. However, we
present their design here as they are additional objects that will become
part of the SITAR ecosystem for future training and assessment studies.
iBox
is an object designed for accurately measuring and analysing grasping
strategies during manipulation tasks.[32] It comes in the form of a cuboid (see Figure 1(d)) with dimensions
and weight of g. Due to its heterogeneous dimensions, the iBox can
be positioned in a variety of orientations to achieve different task
complexities or required grasping synergies. The use of iBox for
analysing different grasping strategies has been discussed in detail by
Jarrassé et al.[32] Like other intelligent objects, the iBox uses the MIMATE for data
collection and measures translational accelerations, rotational
velocities and orientations during manipulation, along with the distinct
forces applied normally to each of its six surfaces (up to 20 N). It
transmits these values either wirelessly using Bluetooth protocol or
over USB to a computer, at a frequency of 100 Hz.
iJar
is a tool for measuring hand coordination during an asymmetric bimanual
task similar to unscrewing the lid on a jar. It consists of a
stabilising handle that measures the grasp force (up to 20 N) during a
cylindrical grip and can be grasped with either hand (see Figure 1(b)). This
is connected to a second rotating handle through a torsional spring
mechanism with an off-centred, bidirectional force sensor-enabling
torque (or moment) to be measured during rotation. Two rotational
springs are connected in series, enabling (a) bidirectional movement to
be performed, (b) removal of any play in the system due to each spring
pre-straining the other and (c) the changing of the torque-extension
profile by adjusting both the spring constants and the amount of
pre-straining. Due to size and weight constraints, the second handle
does not measure grip force but does allow for both a cylindrical
(medium wrap) or circular grasp shape depending on the orientation of
the object within the hand. The iJar elicits different types of
movement/interaction, including (a) coordinated activity from both
hands, measured through the isometric grasp forces on the top and bottom
parts of the object and (b) wrist movements (pronation/supination and/or
flexion/extension) measured from the rotation of the top and bottom
parts of the object. This measured interaction will be analysed to infer
specifics about the bimanual motor behaviour. As with the iBox, a MIMATE
is used for data collection and measures translational accelerations,
rotational velocities and orientations during manipulation, along with
values associated with the grip force and torque measurements. The
dimension of the current iJar design is approximately 220 × 60 mm with a
weight of g.
iPen
Handwriting is an essential skill, which beyond utilitarian purposes,
offers an opportunity to train the entire UL. For patients with
high-level stroke, training with a writing system is a useful
opportunity to exercise meaningful and challenging motor skills. The
intelligent pen (iPen) was conceived to enable these training
opportunities. The iPen, shaped like a thick, whiteboard marker, can
measure interactive forces and inertial data during writing (see Figure 1(c)).
Three 3D printed semi-cylindrical shells (with 36-mm outer diameter,
3-mm thickness, subtending 115°) are linked to a core, each via a
single-axis load cell (SMD2551-002 miniature beam load cells, Strain
Measurement Devices, Bury St Edmunds, UK) to measure grip force. The
core serves as the mounting point for the load cells, and by extension,
the grip plates. The wire conduit atop the core provides a convenient
and axially centred position of the IMU (Analog Devices ADXL345,
InvenSense ITG-3200 and a Honeywell HMC5843), which is secured with a
nylon screw. The writing tip uses a button-type axial compression load
cell (FC22 load cell, Measurement Specialities) and a floating stylus
point to measure contact force with a table or surface.
Results
SITAR for UL assessment
SITAR is an ideal platform to carry out quantitative task-oriented assessment of
the UL in a more natural manner compared to conventional modes of quantitative
assessment. This section will illustrate some of the possibilities offered by
the SITAR, in the context of an ongoing, multicentre, assessment study. Ethical
approval for the study was granted by the Proportionate Review Sub-committee of
the London Dulwich Ethics Committee (REC reference: 11/LO/1818; IRAS project ID:
88134). Here, we only present preliminary results of selected tasks to
illustrate the assessment possibilities of the SITAR. Participants provided
informed consent prior to beginning the experiment.
