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2019 IEEE 16th International Conference on Rehabilitation Robotics (ICORR)最新文献

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Design of User-Independent Hand Gesture Recognition Using Multilayer Perceptron Networks and Sensor Fusion Techniques 基于多层感知器网络和传感器融合技术的用户独立手势识别设计
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779533
J. G. Colli-Alfaro, Anas Ibrahim, Ana Luisa Trejos
According to the World Health Organization, stroke is the third leading cause of disability. A common consequence of stroke is hemiparesis, which leads to the impairment of one side of the body and affects the performance of activities of daily living. It has been proven that targeting the motor impairments as early as possible while using wearable mechatronic devices as a robot assisted therapy, and letting the patient be in control of the robotic system, can improve the rehabilitation outcomes. However, despite the increased progress on control methods for wearable mechatronic devices, a need for a more natural interface that allows for better control remains. In this work, a user-independent gesture classification method based on a sensor fusion technique using surface electromyography (EMG) and an inertial measurement unit (IMU) is presented. The Myo Armband was used to extract EMG and IMU data from healthy subjects. Participants were asked to perform 10 types of gestures in 4 different arm positions while using the Myo on their dominant limb. Data obtained from 14 participants were used to classify the gestures using a Multilayer Perceptron Network. Finally, the classification algorithm was tested on 5 novel users, obtaining an average accuracy of 78.94%. These results demonstrate that by using the proposed approach, it is possible to achieve a more natural human machine interface that allows better control of wearable mechatronic devices during robot assisted therapies.
据世界卫生组织称,中风是致残的第三大原因。中风的一个常见后果是偏瘫,它会导致身体一侧受损,影响日常生活活动的表现。事实证明,尽早针对运动障碍,同时使用可穿戴机电设备作为机器人辅助治疗,并让患者控制机器人系统,可以改善康复效果。然而,尽管可穿戴机电设备的控制方法取得了越来越多的进展,但仍然需要一个更自然的界面来实现更好的控制。在这项工作中,提出了一种基于表面肌电图(EMG)和惯性测量单元(IMU)传感器融合技术的用户独立手势分类方法。使用Myo臂带提取健康受试者的肌电图和IMU数据。参与者被要求在他们的主要肢体上使用Myo,以4种不同的手臂姿势做10种手势。从14名参与者获得的数据被用于使用多层感知器网络对手势进行分类。最后,对5个新用户进行了分类算法测试,平均准确率为78.94%。这些结果表明,通过使用所提出的方法,可以实现更自然的人机界面,从而在机器人辅助治疗期间更好地控制可穿戴机电设备。
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引用次数: 13
An Adaptive Socket Attaches onto Residual Limb Using Smart Polymers for Upper Limb Prosthesis 基于智能聚合物的残肢自适应套接器
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779404
Christopher Shallal, Lu Li, Harrison H. Nguyen, Filip Aronshtein, Soo Hyun Lee, Jian Zhu, N. Thakor
A major challenge for upper limb amputees is discomfort due to improper socket fit on the residual limb during daily use of their prosthesis. Our work introduces the implementation of soft robotic actuators into a prosthetic socket. The soft actuators are a type of electrically-powered actuator. The actuator is driven through changes in internal temperature causing actuation due to vapor pressure, which results in high and reliable force outputs. A regression fit was generated to model how the smart polymer’s temperature relates to force output, and the model was cross-validated based on training data collected from each actuator. A proportional integral (PI) controller regulated the force exerted by the actuators based off of tactile and temperature feedback. Results showed that a socket system can be integrated with smart polymers and sensors, and demonstrated the ability to control two actuators and reach desired forces from set temperatures.
