INTRODUCTION: When developing control strategies for robotic rehabilitation, it is important that end-users who train with those strategies retain what they learn. Within the current state-of-the-art, however, it remains unclear what types of robotic controllers are best suited for promoting retention. In this work, we experimentally compare short-term retention in able-bodied end-users after training with two common types of robotic control strategies: fixed- and variable-gain controllers. METHODS: Our approach is based on recent motor learning research, where reward signals are employed to reinforce the learning process. We extend this approach to now include robotic controllers, so that participants are trained with a robotic control strategy and auditory reward-based reinforcement on tasks of different difficulty. We then explore retention after the robotic feedback is removed. RESULTS: Overall, our results indicate that fixed-gain control strategies better stabilize able-bodied users' motor adaptation than either a no controller baseline or variable-gain strategy. When breaking these results down by task difficulty, we find that assistive and resistive fixed-gain controllers lead to better short-term retention on less challenging tasks but have opposite effects on the learning and forgetting rates. CONCLUSIONS: This suggests that we can improve short-term retention after robotic training with consistent controllers that match the task difficulty.
INTRODUCTION: When developing control strategies for robotic rehabilitation, it is important that end-users who train with those strategies retain what they learn. Within the current state-of-the-art, however, it remains unclear what types of robotic controllers are best suited for promoting retention. In this work, we experimentally compare short-term retention in able-bodied end-users after training with two common types of robotic control strategies: fixed- and variable-gain controllers. METHODS: Our approach is based on recent motor learning research, where reward signals are employed to reinforce the learning process. We extend this approach to now include robotic controllers, so that participants are trained with a robotic control strategy and auditory reward-based reinforcement on tasks of different difficulty. We then explore retention after the robotic feedback is removed. RESULTS: Overall, our results indicate that fixed-gain control strategies better stabilize able-bodied users' motor adaptation than either a no controller baseline or variable-gain strategy. When breaking these results down by task difficulty, we find that assistive and resistive fixed-gain controllers lead to better short-term retention on less challenging tasks but have opposite effects on the learning and forgetting rates. CONCLUSIONS: This suggests that we can improve short-term retention after robotic training with consistent controllers that match the task difficulty.
Entities:
Keywords:
Robot-assisted rehabilitation; control systems; haptic device; motor learning; neurorehabilitation
Robotic rehabilitation can be an effective therapy for end-users that are suffering
from long-term motor impairments following stroke or spinal cord injuries.[1] During robotic rehabilitation, a robot physically interacts with the human to
encourage the correct performance of repetitive movements. After the robot is
removed, users should not revert to their impaired behavior: instead, these users
should remember how they moved with the robot, and then replicate these correct
motions during their everyday life. Accordingly, when developing devices and
methodologies for robotic rehabilitation, we want to ensure that the robot not only
helps the user to learn the correct motion but also to retain what they have
learned after the robot is removed.Promoting long-term retention requires that rehabilitation robots carefully select
their behavior when interacting with humans. In other words, we must program
rehabilitation robots with the right control strategy. Within the
current state-of-the-art, control strategies for robotic rehabilitation can be
divided into three main categories[2-4]: control strategies that
constantly assist the user, control strategies that constantly resist the user, and
control strategies that adapt their amount of assistance or resistance based on the
user’s performance. Strategies that constantly assist or resist are
fixed-gain controllers, because here the robot’s feedback
strategy is static, and does not change between tasks. By contrast,
variable-gain controllers—such as assist-as-needed
control—adapt the robot’s feedback strategy over time in response to the end-user’s
behavior.To illustrate the difference between fixed-gain and variable-gain control strategies
for robotic rehabilitation, consider a simple robotic controller that behaves like a
spring. When the human makes mistakes and deviates from the desired trajectory, this
controller applies a force in proportion to the user’s error: if the controller’s
spring constant is positive, the robot helps by pulling the human back towards the
desired trajectory, and if the spring constant is negative, the robot resists by
pushing the human farther away from their goal. Here, fixed-gain assistance
corresponds to a positive spring constant while fixed-gain resistance corresponds to
a negative spring constant. Importantly, for these fixed-gain controllers, the robot
maintains the same spring constant across tasks, regardless of the user’s
performance. Alternatively, the robot may start the training with a positive spring
constant to help users move correctly, and then—as the human improves—the robot can
gradually decrease the spring constant to incrementally increase task difficulty.