Inclusion and exclusion criteria
Patients with stroke, of age greater than 18 years, with UL impairment who
are able to initiate a forward reach (grade 2 on Medical Research Council
(MRC) at shoulder and elbow) and cognitively able to understand and
concentrate adequately for performing the task were included in the study.
On the other hand, patients with no UL deficit following stroke or with
severe comorbidity including severe osteoarthritis, rheumatoid arthritis,
significant UL trauma (e.g. fracture) or peripheral neuropathy were excluded
from the study. People with severe neglect (star cancellation test and line
bisection test) or cognitive impairment (Mini Mental State Examination) were
also excluded.
Participants
We present data collected from six patients with stroke who underwent the
full SITAR assessment protocol; the relevant details of these six patients
can be found in Table
2. Data were also collected from 10 healthy control subjects
(age: 25.4 ± 6.46 years).
Table 2.
Demographics of the participating patients in the assessment and
usability studies.
ID
Condition
Age (y)
Sex
Affected side
FMA
Assessment study
P1
Stroke
60
M
Right
10
P2
Stroke
54
M
Left
35
P3
Stroke
52
M
Right
42
P4
Stroke
35
M
Right
23
P5
Stroke
36
F
Left
46
P6
Stroke
66
F
Left
21
Usability study
P7
Stroke
23
M
Right
–
P8
Guillain–Barre syndrome
21
M
Right
–
P9
Opercular syndrome
14
F
Right
–
P10
Traumatic brain injury
44
F
Right
–
P11
Traumatic brain injury
29
M
Right
–
FMA: Fugl–Meyer assessment.
Demographics of the participating patients in the assessment and
usability studies.FMA: Fugl–Meyer assessment.
Procedure
Participants were seated on a chair fitted with a back support in front of
the SITAR table. The participant’s feet were flat on the floor, with the
hips and knees flexed at approximately 90°. We present three important
sensorimotor abilities assessed through this protocol: workspace estimate,
pick-and-place and tactile resolution. The following subsections present the
details of how these abilities were assessed along with the preliminary
results from patients with stroke and healthy subjects.
Workspace estimate
For capturing the workspace of participants, they are seated in front of the
SITAR table and are asked to reach as far as possible in five different
directions, at 0°, 45°, 90°, 135° and 180° (with 90° representing the
forward direction). In each trial, the subject starts from the resting
position (bee-hive shown in Figure 4(a)) on the tabletop and tries to reach the maximum
distance possible along the green patch of grass displayed. Three trials are
recorded in each direction, with or without trunk restraint, to assess the
difference between compensatory and non-compensatory range of motion,
respectively.
Figure 4.
Workspace assessment: (a) Visuals of the Bee game presenting five
movement options away from the body. Subjects were asked to
reach as far as possible on the displayed green paths. (b) Polar
plots show a typical decrease in range of motion with functional
impairment.
Workspace assessment: (a) Visuals of the Bee game presenting five
movement options away from the body. Subjects were asked to
reach as far as possible on the displayed green paths. (b) Polar
plots show a typical decrease in range of motion with functional
impairment.Figure 4 shows the
normalised reaching distance of two representative
participants with stroke (subject-1: age = 60 years, Fugl–Meyer assessment
(FMA) = 10; subject-2: age = 52 years, FMA = 42). Here, the normalised
reaching distance is defined as displacement from the start (bee-hive) to
the final position (farthest touch point on the grass patch from the
bee-hive) in each direction divided by the length of the completely
stretched arm. The arm length was measured from acromion to the tip of
digitus medius. The results show differences in the average range of motion
for different directions within the control population and the two chronic
stroke survivors. Control participants had the highest average range of
motion while within the two stroke participants presented, the participant
with higher FMA had a larger workspace compared to the severely impaired
participant.