对于上肢截肢者来说,在日常使用假肢时,由于残肢上的凹槽不合适而引起的不适是一个主要的挑战。我们的工作介绍了软体机器人执行器在假肢插座中的实现。软执行器是一种电动执行器。执行器通过内部温度的变化驱动,由于蒸汽压力导致执行,从而产生高可靠的力输出。生成回归拟合模型来模拟智能聚合物的温度与力输出之间的关系,并根据从每个执行器收集的训练数据对模型进行交叉验证。比例积分(PI)控制器根据触觉和温度反馈调节执行器施加的力。结果表明,套接系统可以集成智能聚合物和传感器,并且能够控制两个致动器,并在设定温度下达到所需的力。
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引用次数: 2
A Control Architecture for Grasp Strength Regulation in Myocontrolled Robotic Hands Using Vibrotactile Feedback: Preliminary Results 一种基于振动触觉反馈的肌控机械手抓握强度调节控制体系:初步结果
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779476
R. Meattini, L. Biagiotti, G. Palli, Daniele De Gregorio, C. Melchiorri
Nowadays, electric-powered hand prostheses do not provide adequate sensory instrumentation and artificial feedback to allow users voluntarily and finely modulate the grasp strength applied to the objects. In this work, the design of a control architecture for a myocontrol-based regulation of the grasp strength for a robotic hand equipped with contact force sensors is presented. The goal of the study was to provide the user with the capability of modulating the grasping force according to target required levels by exploiting a vibrotactile feedback. In particular, the whole human-robot control system is concerned (i.e. myocontrol, robotic hand controller, vibrotactile feedback.) In order to evaluate the intuitiveness and force tracking performance provided by the proposed control architecture, an experiment was carried out involving four naïve able-bodied subjects in a grasping strength regulation task with a myocontrolled robotic hand (the University of Bologna Hand), requiring for grasping different objects with specific target force levels. The reported results show that the control architecture successfully allowed all subjects to achieve all grasping strength levels exploiting the vibrotactile feedback information. This preliminary demonstrates that, potentially, the proposed control interface can be profitably exploited in upper-limb prosthetic applications, as well as for non-rehabilitation uses, e.g. in ultra-light teleoperation for grasping devices.
目前,电动假肢不能提供足够的感官仪器和人工反馈,以允许用户自愿和精细地调节对物体的抓取强度。在这项工作中,提出了一种基于肌肉控制的机械人手抓取强度调节的控制体系设计,该控制体系用于配备接触力传感器的机械人手。该研究的目的是通过利用振动触觉反馈,为用户提供根据目标所需水平调节抓握力的能力。特别是整个人机控制系统(即肌肉控制,机械手控制器,振动触觉反馈)。为了评估所提出的控制体系结构所提供的直观性和力跟踪性能,在一项肌肉控制机械手(博洛尼亚大学之手)的抓取强度调节任务中,对4名naïve健全受试者进行了实验,要求在特定的目标力水平下抓取不同的物体。报告的结果表明,控制架构成功地允许所有受试者利用振动触觉反馈信息实现所有抓取强度水平。这初步表明,潜在地,所提出的控制接口可以在上肢假肢应用中得到有益的利用,以及非康复用途,例如,在超轻型遥控抓取装置中。
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引用次数: 2
May I Keep an Eye on Your Training? Gait Assessment Assisted by a Mobile Robot* 我可以关注你的训练吗?移动机器人辅助步态评估*
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779369
Andrea Scheidig, Bianca Jäschke, Benjamin Schütz, T. Q. Trinh, Alexander Vorndran, Anke Mayfarth, H. Groß
A successful rehabilitation after surgery in hip endoprosthetics comprises self-training of the lessons taught by physiotherapists. While doing this, immediate feedback to the patient about deviations from physiological gait patterns during training is important. Such immediate feedback also concerns the correct usage of forearm crutches in three-point gait. In the project ROGER, a mobile Socially Assistive Robot (SAR) to support patients after surgery in hip endoprosthetics is going to be developed. The current implementation status of the robotic application developed for the use in a real-world scenario is presented below.