Changing the spring constant between tasks is an example of variable-gain control,
where the robot adapts its strategy online to match the user’s capabilities.Although prior research has introduced several instances of fixed and variable gain
controllers for robotic rehabilitation, it is not yet clear which controller type(s)
are suitable for encouraging long-term retention. In this paper, we take a first
step towards addressing this issue by experimentally comparing how these different
control strategies stabilize motor adaptation in the short-term,
immediately after the robot is removed. We find that effective controller strategies
should be challenging but consistent:Overall, our work suggests that rehabilitation robots should select a
control strategy appropriate for the user’s skill and the task’s difficulty, and
then maintain that same fixed-gain controller throughout the training process. More
specifically, we make the following contributions (Note: Parts of this work have
been published at the Conference on Biomedical Robotics and Biomechatronics[5]):Robotic controllers that match the task difficulty but provide fixed
responses lead to humans with better short-term retention of their motor
adaptationExtending reward-based reinforcement with robotic
controllers: Recent experiments on motor learning[6-8]
indicate that reinforcing the user’s adapted behavior through rewards
can improve their short-term retention. We extend these prior works to
now include robotic controllers during training, so that the user
receives kinesthetic feedback (from the robot’s control strategy) in
addition to auditory feedback (rewarding the user when they complete the
task successfully). We apply this multimodal approach for robotic
rehabilitation.Conducting user studies with fixed and variable-gain
controllers: We introduce a visuomotor offset between the
robot’s actual position and the robot’s displayed position and teach
this offset to participants using no robotic controller, a fixed-gain
controller, or a variable-gain controller. We then compare how well
participants retain the visuomotor offset immediately after all robotic
feedback is removed. In our first study, we find that variable-gain
control does not result in significantly different behavior than using
no controller. In the second study, we investigate whether variable or
fixed-gain control better stabilizes the participants’ motor
adaptation.Comparing control strategies across tasks of different
difficulty: To assess how the task difficulty affects our
results, we consider two different adaptation settings: one task where
the target position remains constant and a second task where the target
position changes at each iteration. We expect that the control strategy
should be tuned to match the task difficulty. For the easier task,
participants should better retain their motor adaptation after training
with a challenging fixed controller (i.e., fixed-gain resistance), and,
for the harder tasks, participants should benefit from an assistive
fixed control strategy (i.e., fixed-gain assistance).In summary, we experimentally compare control strategies for robotic rehabilitation
and focus on short-term retention of the human’s learned behavior. This paper is a
first step towards developing effective control strategies for long-term retention
following robotic therapy.
Related work
Control strategies for robotic rehabilitation
Several control strategies have been proposed for upper-limb robotic
rehabilitation.[2,9] Here, we discuss three common types: fixed-gain assistance,
fixed-gain resistance, and assist-as-needed control. Assist-as-needed control is
an instance of a variable-gain controller (see Figure 1).
Figure 1.
Fixed and variable-gain control strategies compared in our user
studies. In the first user study, we trained participants with
either NC or AAN (variable-gain control), and in the second user
study, we trained participants with either NC, AC, or RC (fixed-gain
control). The dashed line shows the desired path. Participants adapt
to a visuomotor offset while receiving kinesthetic feedback from one
of the listed controllers; we then remove all robot feedback and
test the participant’s short-term retention.
Fixed and variable-gain control strategies compared in our user
studies. In the first user study, we trained participants with
either NC or AAN (variable-gain control), and in the second user
study, we trained participants with either NC, AC, or RC (fixed-gain
control). The dashed line shows the desired path. Participants adapt
to a visuomotor offset while receiving kinesthetic feedback from one
of the listed controllers; we then remove all robot feedback and
test the participant’s short-term retention.
Fixed-gain assistance
These controllers guide and support the human throughout the task. Fixed-gain
assistance can be implemented via impedance control with positive gains, so
that—whenever the human makes a mistake, and deviates from the correct
trajectory—the robot applies forces and torques to guide them back towards
the right motion.[10-12] Other works introduce a virtual tunnel around the
correct path, enabling the human to complete the task with their own
preferred timing[13]; if the human leaves the virtual tunnel, however, the robot begins to
assist the user.[14]
Fixed-gain resistance
These controllers are instances of error augmentation, where the robot
challenges the end-user by making their motion harder to complete. One
method is to actively resist the human’s affected limb as a function of the
movement velocity,[15-17] so that the human must complete the task within a force
field that exaggerates their mistakes. We note that both fixed-gain
assistance and resistance lie along the same continuum, so that many of the
approaches used for assistance can also be tuned to provide resistance, and
vice-versa.[18,19]
Assist-as-needed
In contrast to the prior strategies, assist-as-needed automatically modulates
the robot’s interactions to correspond with the human’s capabilities. The
robot trades off between maximizing human accuracy and minimizing robot
effort: ideally, the human completes the task correctly, with as little
robot assistance as possible.[20-23] Finding the right
amount of assistance has been addressed through optimization,[20] bounding tracking error,[22] and learning human motion patterns.[23] By intervening only as necessary, the robot increases the user’s
involvement, which is an important factor in facilitating recovery.[3]Leveraging these strategies, we compare fixed-gain assistance, fixed-gain
resistance, and assist-as-needed control within a new paradigm, where we
explore how the human maintains their motor adaptation after the robot is
removed.
Motor learning and robotic rehabilitation
Fundamental research on motor learning provides several insights for robotic
rehabilitation and controller selection. Below we introduce motor learning, and
then overview how reward-based feedback and altering task difficulty can affect
the human’s short-term retention.