Pick and place
To assess ‘pick and placing’ of objects, subjects are seated in front of the
table (without trunk restraint) and asked to reach for the iBox placed by
the therapist. The iBox is initially positioned at 80% of the participant’s
workspace as calculated during the workspace estimate assessment (without
trunk restraint) described in the previous section. Subjects are asked to
reach for the iBox, grasp it and then transfer it to the target location
(Figure 5). The
target is set away from the body’s midline at an angle of 45°, i.e. if the
left arm is to be evaluated, the target position is located on the 135°
direction as shown in Figure 5.
Figure 5.
Pick-and-place task: (a) Schematic overview of the pick-and-place
task alongside illustrative results showing (a) grasping time
and (b) peak force of two stroke-affected patients (P3, P4)
compared to healthy control subjects (c) (The red plus signs in
the boxplots are the outliers in the data that fall beyond the
boxplot’s whiskers).
Pick-and-place task: (a) Schematic overview of the pick-and-place
task alongside illustrative results showing (a) grasping time
and (b) peak force of two stroke-affected patients (P3, P4)
compared to healthy control subjects (c) (The red plus signs in
the boxplots are the outliers in the data that fall beyond the
boxplot’s whiskers).The results of two preliminary metrics for the assessment of the performance
of two representative participants with stroke (subject-3: age = 54 years,
FMA = 35; subject-4: age = 52 years, FMA = 42) are shown in Figure 5. This figure
shows that the grasping time, defined as the time between
the first contact with the iBox and the time when it is lifted off the
table, increases with impairment. Similarly, the peak force
applied on the iBox during its transport to the target location also changes
as a result of impairment.
Tactile resolution
The sensory assessment of tactile resolution uses the AsTex® clinical tool
for quick and accurate quantification of sensory impairment.[34] The AsTex® is a rectangular plastic board to measure edge detection
capabilities, with parallel vertical ridges and grooves that logarithmically
reduce in width and are printed on a specific test area laterally across the
board. The errors that can occur due to changes in force applied by the
index finger on the board or the velocity with which the finger is moved[35] were overcome by placing the AsTex® board on the SITAR table, which
can sense the touch force and position on the AsTex® board. To assess the
tactile resolution, participants placed their index finger on the rough end
of the AsTex® board, which was slid slowly along the board by a therapist
until the point where the surface started to feel smooth to the subject.[34] The therapist had feedback of the force applied by the finger, which
ensured a relatively constant force was maintained during the assessment
(Figure 6). The
position where patients perceive the board to be smooth provides a measure
of their tactile resolution capability. Using the AsTex® board with the
SITAR allows automatic logging of all the associate force and position
information during the assessment.
Figure 6.
Assessment of tactile resolution: (a) By placing the AsTex® board
on the interactive table, one can control the force and measure
the position; (b) shows where representative stroke survivors
(P5, P6) and healthy control subjects (C) stop when they feel a
smooth surface, which corresponds to their tactile resolution
(The red plus signs in the boxplots are the outliers in the data
that fall beyond the boxplot’s whiskers).
Assessment of tactile resolution: (a) By placing the AsTex® board
on the interactive table, one can control the force and measure
the position; (b) shows where representative stroke survivors
(P5, P6) and healthy control subjects (C) stop when they feel a
smooth surface, which corresponds to their tactile resolution
(The red plus signs in the boxplots are the outliers in the data
that fall beyond the boxplot’s whiskers).Figure 6 shows the
results of the tactile resolution assessed with two representative stroke
survivors (subject-5: age = 35 years, FMA = 23 and subject-6: age = 66
years, FMA = 21). Subjects were asked to wear a blindfold, and a therapist
guided their index finger across the marked indentations from coarse to fine
grooves while ensuring a nearly constant force level (by keeping track of
on-screen visual feedback of the force). The process was repeated three
times with the results indicating a decrease in tactile resolution against
impairment, with healthy controls having the highest tactile resolution. The
current protocol used only the rough-to-smooth direction for the finger to
slide. It is possible that the results of the reverse direction (smooth to
rough) might be different and could be assessed in future studies.
SITAR for upper-extremity therapy
Apart from being an assessment tool, the SITAR also allows one to implement
interactive, engaging, task-oriented UL therapy. This section describes a pilot
usability study based on two therapeutic games illustrated in Figure 7 for training arm
movements and memory.
