| Literature DB >> 34202546 |
Daniela Camargo-Vargas1, Mauro Callejas-Cuervo2, Stefano Mazzoleni3.
Abstract
In recent years, various studies have demonstrated the potential of electroencephalographic (EEG) signals for the development of brain-computer interfaces (BCIs) in the rehabilitation of human limbs. This article is a systematic review of the state of the art and opportunities in the development of BCIs for the rehabilitation of upper and lower limbs of the human body. The systematic review was conducted in databases considering using EEG signals, interface proposals to rehabilitate upper/lower limbs using motor intention or movement assistance and utilizing virtual environments in feedback. Studies that did not specify which processing system was used were excluded. Analyses of the design processing or reviews were excluded as well. It was identified that 11 corresponded to applications to rehabilitate upper limbs, six to lower limbs, and one to both. Likewise, six combined visual/auditory feedback, two haptic/visual, and two visual/auditory/haptic. In addition, four had fully immersive virtual reality (VR), three semi-immersive VR, and 11 non-immersive VR. In summary, the studies have demonstrated that using EEG signals, and user feedback offer benefits including cost, effectiveness, better training, user motivation and there is a need to continue developing interfaces that are accessible to users, and that integrate feedback techniques.Entities:
Keywords: brain computer interfaces (BCIs); electroencephalography (EEG); lower limb; rehabilitation; upper limb; virtual reality
Mesh:
Year: 2021 PMID: 34202546 PMCID: PMC8271710 DOI: 10.3390/s21134312
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Inclusion and exclusion criteria.
| Inclusion Criteria | Exclusion Criteria |
|---|---|
| Use of encephalographic signals (EEG) | Application or device developed for rehabilitation in upper and lower limb of the human body unspecified |
| Applications for the rehabilitation of upper and lower limbs of the human body. | Articles that present analyses of the BCI interface design procedure or are review articles |
| Applications whose focus is to rehabilitate motor intention or assist with movement | Articles describing brain-computer interfaces with invasive procedures |
| Use of virtual environments as a feedback technique. | Articles describing brain-computer interfaces with invasive procedures or not indicating EEG signal processing techniques |
Main characteristics of the included studies.
| No | Limb Being Rehabilitated | Purpose of BCI Application | Category of BCI Application | BCI Application | Type of Feedback to Uset | Type of Virtual Reality | Reference |
|---|---|---|---|---|---|---|---|
| 1 | Upper limb | Motor intention | Virtual limb | Virtual upper limb | Visual | Fully Immersive Virtual reality | [ |
| 2 | Upper limb | Motor intention | Video game | VR shooting game | Visual, Auditory | Fully Immersive Virtual reality | [ |
| 3 | Lower limb | Assist with movement | Wheelchair | 2D virtual wheelchair | Visual, Auditory | Non-immersive virtual reality | [ |
| 4 | Lower limb | Assist with movement | Wheelchair | Simulated or real wheelchair. | Visual | Non-immersive virtual reality | [ |
| 5 | Lower limb | Motor intention | Virtual limb | Ball-kicking simulation | Visual, Haptic | Semi-immersive virtual reality | [ |
| 6 | Upper and lower limb | Assist with movement | Video game | Virtual maze | Visual | Non-immersive virtual reality | [ |
| 7 | Upper limb | Assist with movement | Virtual limb | 3D robotic hand | Visual | Semi-immersive virtual reality | [ |
| 8 | Upper limb | Assist with movement | Virtual limb | Robot (virtual robot and mobile robot) | Visual, Auditory | Non-immersive virtual reality | [ |
| 9 | Upper limb | Motor intention | Virtual limb | Upper virtual limb | Visual, Auditory, Haptic | Non-immersive virtual reality | [ |
| 10 | Upper limb | Motor intention | Video game | Neurogame (Rowing game) | Visual, Auditory | Fully Immersive Virtual reality | [ |
| 11 | Upper limb | Assist with movement | Virtual limb | Virtual hands through MI. | Visual, Auditory | Fully Immersive Virtual reality | [ |
| 12 | Lower limb | Motor intention | Virtual limb | Avatar walking in a virtual environment | Visual | Non-immersive virtual reality | [ |
| 13 | Upper limb | Motor intention | Orthosis | Electric-action hand orthosis | Visual | Non-immersive virtual reality | [ |
| 14 | Lower limb | Motor intention | Dorsiflexion of the foot with a FES system | Visual, Haptic | Non-immersive virtual reality | [ | |
| 15 | Upper limb | Assist with movement | Video game | Nine training movements | Visual, Auditory, Haptic | Semi-immersive virtual reality | [ |
| 16 | Upper limb | Assist with movement | Video game | Target shooting game | Visual | Fully Immersive Virtual reality | [ |
| 17 | Lower limb | Motor intention | Virtual limb | Robotic monocycle | Visual | Non-immersive virtual reality | [ |
| 18 | Upper limb | Motor intention | Soft Exoskeleton | A soft finger exoskeleton | Visual, Auditory | Non-immersive virtual reality | [ |
Figure 1Chart for identifying relevant studies.
Figure 2Interconnection between some relevant characteristics of the study.
Figure 3Interconnection between the type of BCI application and the type of virtual reality employed.
Figure 4Architecture of a Brain Computer Interface.
Figure 5Techniques applied during EEG signal processing of the included proposals.
Figure 6Methods used in the classification and modeling of the control system of the included proposals.