Motor learning
Research on motor learning studies how humans make accurate movements: by
using sensory feedback and prior experience, humans develop adaptive models
of their body and the environment.[24] Understanding motor learning is important for neurorehabilitation in
general and robotic rehabilitation specifically,[25,26] since improved models
of the recovery process can be applied to develop better training
methodologies. We are particularly interested in methods to enhance the
retention of motor learning.
Reward-based reinforcement
Some recent motor learning research suggests that a supervised approach—where
the user receives a reward signal after they successfully perform the
task—improves the retention of motor learning.[6-8] Shmuelof et al.[8] show that adapted behavior can be stabilized by training with binary
reward feedback which notifies the user if they have succeeded. Galea et al.[6] separately consider punishment and reward: negative feedback causes
the user to learn faster, but positive feedback results in better retention
after the feedback is withdrawn. We apply these experimental designs to
robotic rehabilitation[27] and explore how adding kinesthetic feedback from the robot’s
controller alters the human’s short-term retention. We recognize that—in
practice—combining the kinesthetic signal from the controller with the
auditory signal from the reward is an instance of multimodal feedback.[4]
Task difficulty
When applying robotic controllers to teach human users, the task difficulty
can affect the resultant motor learning. Intuitively, the challenge should
match the current user’s capabilities[18]: prior work has shown that less skilled users better adapt to the
task with fixed-gain assistance, and more skilled participants benefit from
fixed-gain resistance.[28] Beyond challenge level, the task type can also be an important factor
when determining the right controller,[29] so that the same control strategy may have different effects on motor
learning when applied to new users and tasks.Building on this prior work, we augment robotic control strategies with
binary reward-based reinforcement to help humans retain what they have
learned, and we test two task difficulties within our user studies to see
how the user’s short-term retention is influenced by the task
difficulty.
Methods
Experimental overview
In this section, we describe two user studies that assess how fixed and
variable-gain robot control strategies stabilize the participant’s motor
adaptation. We follow the experimental protocol introduced by Shmuelof et al.,[8] where reward-based reinforcement is tested with able-bodied end-users.
Within our user studies, participants physically interact with a kinesthetic
haptic device and try to complete planar reaching motions in which they move the
haptic device to the desired goal position. These motions are challenging,
however, because we add a visuomotor offset between the robot’s displayed
position (that the user can see) and the robot’s actual position (which is
occluded). Participants must therefore adapt their behavior to compensate for
the unknown visuomotor offset.To adapt to this perturbation, participants train with a robotic rehabilitation
control strategy: either no controller, fixed-gain assistance, fixed-gain
resistance, or assist-as-needed. After their training is completed, we remove
all robotic feedback—so that users are always told they are performing the task
correctly—and explore whether the adapted behavior decays to the baseline
behavior, or if the participants continue to follow the visuomotor offset.
Overall, we manipulate both the control strategy and the task difficulty and
assess how these factors relate to short-term retention of an artificial
visuomotor offset with able-bodied end-users.
Independent variables
We varied the control strategy with four levels: no controller
(NC), assist-as-needed (AAN), fixed-gain
assistance (AC), and fixed-gain resistance (RC).
Both AC and RC are fixed-gain approaches, while AAN is a variable-gain
controller.We also varied the task difficulty: in Easy tasks, the human has
the same goal position during every reaching trial, while in
Hard tasks, we change the goal position between trials. The
results of our experiments demonstrate that it is more challenging to adapt to
the visuomotor offset when the target changes (i.e., the Hard task) as compared
to a training with a stationary target (i.e., the Easy task).
Dependent measures
For every control strategy and task difficulty, we measured objective outcomes
that captured each participant’s training and retention.
Error
We measured the participant’s actual hand direction at every trial and
compared that to the 30° visuomotor offset (that we wanted the human to
learn). Ideally, the difference is zero, indicating that the human has
adapted to this offset. We computed the root-mean-squared error (RMSE)
across trials to determine the participant’s motion error. Thus,
error here refers to the RMSE between the actual and
desired hand directions.
Training
During the training portion of the user studies, we recorded the
participant’s success rate (i.e., how frequently they
reached the desired goal) as well as their learning rate
(i.e., how quickly they adapted to the visuomotor offset).
Retention
In addition to the error, we also used a decay rate to
assess how rapidly participants reverted to some steady-state behavior when
feedback was removed.It is important to separate training and retention measures, since control
strategies that lead to improved training may not result in better
retention. We assess the error metric separately for
training and retention blocks. To avoid including transient behavior in
these measurements (where the human is still learning or decaying), we only
compute the error over the final 80 training trials and
final 50 error clamp trials. These thresholds were selected based on data
from pilot users.
Control strategy
We controlled the 3 degree-of-freedom haptic device to track a desired path in
task space.[30] Let be the robot’s current position in task space, and let
be the closest point along the straight line reaching motion
between start and goal. The robot applies task space forces according to the impedance control law[11]
where is a gain matrix. For the fixed-gain control strategies,
K was constant throughout training, but—for the
variable-gain approach—we updated K between iterations.