Figure 7.
Screenshots of two therapeutic games that have been developed for the
SITAR system, namely (a) the heap game and (b) the memory game.
Screenshots of two therapeutic games that have been developed for the
SITAR system, namely (a) the heap game and (b) the memory game.
Usability study
A pilot evaluation of the usability of the SITAR with the two aforementioned
adaptive therapy games for independent UL rehabilitation was tested at the
Rehabilitation Institute of Christian Medical College (CMC) Vellore, India.
This pilot clinical trial, approved by the Institutional Review Board of CMC
Vellore (meeting held on 3 March 2015; IRB number: 9382), was conducted on
patients with UL paresis resulting from stroke or brain injury.
Inclusion and exclusion criteria and participants
The inclusion criteria were the ability to (a) initiate a forward reach,
(b) understand the therapy task and games and (c) give informed consent.
Patients with no UL deficit or with comorbidity including severe
osteoarthritis, rheumatoid arthritis, significant UL trauma (e.g.
fracture, peripheral neuropathy), severe neglect or cognitive impairment
were excluded from the study. The study recruited five patients with UL
impairments to participate in the week-long pilot usability study with
biographical information described in Table 2.
Intervention
Five patients underwent therapy for about 20–30 min per session with the
SITAR for five therapy sessions on consecutive days except Sundays. The
first session (lasting approximately 30 min) was used to accustom the
patient with the therapy setup, the SITAR and the games. Following this,
the patients played the games by themselves without the constant
presence of the therapist or the engineer in the room. A caregiver was
allowed to stay with patients who required their presence. However, the
caregiver was instructed not to interfere with the training. On each
session, the patient played at least six trials of the heap game (HG)
and four trials of memory game (MG). Additional trials of these games
were included in a session if the patient completed these games before
20 minutes and requested more game time. Patients took small breaks in
between each game trial. During the sessions, if the patient required
any assistance during the therapy session, they could call for a
therapist or an engineer present in the adjacent room.
Outcomes
At the end of the study, patients filled in a questionnaire as shown in
Table 3
regarding their experience using the SITAR while playing therapy games.
A five-point Likert scale was used to rate different aspects of their
experiences with the system. The questions were verbally translated for
patients who did not have English literacy; the translations were
planned to be carried out by either the participating therapist or the
engineers conducting the study. Furthermore, the engineer kept a record
of the number of times patients asked for assistance, along with reasons
behind the call for assistance. After the completion of the study, two
clinicians were also contacted to review and provide feedback about the
system, based on video recordings of the therapy sessions from the five
patients. It must be noted that the primary aim of this pilot study was
to evaluate system usability, therefore, data related to therapy
efficacy were not collected.
Table 3.
Questionnaire and patient responses in the range {#x02212;2,
−1, 0, 1, 2}.
Questions
P7
P8
P9
P10
P11
How satisfied are you with the games?
2
1
2
1
0
Do you recommend SITAR to other patients?
1
2
2
2
2
Would you like SITAR to be included in your
therapy?
–
2
2
2
2
How easy is it to use the SITAR on your
own?
1
1
2
1
−1
Rating for the heap game
1
2
2
2
0
Rating for the memory game
1
1
−2
2
1
How do you compare the SITAR game sessions with
similar therapy sessions?
1
2
0
0
2
SITAR: system for independent task-oriented assessment
and rehabilitation.
Questionnaire and patient responses in the range {#x02212;2,
−1, 0, 1, 2}.SITAR: system for independent task-oriented assessment
and rehabilitation.
Heap game
The HG is an adaptive computerised version of the classic
‘Pick-up sticks’ game. It is commonly used as a therapy game, especially for
children with hemiplegia, hemiparesis or cognitive/behavioural disorders.