髋关节内假体手术后的成功康复包括物理治疗师所教的课程的自我训练。当这样做时,在训练过程中对患者的生理步态模式偏差的即时反馈是很重要的。这种即时反馈也关系到三点步态中前臂拐杖的正确使用。在ROGER项目中,将开发一种移动社交辅助机器人(SAR),用于支持髋关节内假体手术后的患者。为在实际场景中使用而开发的机器人应用程序的当前实现状态如下所示。
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引用次数: 14
Pilot Long-term Evaluation of Competitive and Cooperative Exercise Games in Inpatient Stroke Rehabilitation 竞赛与合作运动游戏在住院脑卒中康复中的试点长期评价
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779514
Maja Goršič, I. Cikajlo, Metka Javh, N. Goljar, D. Novak
Interpersonal rehabilitation games, which allow patients to compete or cooperate with other patients or unimpaired loved ones, have demonstrated promising short-term results, but have not yet been tested in longer-term studies. This paper thus presents a preliminary 9-session evaluation of interpersonal rehabilitation games for post-stroke arm exercise. Two pairs of stroke survivors were provided with a system that included one competitive and one cooperative rehabilitation game, and exercised with it for 9 sessions in addition to their conventional therapy. They were able to choose the game they wanted to play in each session, and had to exercise for at least 10 minutes per session. Both pairs completed the protocol without any issues, reporting high levels of motivation and consistent levels of exercise intensity (measured using inertial sensors) across the sessions. Furthermore, the maximum difficulty levels reached in the cooperative game increased over time, and improvements of 1–8 points were observed on the Box and Block test. These results indicate that 2 different interpersonal games are sufficient to promote high levels of motivation and exercise intensity for 9 sessions performed over a 3-week period. As the next step, our system will be expanded with additional competitive, cooperative and single-player games, then tested in full clinical trials in both clinical and home environments.
人际康复游戏允许患者与其他患者或未受损的亲人竞争或合作,已显示出有希望的短期效果,但尚未在长期研究中进行测试。因此,本文提出了一个初步的9期评估人际康复游戏中风后手臂运动。研究人员为两对中风幸存者提供了一个系统,其中包括一个竞争性康复游戏和一个合作性康复游戏,并在常规治疗之外进行了9次训练。他们可以在每个阶段选择自己想玩的游戏,并且每个阶段必须至少锻炼10分钟。两对参与者都顺利完成了实验,在整个过程中,他们都表现出了很高的动力和一致的运动强度(用惯性传感器测量)。此外,在合作游戏中达到的最高难度水平随着时间的推移而增加,在盒子和积木测试中观察到1-8分的提高。这些结果表明,两种不同的人际游戏足以促进高水平的动机和运动强度,在3周的时间内进行9次。下一步,我们的系统将扩展到更多的竞争、合作和单人游戏中,然后在临床和家庭环境中进行全面的临床试验。
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引用次数: 2
Elicitation of usability-related Requirements for Upper-Limb Rehabilitation Systems 上肢康复系统的可用性相关需求的引出
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779464
Johannes Zajc, M. Russold
The increasing number of strokes coincides with the need for new effective rehabilitation systems. In this contribution the methods and results of a series of user surveys comprising methods of qualitative research are presented. The goal of these surveys was to elicit requirements health care professionals pose on rehabilitation devices for upper limb training to enable an effective, efficient and satisfying use in a rehabilitation environment. In a two-step process, two different methods – semi-structured interviews and online questionnaire – were combined to collect data from two independent populations. The analysis of the survey showed that the use of a rehabilitation device should be time-effective and bring joy and that the device should be customizable and provide feedback.