Intuitively, increasing the magnitude of K causes the robot to
provide more assistance, while negative values of K push the
human away from the desired path. Note that we did not include a damping term in
equation
(1): our control law was a proportional controller, which was
naturally damped by friction within the experimental setup. A damping term could
be added as needed.The fixed- and variable-gain control strategies leveraged in our user studies are
depicted in Figure
1.
Variable-gain control
In our first user study, we compared NC to AAN during Easy and
Hard tasks. We implemented the AAN case by updating the gain K
in equation
(1) based on the human’s capability during the previous trial. Let
be the trial number; then, under AAN, the variable-gain at the
next iteration is Here, N/m if the participant failed the reach the goal (and
therefore needs more assistance) and N/m if the participant successfully reached the goal (and
therefore can accept more challenge). We bounded the magnitude of
K and K such
that N/m, and K was fixed at 500 N/m
to ensure that participants moved in a plane. We selected these values based on
offline preliminary experiments, where they were tuned heuristically. Note that
NC did not have any control feedback: N/m.
Fixed-gain control
In our second user study, we compared NC to AC and RC during
Easy and Hard tasks. We again controlled the robot using equation
(1), but here we kept K constant, so that users
receive consistent feedback. During AC, the robot continually assisted the user
towards the goal: N/m. By contrast, during RC, the robot exaggerated the human’s
mistakes, pushing participants away from the straight line path: N/m. We selected the gain values for AC and RC to be
consistent with the bounding values of AAN from our first user study.
Experimental setup
Participants physically interacted with a haptic device (Touch X, 3D Systems)
while observing a computer monitor. This monitor rendered a representation of the participant’s reaching motion, and
displayed the robot’s offset position, as well as the start and goal positions.
Because a curtain occluded the participant’s view of the haptic device, they had
to rely on the displayed positions when making decisions. This setup allowed us
to introduce visuomotor offsets, where the displayed robot position was a
rotation of its actual position in task space. Participants also wore
headphones, which provided auditory reward-based reinforcement by playing a
pleasant sound when the human reached the goal. We implemented the visualization
and robot controllers with MATLAB/Simulink (MathWorks) and QUARC (Quanser). The
experimental setup is shown in Figure 2.
Figure 2.
Experimental setup for our user studies. The participants perform
reaching motions while grasping the haptic device, which employs a
robotic control strategy (1). The screen displays the robot’s
current position, with an added visuomotor offset (2). Participants
receive auditory reinforcement that rewards them when they complete
the task correctly (3).
Experimental setup for our user studies. The participants perform
reaching motions while grasping the haptic device, which employs a
robotic control strategy (1). The screen displays the robot’s
current position, with an added visuomotor offset (2). Participants
receive auditory reinforcement that rewards them when they complete
the task correctly (3).
Task and procedure
The experimental task consisted of repetitions of a reaching motion, where the
participant moved the haptic device from a start to goal position. We refer to
each reaching motion as a trial and the set of all trials as the task.
Reaching motion
At the beginning of each trial, the current participant held the robot at its
start position. After a variable time interval (1.5 ± 0.5 s), a goal
position appeared 80 mm from the start; participants then physically guided
the robot towards this goal. If the displayed cursor intersected the goal,
the trial was a success. The goal position was then erased, and, after
another variable time interval (1.5 ± 0.5 s), the robot autonomously moved
back to the start. Participants performed 40 unrecorded reaching motions
before the task to become familiar with our setup.Overall, the experimental task consisted of four blocks:
Baseline. A familiarization block with 20 recorded trials.
We used this block to assess the participant’s initial performance without
any visuomotor offset. Training. We next introduced a 30°
visuomotor rotation, and participants adapted to this offset over a total of
140 trials. During these trials, participants received kinesthetic feedback
from the robot controller and auditory reinforcement if they completed the
trial successfully. Within the first 60 trials, we also provided visual
feedback (so that participants could see the current robot position), and
then we removed all visual feedback during the last 80 trials, so that users
depended on the kinesthetic and auditory feedback to determine whether their
reaching motion was successful. Disturbance. To perturb the
adaptation to the original offset, participants completed 30 trials with a
45° visuomotor offset and visual feedback. Error clamp. We then
removed the robot’s feedback and measured if participants returned to the
trained 30° offset or if they reverted to their baseline behavior (i.e., no
offset). The error clamp block consisted of 100 trials, where, during each
trial, the displayed robot position reached the goal regardless of the
human’s actual motion. Leveraging error clamp trials is common in studies
examining the short-term retention or decay of learned motor
behaviors.[6-8,24]The task procedure is outlined in Figure 3. Participants moved from
baseline, to training, to disturbance, and, finally, to error clamp blocks.
Our different control strategies (NC, AAN, AC, or RC) and task difficulties
(Easy or Hard) were implemented during the training block.