The game presents a heap of pencils lying on top of each other, and the task
for the patient is to clear all pencils sequentially in one minute. The
pencils can be cleared one-by-one by touching the topmost pencil in the heap
(shown in Figure
7(a)). The primary aim of this game is to encourage and train
patients to reach out and touch the SITAR tabletop at different points in
the workspace with the paretic limb. Additionally, playing the game requires
good visual perception to identify the topmost pencil, and this cognitive
ability will also be trained while playing the HG.Motor recovery generally increases with training intensity.[36,37] To
engage a patient in training intensively, the therapeutic game should be
challenging but achievable.[38] Therefore, the difficulty of a rehabilitative game should adapt to
the motor condition of each subject. In the HG, this is done by modifying
the number of pencils to be cleared and the distribution of the pencils in
the workspace for the next game trial according to the performance in
previous trials. The number of pencils for the trial, is adapted using where is the nearest integer function; α, which
indicates continued success, is 1 if the last three trials were successful
and 0 otherwise; β indicates failure and is 1 if the last
trial j was a failure and 0 otherwise;
r(j) is the rate of pencil clearance
in trial j; the minimum possible rate to succeed; is a scaling factor; the number of pencils cleared; and
T(j) is the total time taken to clear
the pencils in trial j. The multiplication factor
provides fast adaptation, when there is a large mismatch
between the game difficulty and the patient’s capability.The workspace, formed of discrete points described in polar coordinates
, is adapted pointwise according to the following:
where is the number of successful touches and the number of uncleared pencils close to the direction
θ.
Memory game
The MG illustrated in Figure 7(b) was implemented to
explore the possibility of using SITAR for cognitive training alongside arm
rehabilitation. This game presents patients with pairs of distinct pictures
placed at random locations in a rectangular grid. At the start of the game,
the patient is shown the entire grid of pictures, for a small duration
proportional to the size of the grid , to allow the patient to remember the locations of the
pictures or pairs in the grid. After this initial exposure, every picture is
covered, and the patient is asked to identify the image pairs by touching on
a specific grid cell. When a patient touches one of the covered cells, the
image in that cell is revealed. If the next touched cell exhibits the same
image, then this image pair stays revealed for the rest of the game;
otherwise, both images are covered once again. The game continues until all
the image pairs are correctly identified.The difficulty of the game increases with the number of image pairs to be
identified. This number n is modified on a trial-by-trial
basis depending on the performance history of the patient on the previous
trials: where the performance of a patient in trial j depends on the
number of exposures to the different images and the time required to clear
the images: where is the patient’s performance score in the
jth trial, e(j) is
the total number of exposures of the different images and is the minimum number of exposures required to complete
the game in the jth trial. Similarly,
T(j) is the total time (in seconds)
taken to complete the game and is the minimum amount of time required to complete the
game in the jth trial. If the subject clears all the images
with the minimum number of exposures (i.e. ), then the score is the maximum possible value, else the
score decreases depending on the values of
e(j) and
T(j). The time factor in the exponent
is used to penalise slow movements during game play.
Usability study results
The usability of the SITAR and the two therapy games was analysed using (a)
the patients’ response on the questionnaire, (b) the record of the
assistance requested by patients during the SITAR therapy and (c) the
adaptation of the two therapy games to the patients’ performance. The
summary of patient responses on the questionnaire in Table 3 shows a positive median
score over the five patients for all questions. Four of the five patients
had English literacy and were able to respond to the questionnaire without
any assistance; for one of the patients, SB verbally translated the
questionnaire in Hindi, which he can fluently read, write and speak.In general, patients were satisfied with the SITAR training and found it easy
to use the system. They also indicated an interest in using SITAR as part of
their regular therapy sessions and also in recommending it to other patients
with similar sensorimotor problems. Informal discussion with the patients
indicated that they would like to have many more games than just the two
games tested as part of this study. The lower score in MG relative to HG is
probably due to the larger cognitive requirements of this game.All patients but P11 required only intermittent assistance from the engineer
over the course of the therapy. The engineer was with the patients to
instruct them during the first session. In the following sessions, presence
of the engineer was required only intermittently. The most common reasons
for the engineer to intervene during a therapy session were to change the
game played by the patient or to motivate him to play (or sometimes due to a
technical issue, e.g. a faulty load cell in the SITAR system).Table 4
summarises the assistance provided by the engineer to the five patients. The
engineer was with the patient on the first therapy session to teach them how
to play the games and to point out possible mistakes in their movements
(e.g. resting their arm on the SITAR table). It must be noted that even when
the engineer (AD) was in the therapy room with the patient, she did not have
to constantly interact with the patient. P5 had relatively severe cognitive
problems and had difficulty focusing without the presence of a caregiver or
the engineer. For patient P4, the engineer was present along with the
caregiver for the first three sessions because the patient had minor balance
problems while in a seated position. The engineer ensured that the patient
was in a good posture during training. This patient, however, did not
require any other help from the engineer to use the system for training.