随着中风人数的增加,人们需要新的有效的康复系统。在这篇文章中,介绍了一系列用户调查的方法和结果,包括定性研究的方法。这些调查的目的是引出卫生保健专业人员对上肢训练康复装置的要求,使其能够在康复环境中有效、高效和令人满意地使用。在两步的过程中,两种不同的方法——半结构化访谈和在线问卷——被结合起来从两个独立的人群中收集数据。对调查的分析表明,康复设备的使用应该具有时效性,并带来快乐,并且设备应该是可定制的,并提供反馈。
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引用次数: 1
User-centered design of a multisensory power wheelchair simulator: towards training and rehabilitation applications 以用户为中心的多感官电动轮椅模拟器设计:面向训练与康复应用
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779496
Guillaume Vailland, F. Grzeskowiak, Louise Devigne, Yoren Gaffary, B. Fraudet, E. Leblong, Florian Nouviale, François Pasteau, R. L. Breton, S. Guégan, V. Gouranton, B. Arnaldi, Marie Babel
Autonomy and social inclusion can reveal themselves everyday challenges for people experiencing mobility impairments. These people can benefit from technical aids such as power wheelchairs to access mobility and overcome social exclusion. However, power wheelchair driving is a challenging task which requires good visual, cognitive and visuo-spatial abilities. Besides, a power wheelchair can cause material damage or represent a danger of injury for others or oneself if not operated safely. Therefore, training and repeated practice are mandatory to acquire safe driving skills to obtain power wheelchair prescription from therapists. However, conventional training programs may reveal themselves insufficient for some people with severe impairments. In this context, Virtual Reality offers the opportunity to design innovative learning and training programs while providing realistic wheelchair driving experience within a virtual environment. In line with this, we propose a user-centered design of a multisensory power wheelchair simulator. This simulator addresses classical virtual experience drawbacks such as cybersickness and sense of presence by combining 3D visual rendering, haptic feedback and motion cues. It relies on a modular and versatile workflow enabling not only easy interfacing with any virtual display, but also with any user interface such as wheelchair controllers or feedback devices. This paper presents the design of the first implementation as well as its first commissioning through pretests. The first setup achieves consistent and realistic behavior.
自主性和社会包容可以揭示出行动障碍患者每天面临的挑战。这些人可以从电动轮椅等技术援助中受益,以获得行动能力并克服社会排斥。然而,电动轮椅驾驶是一项具有挑战性的任务,需要良好的视觉、认知和视觉空间能力。此外,如果不安全操作,电动轮椅可能会造成物质损害或对他人或自己造成伤害。因此,培训和反复练习是强制性的,以获得安全驾驶技能,从治疗师那里获得电动轮椅处方。然而,传统的培训项目可能对一些有严重障碍的人来说是不够的。在这种情况下,虚拟现实提供了设计创新学习和培训计划的机会,同时在虚拟环境中提供逼真的轮椅驾驶体验。基于此,我们提出了一种以用户为中心的多感官电动轮椅模拟器设计。该模拟器通过结合3D视觉渲染、触觉反馈和运动提示,解决了传统虚拟体验的缺陷,如晕机和存在感。它依赖于模块化和通用的工作流程,不仅可以与任何虚拟显示器轻松连接,还可以与轮椅控制器或反馈设备等任何用户界面连接。本文介绍了第一次实现的设计,并通过预测试进行了第一次调试。第一个设置实现一致和真实的行为。
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引用次数: 17
A two-wire body weight support system for interactive treadmill 一种用于交互式跑步机的双线式体重支撑系统
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779549
Jongbum Kim, Seunghue Oh, Junyoung Kim, Jonghyun Kim
Body weight support (BWS) system is widely used for patients to help their gait training. However, that existing systems require large workspace and elastic component in actuation makes the systems inappropriate for wide clinical use. The interactive treadmill was reported to be cost/space effectively simulate overground walking, but there was no suitable BWS system for the treadmill. We proposed a new concept of body weight support system for interactive treadmill. For wide clinical use, we applied a two-wire driven mechanism with simple actuator and a custom pelvic-type harness. With three healthy subjects, the performance of the proposed BWS system on unloading force control was evaluated, and the result showed that the feasibility of the proposed BWS system.
体重支撑系统(Body weight support, BWS)被广泛应用于患者的步态训练。然而,现有的系统需要大的工作空间和弹性元件在驱动使得系统不适合广泛的临床应用。据报道,交互式跑步机可以有效地模拟地面行走的成本/空间,但没有合适的BWS系统用于跑步机。提出了交互式跑步机体重支撑系统的新概念。为了广泛的临床应用,我们采用了一种带有简单驱动器和定制骨盆型线束的双线驱动机构。以3名健康受试者为对象,对所提出的BWS系统卸载力控制性能进行了评价,结果表明所提出的BWS系统是可行的。
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引用次数: 0
Age-related Declines in Sensorimotor Proficiency are Specific to the Tested Motor Skill Component 与年龄相关的感觉运动能力下降是特定于被测试的运动技能部分的
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779560
F. Marini, Chloe Gordon-Murer, Michael Sera, Tiana Tanha, Fahrial Licudo, J. Zenzeri, C. Hughes
This study utilized a 3-degree of freedom robotic device (Wristbot) to examine wrist proprioception and eye-hand coordination in a cross-sectional sample of sixty-three young adults (19-29 years), 20 older young adults (30-49), and 17 older adults (50 years and older). Results indicated differences in the emergence of age-related declines in sensorimotor functioning depending on the tested motor skill component. While young adults exhibited smaller matching error and lower variability compared to older young adults and older adults on the proprioception task, we observed lower times-on-target and higher Linearity indices for participants older than 50 years of age compared to both young adults and older young adults. The present results provide necessary quantitative information on sensorimotor function in adulthood, and have implications for the early diagnosis and effective management of sensorimotor dysfunction in clinical settings using a commercially available robotic device.