We tested the short-term retention during the error clamp
block. Easy and Hard tasks. In order to determine how the task
difficulty affected retention, we tested two task types: Easy tasks and Hard
tasks. The only difference between the Easy and Hard tasks was the location
of the target during the baseline and training blocks. Within the Easy task,
the target position was constant and did not change between trials (the
target was always located at 135°). During the Hard task, the target
position was randomly chosen at each trial (the target was randomly assigned
between 90° and 180°). For both the Easy and Hard tasks, the target was at a
radius of 80 mm from the start position. These Easy and Hard tasks are based
on related works in motor learning.[8,31]
Figure 3.
Outline of the experimental procedure, where participants
complete four blocks of trials: baseline, training, disturbance,
and error clamp. During the Easy task, the goal position is
constant, but for the Hard task, the goal randomly changes at
each iteration (during baseline and training). Training is split
into two parts: first, participants get visual feedback in
addition to the kinesthetic controller and the auditory reward,
and then the visual feedback is removed.
Outline of the experimental procedure, where participants
complete four blocks of trials: baseline, training, disturbance,
and error clamp. During the Easy task, the goal position is
constant, but for the Hard task, the goal randomly changes at
each iteration (during baseline and training). Training is split
into two parts: first, participants get visual feedback in
addition to the kinesthetic controller and the auditory reward,
and then the visual feedback is removed.
Participants
Our participant pool consisted of 66 Rice University affiliates (aged 21.0 ± 3.4
years, 20 females) who provided informed written consent. Our user study was
approved by the Rice University Institutional Review Board (IRB-FY2018-29). None
of the participants had known neurological impairments, and all identified as
right handed.Of these 66 participants, 37 were involved in the first user study (aged
19.8 ± 0.7 years, 11 females), and the remaining 29 took part in the second user
study (aged 22.6 ± 4.5 years, 9 females). The participants were divided into
groups based on the robot’s control strategy, i.e., NC, AAN, AC, or RC. Within
our first user study, half of the participants trained on the Easy task and half
trained with the Hard task. During the second user study, participants completed
the experimental task twice: once with the Easy task and once with the Hard
task. We counterbalanced the order of task presentation (i.e., half started with
the Easy task and half started with the Hard task), and we separated the two
task sessions by a minimum of three days to mitigate between-task learning.
Learning and decay models
To measure the participant’s learning rate during training and decay rate during
the error clamp block, we applied models to the human’s hand direction. These
models are consistent with prior works on motor learning.[7,6,32]
Learning model
Let be the human’s estimate of the visuomotor rotation, and
let be the actual visuomotor rotation. We model the human’s
adaptation as where is a forgetting factor, is the learning rate, and is the predicted hand direction. We solved for the
learning rate (B) offline by finding
the model parameters that minimized the total squared error between the
predicted () and measured (y) hand directions.
Decay model
During the error clamp block, we similarly fit an exponential function to the
human’s hand directions where are constants and is the decay rate. Like before, we solved for the
decay rate (λ) by finding the model
parameters that minimized the total squared error between the predicted
() and measured (y) hand directions. We
point out that this decay model is leveraged in prior motor learning
works,[7,32] and equation (5) is equivalent
to the learning model described by equations (3) and (4)
for the specific case where B = 0 and .[6] Hence, we can think of the decay model as a setting where the human
stops learning (i.e., the learning rate is zero), and we are explicitly
focused on determining the forgetting factor A, which we
here refer to as the decay rate λ to prevent confusion.
Data analysis
We excluded a participant’s data if they either (a) noticed the error clamp or
(b) decayed in the wrong direction (i.e., their hand direction became
increasingly negative during the error clamp block). Only a single participant
reported noticing the presence of the error clamp (in the second user study),
and a total of six participants had a negative decay rate (two in the first user
study and four in the second). Hence, there were 35 subjects remaining in the
variable-gain user study analysis and 24 subjects in the fixed-gain user study
analysis. We performed our data analysis with SPSS (IBM).
Results
The objective results from our first user study are displayed in Figures 4 and 5. We interpret these
results below:
Figure 4.
Results from our user study with no controller (NC) and an
assist-as-needed variable controller (AAN). Top: root-mean-squared
error from the desired visuomotor offset during the final trials of
the training and error clamp blocks. Bottom: success rate during
training. Viewed together, participants found the Hard task more
challenging (increased error in training and lower success rate).
Error bars show standard error about the mean (SEM), and an asterisk
denotes statistical significance (p < .05).
Figure 5.
Variable gain term with the assist-as-needed control strategy during
the training block. This gain is updated with equation (2), and we here plot . Positive gain values indicate assistance, while
at negative gain values the robot resists the human. Based on the
human’s demonstrated capability, the robot updated its gain to
increase the challenge during the Easy task, but decrease the
challenge during the Hard task. Shaded areas show SEM.
Results from our user study with no controller (NC) and an
assist-as-needed variable controller (AAN). Top: root-mean-squared
error from the desired visuomotor offset during the final trials of
the training and error clamp blocks. Bottom: success rate during
training. Viewed together, participants found the Hard task more
challenging (increased error in training and lower success rate).