Overall, assistance was required by patients because of minor technical
issues with the table and the patients occasionally resting their arm on the
table. A few times patients had called for help to change the game because
they felt tired of playing MG. Some patients experienced fatigue when
playing this game at the end of their therapy session, as the MG is
cognitively more challenging than the HG.
Table 4.
Summary of the assistance requested by five patients during their
therapy sessions.
Day
P7
P8
P9
P10
P11
1
AP (Orientation)
2
5 (TE,GC,E)
AP ()
3 (TE)
AP (E)
AP (E)
3
3 (TE)
3 (TE)
2 (TE)
AP (E)
4
1 (GC)
2 (GC)
0
2 (TE)
5
0
Second half of session (E)
0
1 (TE)
AP: always present; E (encouragement and motivation): This is
for the purpose of encouraging and motivating the patient to
play and do well in the therapy games; GC (game change):
This is when a patient wanted to skip a particular game and
move on to the next game. The request for a game change
could be because they were bored with the current game or
the difficulty level has become too high due to fatigue
etc.; TE (technical error): including issues with the
calibration or with the patient resting his/her forearm on
the table-top.
Summary of the assistance requested by five patients during their
therapy sessions.AP: always present; E (encouragement and motivation): This is
for the purpose of encouraging and motivating the patient to
play and do well in the therapy games; GC (game change):
This is when a patient wanted to skip a particular game and
move on to the next game. The request for a game change
could be because they were bored with the current game or
the difficulty level has become too high due to fatigue
etc.; TE (technical error): including issues with the
calibration or with the patient resting his/her forearm on
the table-top.The two games adapted well to the abilities of each of the five patients who
participated in the study. In HG, the workspace estimates starting from a
default value of converged to a particular value over the course of therapy
for the radial distance in all directions. This is shown through two
representative examples in Figure 8. MG required higher cognitive skills than HG, such as
good working and visuospatial memory, which may also explain the lower
satisfaction expressed by the patients with this game relative to HG.
Figure 8.
Illustrative results showing the adaptation of the workspace over
the course of a trial for two different patients (P7, P8) while
playing the heap game.
Illustrative results showing the adaptation of the workspace over
the course of a trial for two different patients (P7, P8) while
playing the heap game.The performance of a patient in MG was evaluated by the number of exposures
taken to find a pair of images correctly; this performance was a measure of
their visuospatial and working memory. When a patient completes a trial, the
number of image pairs that were cleared in one, two, or more exposures can
be determined. This is graphically represented in Figure 9(b) which shows the
performance and progress of two representative subjects in the MG over the
course of the study. All the games started with two pairs of images, with
patient P10 (left plot) advancing to ultimately play a game with 21 image
pairs, while patient P9 was playing the game with seven pairs by the end of
his/her therapy sessions. In the stack plot shown, the colours represent the
number of exposures, and their height indicates the number of image pairs
that were identified with that many exposures. For example, in the sixth
trial of MG for patient P10, there were eight pairs of images to be
identified, out of which the patient identified three with a single
exposure, four with two exposures and one with three exposures.
Figure 9.
Illustrative results showing the performance of two patients (P9,
P10) while they played the memory game. In general, as patients
progress, the game becomes more challenging.
