Individualized robot-assisted training for MS- and stroke patients in I-TRAVLE (original) (raw)

The Social Maze: A Collaborative Game to Motivate MS Patients for Upper Limb Training

Entertainment Computing - ICEC 2012, 2012

Serious gaming is often used in the context of rehabilitation to increase the motivation of the patient to continue the rehabilitation program for a longer period. We investigate serious gaming in the context of rehabilitation programs for multiple sclerosis (MS) patients. Force feedback in combination with a virtual environment is used to establish a training environment supporting basic exercises and more advanced training games for the upper limb, in order to provide patients with an individual training program according to their capabilities. Based on our positive experiences with the use of individual games in this context, we explore “Social Gaming”. More specifically, we designed and developed a “Social Maze”, allowing patients to train together and to interact with the therapist. In this paper we clarify the game concept, setup and context in which the game is used, and report about the player experiences of patients and therapist.

A robotic system to train activities of daily living in a virtual environment

Medical & Biological Engineering & Computing, 2011

In the past decade, several arm rehabilitation robots have been developed to assist neurological patients during therapy. Early devices were limited in their number of degrees of freedom and range of motion, whereas newer robots such as the ARMin robot can support the entire arm. Often, these devices are combined with virtual environments to integrate motivating game-like scenarios. Several studies have shown a positive effect of game-playing on therapy outcome by increasing motivation. In addition, we assume that practicing highly functional movements can further enhance therapy outcome by facilitating the transfer of motor abilities acquired in therapy to daily life. Therefore, we present a rehabilitation system that enables the training of activities of daily living (ADL) with the support of an assistive robot. Important ADL tasks have been identified and implemented in a virtual environment. A patient-cooperative control strategy with adaptable freedom in timing and space was developed to assist the patient during the task. The technical feasibility and usability of the system was evaluated with seven healthy subjects and three chronic stroke patients.

Recent trends in robot-assisted therapy environments to improve real-life functional performance after stroke

Journal of neuroengineering and rehabilitation, 2006

Upper and lower limb robotic tools for neuro-rehabilitation are effective in reducing motor impairment but they are limited in their ability to improve real world function. There is a need to improve functional outcomes after robot-assisted therapy. Improvements in the effectiveness of these environments may be achieved by incorporating into their design and control strategies important elements key to inducing motor learning and cerebral plasticity such as mass-practice, feedback, task-engagement, and complex problem solving. This special issue presents nine articles. Novel strategies covered in this issue encourage more natural movements through the use of virtual reality and real objects and faster motor learning through the use of error feedback to guide acquisition of natural movements that are salient to real activities. In addition, several articles describe novel systems and techniques that use of custom and commercial games combined with new low-cost robot systems and a hum...

Robotic Rehabilitation Game Design for Chronic Stroke

Games for Health Journal, 2012

Objective: This study investigates games intended for use with an upper-limb exoskeleton robot operated unilaterally and bilaterally. Games are evaluated in terms of usability and preference for stroke survivors. Game design considerations relating to the human to machine interface, are also discussed. Subjects and Methods: Ten hemiparetic stroke survivors completed 12 90-minute sessions using an upper-limb robotic exoskeleton unilaterally and bilaterally. During the sessions subjects played seven different games designed for rehabilitation. At the conclusion of their sessions subjects completed an 83-question survey. Results: Subjects preferred static games to dynamic games. Preferred games elicited greater effort. Conclusions: Intermediate goals in addition to ultimate goals should be set with both static and dynamic games such that even with the patient's limited range of motion, speed, or coordination, the game should be playable and provide a sense of accomplishment to the patient. Marking the games' ultimate goals that can be accomplished only by healthy subjects, such as range of motion and workspace, provide references and encouragement to the patient for improving motor control and performance through the process of playing the game.

Virtual Environments for Motor Rehabilitation: Review

2005

In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.

The Robot that Learns from the Therapist How to Assist Stroke Patients

New Trends in Medical and Service Robots, 2014

Results from clinical studies suggest that assisted training is beneficial for the recovery of functioning in patients with stroke and other central nervous system injuries. The training consists of the repetition of movements, which change the excitability of the brain, and due to cortical plasticity have carry-over effects. We are developing a 3D arm assistant that interfaces the patient at the hand/wrist. The development addresses three major issues: (1) the selection of the tasks that are appropriate for the training based on the level of motor abilities (2) the design of the visual feedback that enhances the motivation to train, and (3) the assessment of the performance. Therefore, our design integrates the new 3D robot assistant, various gaming based visual feedback, and software that acquires data on-line from sensors (position of the hand and force between the robot and the hand). The major novelties that the 3D arm assistant brings are the following: an automatic method of capturing movements presented by the therapist (expert), the use of the probabilistic movement representation for control of the robot, the incorporation of simple gaming with adjustable levels of difficulty, and finally, the assessment of differences between the achieved and target movements (kinematics) and interface force measured by a special handle with multiple sensors. The components of the new arm assistant in 2D have been tested and proved to work effectively in the clinical trials with stroke patients.