本研究利用3自由度机器人装置(腕机器人)检测了63名年轻人(19-29岁)、20名年长的年轻人(30-49岁)和17名老年人(50岁及以上)的手腕本体感觉和手眼协调。结果表明,根据测试的运动技能成分,感觉运动功能出现与年龄相关的下降的差异。与年长的年轻人和老年人相比,年轻人在本体感觉任务中表现出较小的匹配误差和较低的变异性,但我们观察到,与年轻人和年长的年轻人相比,年龄大于50岁的参与者的目标时间较低,线性指数较高。目前的结果为成人感觉运动功能提供了必要的定量信息,并对临床环境中使用市售机器人设备的早期诊断和有效管理感觉运动功能障碍具有重要意义。
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引用次数: 0
Can Multi-DoF Training Improve Robustness of Muscle Synergy Inspired Myocontrollers? 多自由度训练能提高肌肉协同激发的肌控制器的稳健性吗?
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779520
Dennis Yeung, D. Farina, I. Vujaklija
Non-negative Matrix Factorization (NMF) has been effective in extracting commands from surface electromyography (EMG) for the control of upper-limb prostheses. This approach enables Simultaneous and Proportional Control (SPC) over multiple degrees-of-freedom (DoFs) in a minimally supervised way. Here, like with other myoelectric approaches, robustness remains essential for clinical adoption, with device donning/doffing being a known cause for performance degradation. Previous research has demonstrated that NMF-based myocontrollers, trained on just single-DoF activations, permit a certain degree of user adaptation to a range of disturbances. In this study, we compare this traditional NMF controller with its sparsity constrained variation that allows initialization using both single and combined-DoF activations (NMF-C). The evaluation was done on 12 able bodied participants through a set of online target-reaching tests. Subjects were fitted with an 8-channel bipolar EMG setup, which was shifted by 1cm in both transversal directions throughout the experiments without system retraining. In the baseline condition NMF performed somewhat better than NMFC, but it did suffer more following the electrode repositioning, making the two perform on par. With no significant difference present across the conditions, results suggest that there is no immediate advantage from the naïve inclusion of more comprehensive training sets to the classic synergy-inspired implementation of SPC.
非负矩阵分解(NMF)是一种有效的从肌表电(EMG)中提取指令用于上肢假肢控制的方法。这种方法可以在最小监督的情况下实现多个自由度的同步和比例控制(SPC)。在这里,与其他肌电方法一样,鲁棒性对于临床应用仍然至关重要,因为设备穿脱是导致性能下降的已知原因。先前的研究表明,基于nmf的肌控制器,只接受单自由度激活的训练,允许用户在一定程度上适应一系列干扰。在这项研究中,我们将这种传统的NMF控制器与它的稀疏性约束变量进行了比较,后者允许使用单个和组合dof激活(NMF- c)进行初始化。通过一组在线目标达到测试,对12名身体健全的参与者进行了评估。在实验过程中,受试者被安装了8通道双极肌电图装置,该装置在两个横向方向上移动了1cm,没有进行系统再训练。在基线条件下,NMF的表现略好于NMFC,但在电极重新定位后,NMF确实受到了更多的影响,使两者的表现相当。在不同条件下没有显着差异,结果表明,naïve包含更全面的训练集与经典的协同启发的SPC实现没有直接的优势。
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引用次数: 1
期刊
2019 IEEE 16th International Conference on Rehabilitation Robotics (ICORR)
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