Illustrative results showing the performance of two patients (P9,
P10) while they played the memory game. In general, as patients
progress, the game becomes more challenging.
Discussion
Innovative task-oriented rehabilitation
Three primary factors make the SITAR unique compared to the existing sensor-based
systems for neurorehabilitation,[8,9,11,12] namely the interactive
tabletop, the collocation of visual and haptic workspaces and the modular
components capable of sensing and reacting to a patient’s interaction.The interactive tabletop can sense the position and force of a touch and is
capable of providing visual and audio feedback. Apart from providing a workspace
for carrying out different UL tasks, its sensing and feedback capabilities can
make the patient’s interaction engaging and game-like. The usefulness of such an
interactive tabletop for neurorehabilitation has prompted some of the recent
commercial developments such as the ReTouch (RehabTronics Inc.) and the Myro
(Tyromotion Ltd), with the latter developed based on the interactive table
described in this article. The table can be used in conjunction with other
devices such as a mobile arm support or a device that can help opening the hand,
so that a larger proportion of patients can use it for training.The second important feature is the collocation of the visual and haptic
workspaces. This is an important feature for enabling natural interaction during
training and its possible transfer to real-world tasks. Most existing
sensor-based systems[8,9,11] and robotic systems[1,2] present an interface with
dislocated visual and haptic workspaces. Patients interact and train with
objects at the level of a tabletop while they receive visual feedback from a
computer monitor that is placed in front of them. When training with the SITAR
table or the intelligent objects, a patient’s visual attention remains in and
around the workspace where they are physically interacting.The third important feature of the SITAR is its fully modular architecture, which
allows its different components to act with some level of autonomy when sensing
and reacting to a patient’s interaction. This feature makes the system very
versatile, enabling the different SITAR components to be used either separately
or together and, thus, gives a clinician the freedom to implement different
types of therapeutic programs. For example, a simple impairment-based therapy
program for training grip strength can be implemented using just the iBox, which
can also provide autonomous feedback to make the training interesting for the
patients. Moreover, from a technical point of view, when two or more SITAR
components are used together, they act as independent sources of information
about a patient’s interaction with the system; these multiple sources can be
fused to obtain more accurate information. For instance, short-duration arm
reaching movements between two successive touches on the SITAR table can be
reconstructed using information from an IMU worn on a subject’s wrist and the
touch position data from the SITAR table. Whenever a subject touches the SITAR
table, a zero-velocity update[39] can be carried out by incorporating the position information from the
table to recalibrate the IMU and thus minimise integration drift. This design
approach makes SITAR an ideal tool for quantifying natural interaction of a
patient with the system.The versatile architecture and the possibility of varied form factors make the
SITAR an excellent candidate for both clinic- and home-based deployment and to
train a variety of patients. A full set of components (the large SITAR table and
all intelligent objects) would be ideal for a hospital-based setup. On the other
hand, a smaller SITAR table, along with one or two selected objects can be used
at patients’ homes. The SITAR would also be suitable for use with children
although some of the objects would need to be miniaturised.The current SITAR can be extended in the following ways. The current interactive
table only detects the COP of the touch; thus, multi-touches cannot be detected
directly. Besides using technology that supports multi-touch, similar to
Tyromotion’s Myro, it is, however, possible to use the force-sensing
capabilities of some of the intelligent objects to solve the ambiguity of
multi-touches in an economic way. Furthermore, 3D vision technologies such as
the Kinect and IMU can be used to monitor arm movements which do not interact
with an object or the table, alongside compensatory arm movements, thus, greatly
complementing the current system.