Error bars show standard error about the mean (SEM), and an asterisk
denotes statistical significance (p < .05).Variable gain term with the assist-as-needed control strategy during
the training block. This gain is updated with equation (2), and we here plot . Positive gain values indicate assistance, while
at negative gain values the robot resists the human. Based on the
human’s demonstrated capability, the robot updated its gain to
increase the challenge during the Easy task, but decrease the
challenge during the Hard task. Shaded areas show SEM.We leveraged a mixed analysis of variance (ANOVA), where controller strategy
and task difficulty were between-subject factors, and the block (training or
error clamp) was the within-subject factor. Control strategy did not have a
significant main effect (, p = .19). However, there was a
statistically significant interaction between task difficulty and block
(, p < .001). We thus reran our ANOVA
with simple main effects: participants in the Easy task had significantly
increased error during the error clamp as compared to training
(p = .05). The opposite trend occurred in the Hard
task, with less error during the error clamp as compared to training
(p < .01).
Success rate
Control strategy did not significantly affect success, but within the Hard
task, participants found it more challenging to reach the target, as
evidenced by their lower success rate (, p < .001).
Controller gain
The gain values for AAN also indicate that the Hard task was more challenging
(see Figure 5). We
observe that participants on the Easy task converged towards resistive
feedback—i.e., a negative gain—while participants on the Hard task required
positive assistance (p < .001). This result is in line
with challenge point theory in motor learning literature, where learning is
best at a specific challenge level.[18,28] The assistive control
gains allow better learning and retention for the Hard task because they
match the harder difficulty, while resistive control gains add some
challenge for the Easy task that may improve learning and retention.
Learning and decay
There were no statistically significant results for learning rate or decay
rate.
Summary (NC vs. AAN)
During both tasks, AAN and NC led to similar short-term retention; although
AAN resulted in higher error across the board (also see Table 1), this
increase was not statistically significant. Based on the results for error,
success rate, and AAN controller gain, we confirm that the Hard task was
more challenging than the Easy task.
Table 1.
Error across control strategies and task difficulties for both of
our user studies: variable-gain control and fixed-gain
control.
Variable gain
Fixed gain
NC
AAN
NC
AC
RC
Easy task
Training
5.69
5.93
5.18
4.34
7.15
Error Clamp
7.29
8.14
7.72
4.98
4.07
Hard task
Training
14.44
15.15
14.12
11.92
12.89
Error Clamp
10.91
14.09
11.01
6.24
9.30
Note: We list the average root-mean-squared error (in
degrees) between the desired and actual visuomotor offset at
the end of the training and error clamp blocks. Error clamp
scores display the users’ short-term retention after
training with the listed controller. NC: no controller; AAN:
assist-asneeded; AC: fixed-gain assistance; RC: fixed-gain
resistance.
Error across control strategies and task difficulties for both of
our user studies: variable-gain control and fixed-gain
control.Note: We list the average root-mean-squared error (in
degrees) between the desired and actual visuomotor offset at
the end of the training and error clamp blocks. Error clamp
scores display the users’ short-term retention after
training with the listed controller. NC: no controller; AAN:
assist-asneeded; AC: fixed-gain assistance; RC: fixed-gain
resistance.The results from our second user study are summarized in Figure 6, and a side-by-side comparison
of the error between our first and second user studies is listed in Table 1. We separately
discuss these results below:
Figure 6.
Results from our user study with fixed-gain controllers: no
controller (NC), fixed-gain assistance (AC), and fixed-gain
resistance (RC). Training with either RC or AC led to better
short-term retention than NC during the Easy task. RC had a lower
learning rate across the board, and AC decayed faster to
steady-state than NC. The Hard task was more challenging, as
evidenced by the decreased success rate and learning rate, and the
increased error during training as compared to error clamp.
Results from our user study with fixed-gain controllers: no
controller (NC), fixed-gain assistance (AC), and fixed-gain
resistance (RC). Training with either RC or AC led to better
short-term retention than NC during the Easy task. RC had a lower
learning rate across the board, and AC decayed faster to
steady-state than NC. The Hard task was more challenging, as
evidenced by the decreased success rate and learning rate, and the
increased error during training as compared to error clamp.We performed a mixed ANOVA, with control strategy and presentation order as
between-subject factors, and task difficulty and block as within-subject
factors. We found that the control strategy had a significant main effect
(, p < .05). For the Easy task, there
was also a significant interaction between the control strategy and the task
block (, p < .01). Contrasts are used for the
primary hypotheses of this experiment, i.e., that AC leads to improved
retention for the Hard task and RC results in improved retention for the
Easy task. Participants who trained with AC or RC had significantly less
error than those trained with NC during error clamp trials for the Easy task
(p < .05 for both). During the Hard task, neither
controller led to significantly different error than NC.Similar to the first user study, there was also an interaction between the
task difficulty and block (, p < .01). For the Hard task,
participants had less error during the error clamp trials than during the
training trials (p < .01).Control strategy did not have any effect on success during training; however,
the success rate during the Hard task was significantly lower than during
the Easy task (, p < .001).
