Virtual Testing Laboratory for Lower Limb Prosthesis (original) (raw)
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Virtual Patient to Assess Prosthetic Devices
2014
In this paper we propose a digital model of the patient around which the prosthetic devices, in particular for lower limb, can be designed. The patient’s model is defined at different level of details, depending on the task to be accomplished. Three main tools are used to create the biomechanical model: a general-purpose human modeling system, medical images of the residual limb (obtained for example from Magnetic Resonance Imaging-MRI) and an ad hoc SW module for the automatic reconstruction of the residual limb model. To create the patient’s virtual human we adopted LifeMOD™, a biomechanical simulation package based on MSC ADAMS solver. Starting from a default virtual human, it is possible to generate a customized model modifying anthropometric data. We considered two reference avatars, one for transfemoral amputee and another one for transtibial amputee, which have to be customized for each specific patient. To characterize the amputee’s avatar following data are necessary: (1) p...
Virtual platform technologies for evaluation of rehabilitation progress and for prosthetic control
The on-line reproduction of the movements performed by a patient in virtual environments has been proposed for several applications, including the evaluation of new prosthetic control strategies, the training of prosthetic users and for new rehabilitation programs. Since the availability of the hardware and software technology necessary to implement various types of virtual environments, our laboratory has been interested in the development of a simulation environment which could be used as part of the rehabilitation treatment of lower limb amputees. Therefore, in this paper, a scaled prototype solution aimed at reproducing the movement of the lower limb during walking in a simulated environment was developed. A robotic simulation software was used and two forms of simulated limb control were tested: one used data from a hardware interface, collecting data from external inputs (sensors) and the other used electrophysiological signals. The software used was the free version of V REP and the hardware selected was the Arduino Mega. The implemented system complied with the requirements previously established and probed to be sufficiently versatile for the proposed application.
Prosthesis-User-in-the-Loop: a user-specific biomechanical modeling and simulation environment
Conference proceedings : ... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual Conference, 2012
In this paper, a novel biomechanical modeling and simulation environment with an emphasis on user-specific customization is presented. A modular modeling approach for multi-body systems allows a flexible extension by specific biomechanical modeling elements and enables an efficient application in dynamic simulation and optimization problems. A functional distribution of model description and model parameter data in combination with standardized interfaces enables a simple and reliable replacement or modification of specific functional components. The user-specific customization comprises the identification of anthropometric model parameters as well as the generation of a virtual three-dimensional character. The modeling and simulation environment is associated with Prosthesis-User-in-the-Loop, a hardware simulator concept for the design and optimization of lower limb prosthetic devices based on user experience and assessment. For a demonstration of the flexibility and capability of ...
Open Engineering, 2022
This article introduced a three-dimension CAD model of a prosthesis testing platform using SolidWorks software to conduct a kinematic and dynamic analysis of the transfemoral prosthesis of the virtual model. Concurrently, the event-based motion simulation (EBMS) procedure was carried out on the CAD model. The concept of the operational strategy of the test platform was clarified through the machine's real-life experience before being constructed in vitro. The platform model is capable of reproducing two active movements to simulate the locomotion of the thigh angle and hip vertical displacement for assessing the artificial knee angle motion during the gait cycle. These motions were controlled by two rotary forces (motors) that are utilized to implement control actions in EBMS. The prosthetic knee joint was built with a single axis that performs flexion and extension via the axial force of the spring. The simulation results of the thigh angle motion ranged from°20 to −°15 , while the maximum flexion of the prosthetic knee joint was (°46). The mean absolute error was (°2.727) and (°8.338) for the thigh and knee joints, respectively. In conclusion, the findings can be utilized to facilitate the design and development of prostheses.
Prosthesis-user-in-the-loop: user-centered design parameters and visual simulation
Conference proceedings : ... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual Conference, 2012
After an amputation, processes of change in the body image as well as a change in body scheme have direct influences on the quality of living in every patient. Within this paper, a paradigm of experimental induced body illusion (the Rubber Hand Illusion, RHI) is integrated in a prosthetic hardware simulator concept. This concept combines biodynamical and visual feedback to enhance the quality of rehabilitation and to integrate patients' needs into the development of prostheses aiming on user-centered solutions. Therefore, user-centered design parameters are deducted. Furthermore, the basic concept of the visual simulation is presented and a possibility for its implementation is given. Finally, issues and conclusions for future work are described.
2004
We developed a novel interface that gives upper-limb amputees a virtual hand that can manipulate objects in a challenging environment. The interface registers specific myokinetic activity of the residual limbs, and encodes the intended voluntary movements that are then actualized as virtual hand motions. The composite myokinetic interface-virtual reality (MKI-VR) system consists of an array of pressure sensors mounted in an arm sleeve, sensors of elbow and shoulder joint angles, a trained filter derived from the pseudoinverse of a response matrix, and a virtual hand model, programmed in Java 3D. Users can manipulate virtual objects such as balls and pegs in a 3-D training environment, while their performance at various difficulty levels is scored. In preliminary tests, upper-limb amputees readily gained ability to grasp and release virtual objects. We propose the utility of the MKI-VR system both as an assessment tool for rehabilitation engineers, and as a motivator for amputees to ...
A Virtual Reality System For Human Upper Limb Simulation
The objective of this article is to present the use of virtual reality techniques to create and to simulate a musculoskeletal model of human upper limbs. A computer system has been developed where a set of forces done by the muscles are parameterized and the limb motion animation, in real time, is achieved through biomechanics equations. Besides, the system allows force value changing and navigation though the model, during running time. Such characteristic is not present in most of the related systems. Motions supported by the current version of the system are: arm flexion/extension, arm aduction/abduction and forearm flexion/extension.