Clinical feasibility
The SITAR can be used for the assessment of a patient’s sensorimotor impairments
and also one’s ability to perform complex sensorimotor tasks related to
activities of daily living. Some of the previous work with the iKey[33] and the iBox[32] demonstrated how assessment protocols can be implemented, with the
different SITAR components used individually. In this article, we presented
preliminary data on the use of SITAR for the assessment of workspace with the
interactive tabletop, pick-and-place of objects (with the iBox) and tactile
assessment (with the AsTex® board), further illustrating some of the
possibilities of SITAR as an assessment tool. The SITAR can be used to implement
simple, quick and useful measures of sensorimotor ability, as was illustrated by
the workspace estimate. It can be used to analyse complex sensorimotor tasks by
breaking them down into simpler and specific sub-tasks, as was demonstrated by
the pick-and-place task. Appropriate external tools can be easily interfaced
with the SITAR to quantify existing measures of sensorimotor performance, as was
illustrated with the AsTex® board. Other possible extensions include the use of
the SITAR table for quantifying traditional box and block tests[40] or the Action Research Arm Test (ARAT),[41] by placing the specific test objects on the table, thus complementing the
scores provided by the therapist with accurate quantitative (e.g. force and task
timing) data. The SITAR provides a rich framework for supporting interactive
strategies for neurorehabilitation of the UL. To optimally develop some of its
features, we are currently focusing on extracting useful information from the
large amounts of data generated by the system and identify information with
maximum clinical relevance.Gamification of therapy is an important requirement for engaging patients in
training, as higher motivation can help deliver increased dosage of movement
training to promote recovery. The results of the pilot usability study showed
that patients enjoyed playing the two adaptive rehabilitation games implemented
on the SITAR, as was reflected in their responses to the questionnaire. Patients
were able to use the SITAR with only little supervision or help over the course
of the study. The record of the assistance required by the patients during
therapy indicates that in general the assistance required decreased with the
therapy sessions as patients learned to use the system better. Apart from a
technical issue with the SITAR table, there were no major issues that hindered
patients from using the system on their own. However, there are two important
aspects of independent training that the current system does not address
sufficiently: (a) The current system falls significantly short in its ability
for social interaction to encourage and coach patients. This was an issue with
one of the patients in the usability study, who required the therapist in one of
the sessions to keep him/her engaged and motivated to train; (b) The absence of
a therapist can lead to patients using undesirable compensatory strategies to
play the therapy games, which can have deleterious long-term effects. The
implementation of these aspects will require further work and will be addressed
in our future activities with the SITAR.The two games tested illustrate how the SITAR can be used to train arm-reaching
movements along with other cognitive abilities such as visual perception and
visuospatial memory. However, based on feedback from patients and clinicians, we
are currently working on developing a larger set of games to ensure longer
engagement of patients during this therapy. Furthermore, tasks involving some of
the intelligent objects in the assessment study can be used for implementing
both impairment-based training (e.g. training with the iBox for improving grip
strength control) or ToT of activities of daily living. In this context, the use
of a mobile arm support and a device to assist hand opening/closing will enable
lower baseline patients to engage with the SITAR system. In addition to training
UL tasks, it is also important to monitor and discourage compensatory trunk
movements, which were observed in patients participating in the usability study.
Trunk restraints during training have been found to have a moderate effect in
reducing sensorimotor impairments of the upper extremity as measured by the FMA[42] and thus would be a useful addition to the SITAR system. We note that the
data presented here are merely to illustrate the system capabilities and do not
represent a complete study.
Conclusion
This article introduced the SITAR – a novel concept for an interactive UL workstation
for task-oriented neurorehabilitation. It presented the details of the current
realisation of the SITAR, along with preliminary data demonstrating the capability
of the system for assessment and rehabilitation in a naturalistic context. The SITAR
is a versatile tool that can be used to implement a range of therapeutic exercises
for different types of patients.
Authors: Gert Kwakkel; Roland van Peppen; Robert C Wagenaar; Sharon Wood Dauphinee; Carol Richards; Ann Ashburn; Kimberly Miller; Nadina Lincoln; Cecily Partridge; Ian Wellwood; Peter Langhorne Journal: Stroke Date: 2004-10-07 Impact factor: 7.914
Authors: R P S Van Peppen; G Kwakkel; S Wood-Dauphinee; H J M Hendriks; Ph J Van der Wees; J Dekker Journal: Clin Rehabil Date: 2004-12 Impact factor: 3.477