| Literature DB >> 35884272 |
Gabriel J Garcia1, Angel Alepuz1, Guillermo Balastegui1, Lluis Bernat1, Jonathan Mortes1, Sheila Sanchez1, Esther Vera1, Carlos A Jara1, Vicente Morell1, Jorge Pomares1, Jose L Ramon1, Andres Ubeda1.
Abstract
In this paper, we present ARMIA: a sensorized arm wearable that includes a combination of inertial and sEMG sensors to interact with serious games in telerehabilitation setups. This device reduces the cost of robotic assistance technologies to be affordable for end-users at home and at rehabilitation centers. Hardware and acquisition software specifications are described together with potential applications of ARMIA in real-life rehabilitation scenarios. A detailed comparison with similar medical technologies is provided, with a specific focus on wearable devices and virtual and augmented reality approaches. The potential advantages of the proposed device are also described showing that ARMIA could provide similar, if not better, the effectivity of physical therapy as well as giving the possibility of home-based rehabilitation.Entities:
Keywords: arm wearable; biomechanics; electrophysiology; motor rehabilitation
Mesh:
Year: 2022 PMID: 35884272 PMCID: PMC9313425 DOI: 10.3390/bios12070469
Source DB: PubMed Journal: Biosensors (Basel) ISSN: 2079-6374
Figure 1General appearance of the ARMIA wearable technology. A textile arm sleeve holds the inertial and sEMG sensors and is fastened to the chest for better fixation. The back of the wearable holds the battery and the microcontroller that communicates with the computer or device where serious games are running.
Figure 2CAD models of the structural elements, including base structure and sensor holders.
Figure 3Current ARMIA prototype showing actual location of sensors (bottom-left). EMG signals obtained from the muscles of interest (bottom-right). Inertial sensor measurements (top).
Figure 4Results obtained for participants P1–P5. Experiment 1: Tracked angle vs. recorded angle, including mean tracking error. Experiment 2: Performance of 5 biceps contractions and proposed threshold range.
Figure 5Control inputs for the gamification activities. Kinematic data (3D hand position and flexo-extension angle) and muscular data (fatigue and contraction) are used to command serious games and evaluate motor performance.