Learning rate
The control strategy had a significant effect on the participants’ learning
rate (, p < .01). Contrasts showed that RC
resulted in slower learning than NC (p < .001) and AC
(p < .01).We additionally found that the overall learning rate was higher for the Easy
task when compared to the Hard task (, p < .01).
Decay rate
The control strategy also affected the decay rate during error clamp trials
(, p < .05). Here, contrasts determined
that AC decayed faster to the steady-state than NC
(p < .05) across the board.
Summary (NC vs. AC and RC)
Control strategy had a significant effect on how participants adapted and
maintained the visuomotor offset. During the Easy task, subjects that
trained with the RC or AC controllers had better short-term retention than
the NC baseline. We also found that participants learned the visuomotor
offset more slowly with RC, but—after all robotic feedback was removed—they
more quickly reverted to their adapted behavior after AC. As before, the
Hard task was more challenging than the Easy task: participants had lower
success and learning rates and higher training error in the Hard task.
Discussion
The results of our user studies suggest that training able-bodied subjects with the
right robot control strategy improves short-term stabilization of motor adaptation
after the robot is removed. These control strategies should be consistent but
challenging: fixed-gain controllers that match the task difficulty outperform
variable-gain controllers that adjust based on the user’s capability.For the less difficult task, subjects who trained with fixed-gain controller
(assistance or resistance) had better performance during the retention trials than
those trained without a robotic controller. During the same task, training with a
variable-gain controller (assist-as-needed) led to similar retention as training
without a controller. For the challenging task, the training control strategy did
not have a statistically significant effect on short-term retention: however, when
compared to training without a controller, we found that the fixed-gain approaches
led to lower error, while the variable-gain controller increased error (see Table 1). We note that—for
each of these control strategies and task difficulties—the robot also provided
auditory reinforcement throughout training, which rewarded users when they completed
the motion correctly.Overall, our findings demonstrate an interplay between multimodal feedback,
controller type, and task difficulty during robotic training. We separately discuss
each of these issues below.
Robotic control and reward-based reinforcement
During our user studies, participants trained while receiving kinesthetic
feedback from the robotic controller in addition to auditory feedback that
reinforced successful reaching movements. These experiments extend prior works
on motor learning[6-8]: in the
previous works, the authors compare learning with visual feedback plus
reinforcement to learning with reinforcement alone. Importantly, their results
suggest that including visual feedback can harm short-term retention. The human
may become overly dependent on the presence of visual feedback, since this
feedback continually informs them about their error from the correct motion.[33] We point out that—within our user studies—kinesthetic feedback from the
robotic controller is similar to this visual feedback, as it continually
provides the user with directional information about their distance from the
straight line path.Based on our results, however, we conclude that training with kinesthetic
feedback has a different effect on short-term retention than training with
visual feedback. Even though the control strategies provided continual
information during each reaching motion, users trained with the best-suited
controller outperformed users trained with reinforcement alone (i.e., the no
controller case). Hence, not only can we combine robotic control strategies with
reward-based reinforcement, but we can also improve short-term adaptation by
leveraging robotic controllers instead of auditory reinforcement alone. This
result is in line with works on multimodal feedback. While auditory and visual
feedback can cause detriments to learning when combined—as they share many
cognitive pathways—kinesthetic and auditory feedback have been effectively
combined to reduce cognitive workload and convey more complex feedback.[4] We might expect similar results if visual feedback was used for the
reward instead of auditory, as long as the addition does not confuse the visual
information already being received.
Fixed and variable-gain controllers
Our user studies suggest that fixed-gain robotic controllers are better suited
for short-term retention than variable-gain control. Indeed, in the Hard task,
using variable-gain control resulted in worse retention than a no controller
baseline.In order to understand why the variable-gain approaches were less effective, we
recall that fixed-gain controllers follow the same feedback direction at each
iteration while maintaining a constant gain, and variable-gain controllers not
only have variable control gains, but are also capable of switching the
direction of the force feedback based on the human’s performance. Users training
with fixed-gain assistance or fixed-gain resistance received the same feedback
when they made the same mistakes. By contrast, users training with the
variable-gain control strategy interacted with an adaptive robot, so that the
same mistakes could result in different kinesthetic feedback during different
trials. Overall, we suggest that this variability is one explanation for why
assist-as-needed control is not as well suited for promoting short-term
retention.More specifically, learning the visuomotor offset while simultaneously adapting
to the robot’s changing controller gains may have confused users within the
variable-gain group and distracted these users from internalizing the visuomotor
offset. For example, users may have associated the offset with the variable
controller, so that, after we removed the kinesthetic feedback, users also
forgot the offset.[34] Alternatively, participants with variable-gain control may have been
unsure about which kinesthetic forces would result in reward (since the strength
and direction of the robot’s force field changed over time). Especially when
switching between assistance (positive) and resistance (negative) gains, any
learned response to the controller force field will likely lead to fewer
rewards, not more. Explicitly connecting actions to reward is important for
effective reward-based reinforcement,[6-8] and the variable-gain
controller may have inhibited this connection.By contrast, the fixed-gain controllers may have improved retention because they
provided consistent feedback, which was easily understood by the users. As
expected, the fixed-gain resistance strategy resisted users during training and
resulted in lower initial learning rates: users had to overcome this resistance
before completing the task correctly. Fixed-gain assistance appeared to strongly
reinforce the user’s adapted behavior, where users more quickly reverted to what
they had learned after the robot was removed. We suggest that fixed-gain
assistance led to faster reversion since users with this robotic assistance had
less variable movements during training.Our findings for fixed and variable-gain controllers are supported by some recent
studies.[35-37] Within
these works, variable-gain controllers do not outperform fixed-gain controllers
and fail to increase the user’s retention.[36,37] Our results complement
these more recent works and also highlight the connection between fixed-gain
control and short-term retention. We recognize, however, that there are
situations where variable-gain controllers are better suited than fixed-gain
controllers, particularly when the robot needs to maintain user participation
over long-duration training.
