Human factors considerations of Interaction between wearers and intelligent lower-limb prostheses: a prospective discussion.

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL Journal of NeuroEngineering and Rehabilitation Pub Date : 2024-10-22 DOI:10.1186/s12984-024-01475-x
Xiaolu Bai, Jing Yuan, Ming Liu, He Huang, Jing Feng
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Abstract

Compared to traditional lower-limb prostheses (LLPs), intelligent LLPs are more versatile devices with emerging technologies, such as microcontrollers and user-controlled interfaces (UCIs). As emerging technologies allow a higher level of automation and more involvement from wearers in the LLP setting adjustments, the previous framework established to study human factors elements that affect wearer-LLP interaction may not be sufficient to understand the new elements (e.g., transparency) and dynamics in this interaction. In addition, the increased complexity of interaction amplifies the limitations of the traditional evaluation approaches of wearer-LLP interaction. Therefore, to ensure wearer acceptance and adoption, from a human factors perspective, we propose a new framework to introduce elements and usability requirements for the wearer-LLP interaction. This paper organizes human factors elements that appear with the development of intelligent LLP technologies into three aspects: wearer, device, and task by using a classic model of the human-machine systems. By adopting Nielsen's five usability requirements, we introduce learnability, efficiency, memorability, use error, and satisfaction into the evaluation of wearer-LLP interaction. We identify two types of wearer-LLP interaction. The first type, direct interaction, occurs when the wearer continuously interacts with the intelligent LLP (primarily when the LLP is in action); the second type, indirect interaction, occurs when the wearer initiates communication with the LLP usually through a UCI to address the current or foreseeable challenges. For each type of interaction, we highlight new elements, such as device transparency and prior knowledge of the wearer with the UCI. In addition, we redefine the usability goals of two types of wearer-LLP interaction with Nelson's five usability requirements and review methods to evaluate the interaction. Researchers and designers for intelligent LLPs should consider the new device elements that may additionally influence wearers' acceptance and the need to interpret findings within the constraints of the specific wearer and task characteristics. The proposed framework can also be used to organize literature and identify gaps for future directions. By adopting the holistic usability requirements, findings across empirical studies can be more comparable. At the end of this paper, we discuss research trends and future directions in the human factors design of intelligent LLPs.

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佩戴者与智能下肢假肢之间互动的人为因素考虑:前瞻性讨论。
与传统的下肢假肢(LLP)相比,智能 LLP 是采用微控制器和用户控制界面(UCI)等新兴技术的多功能设备。由于新兴技术可实现更高水平的自动化,佩戴者可更多地参与 LLP 的设置调整,以往为研究影响佩戴者与 LLP 互动的人为因素而建立的框架可能不足以理解这种互动中的新因素(如透明度)和动态变化。此外,交互复杂性的增加也扩大了佩戴者与 LLP 交互的传统评估方法的局限性。因此,为了确保佩戴者的接受度和采用率,我们从人为因素的角度出发,提出了一个新的框架,以引入佩戴者-LLP 交互的要素和可用性要求。本文通过使用经典的人机系统模型,将随着智能 LLP 技术的发展而出现的人为因素分为三个方面:佩戴者、设备和任务。通过采用尼尔森的五个可用性要求,我们将可学习性、效率、可记忆性、使用错误和满意度引入到穿戴者与 LLP 交互的评估中。我们确定了佩戴者与 LLP 交互的两种类型。第一种是直接交互,即穿戴者与智能龙8娱乐long8持续交互(主要是在龙8娱乐long8运行时);第二种是间接交互,即穿戴者与龙8娱乐long8启动通信,通常是通过一个UCI来解决当前或可预见的挑战。对于每种类型的交互,我们都强调了新的要素,如设备的透明度和佩戴者对 UCI 的事先了解。此外,我们还根据纳尔逊的五项可用性要求重新定义了两种穿戴者-LLP交互的可用性目标,并回顾了评估交互的方法。智能LLP的研究人员和设计人员应该考虑到可能会额外影响穿戴者接受度的新设备元素,以及在特定穿戴者和任务特征的限制下解释研究结果的必要性。建议的框架还可用于整理文献,找出未来发展方向的差距。通过采用整体可用性要求,实证研究的结果更具可比性。在本文的最后,我们讨论了智能 LLP 人因设计的研究趋势和未来方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
期刊最新文献
Comparison of synergy extrapolation and static optimization for estimating multiple unmeasured muscle activations during walking. Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study. Instrumented assessment of lower and upper motor neuron signs in amyotrophic lateral sclerosis using robotic manipulation: an explorative study. Rest the brain to learn new gait patterns after stroke. Effects of virtual reality rehabilitation after spinal cord injury: a systematic review and meta-analysis.
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