Matching controllers to task difficulty
Within our user studies, the subjects trained on tasks of two different
difficulties: an Easy task and a Hard task. We verified that training on the
Hard task was more challenging, where subjects had lower success rates and
higher error. Interestingly, we found a relationship between task difficulty and
the best control strategy. Specifically, short-term retention improved on the
Easy task after training with either fixed-gain controller, while fixed-gain
resistance led to slower learning and fixed-gain assistance led to faster decay
across the board.Similar to previous research on robotic training,[18,28] we suggest that resistive
control strategies were better suited for less challenging tasks, while
assistive control strategies appear to lead to increased retention on more
challenging tasks (also see Table 1). One key novelty here, however, is that this pattern
applies to short-term motor adaptation, where the users are trained through
reward-based reinforcement. In practice, we recommend that the designer use the
subject’s baseline behavior to tune the control strategy, so that—after a few
trials without any robotic intervention—the designer can select the controller
that corresponds to the user’s ability in the presented task.
Applying our results to robotic rehabilitation
The experiments in this paper were performed on able-bodied end-users; however,
we are also interested in how our results may translate to robotic
rehabilitation, where the users suffer from long-term motor impairments. Several
related works on motor learning and retention have similarly conducted user
studies on able-bodied subjects with implications for the rehabilitation of
impaired users.[6,8,28,33,34] Although we recognize that extending results from training
to rehabilitation is not always straightforward,[25] we point out that some existing studies with impaired users appear to
support some of our findings. For instance, Frullo et al.[21] recently used a variable-gain assist-as-needed controller to perform
robotic rehabilitation on subjects with incomplete spinal cord injuries. Like in
our experiments, their results showed that the variable-gain controller did not
lead to improved retention when compared to the baseline. In this work, we
extend this concept to also compare the baseline and variable-gain controller to
two fixed-gain controllers.Replicating our experiments on subjects with motor impairments is a topic of
future work. Another topic for future work is how retention changes over time:
here we have focused on short-term retention, but it is also important to
explore how control strategies affect retention over longer time durations.
Conclusion
In this paper, we presented an experimental comparison of robotic rehabilitation
control strategies on able-bodied subjects, with a focus on short-term stabilization
of the human’s motor adaptation. We first extended a recent reinforcement approach
to include robotic control, where the end-user trains while receiving kinesthetic
feedback from the controller as well as auditory reward signals when they complete
the task successfully. We then performed user studies to compare the effects of
fixed and variable-gain control strategies: no controller, assist-as-needed,
fixed-gain assistance, and fixed-gain resistance. Overall, we found that the
fixed-gain control strategies led to better short-term retention than either the
variable-gain controllers or the no controller baseline. These improvements were
broken down by task difficulty: during the less difficult task fixed-gain assistance
and resistance resulted in better short-term retention, while fixed-gain resistance
had a lower learning rate and fixed-gain assistance decayed more rapidly across the
board. When applied to robotic rehabilitation, our results suggest that designers
should promote short-term retention by selecting fixed-gain robotic controllers that
match the user’s perceived difficulty. This work is only a first step towards
developing effective control strategies for long-term retention following robotic
therapy: future works should explore how our results transfer to subjects with motor
impairments, as well as retention over longer time durations.
Authors: Alexander Duschau-Wicke; Joachim von Zitzewitz; Andrea Caprez; Lars Lunenburger; Robert Riener Journal: IEEE Trans Neural Syst Rehabil Eng Date: 2010-02 Impact factor: 3.802
Authors: Eric T Wolbrecht; Vicky Chan; David J Reinkensmeyer; James E Bobrow Journal: IEEE Trans Neural Syst Rehabil Eng Date: 2008-06 Impact factor: 3.802
Authors: Marie-Hélène Milot; Laura Marchal-Crespo; Christopher S Green; Steven C Cramer; David J Reinkensmeyer Journal: Exp Brain Res Date: 2009-09-29 Impact factor: 1.972
Authors: Peter S Lum; Charles G Burgar; Peggy C Shor; Matra Majmundar; Machiel Van der Loos Journal: Arch Phys Med Rehabil Date: 2002-07 Impact factor: 3.966