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

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Texture Discrimination using a Soft Biomimetic Finger for Prosthetic Applications 基于柔软仿生手指的假肢纹理识别
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779442
D. Balamurugan, Andrei Nakagawa Silva, Harrison H. Nguyen, J. Low, Christopher Shallal, Luke E. Osborn, A. Soares, R. C. Yeow, N. Thakor
Soft robotic fingers have shown great potential for use in prostheses due to their inherent compliant, light, and dexterous nature. Recent advancements in sensor technology for soft robotic systems showcase their ability to perceive and respond to static cues. However, most of the soft fingers for use in prosthetic applications are not equipped with sensors which have the ability to perceive texture like humans can. In this work, we present a dexterous, soft, biomimetic solution which is capable of discrimination of textures. We fabricated a soft finger with two individually controllable degrees of freedom with a tactile sensor embedded at the fingertip. The output of the tac- tile sensor, as texture plates were palpated, was converted into spikes, mimicking the behavior of a biological mechanoreceptor. We explored the spatial properties of the textures captured in the form of spiking patterns by generating spatial event plots and analyzing the similarity between spike trains generated for each texture. Unique features representative of the different textures were then extracted from the spikes and input to a classifier. The textures were successfully classified with an accuracy of 94% when palpating at a rate of 42 mm/s. This work demonstrates the potential of providing amputees with a soft finger with sensing capabilities, which could potentially help discriminate between different objects and surfaces during activities of daily living (ADL) through palpation.
柔软的机器人手指由于其固有的柔顺性、轻便性和灵巧性,在假肢中显示出巨大的应用潜力。软机器人系统传感器技术的最新进展展示了它们感知和响应静态线索的能力。然而,大多数用于假肢应用的柔软手指都没有配备像人类那样能够感知纹理的传感器。在这项工作中,我们提出了一种灵巧,柔软,仿生的解决方案,能够识别纹理。我们制造了一个柔软的手指,具有两个独立可控的自由度,并在指尖嵌入了触觉传感器。触觉传感器的输出,如触诊纹理板,被转换成尖峰,模仿生物机械感受器的行为。我们通过生成空间事件图和分析每个纹理生成的脉冲序列之间的相似性来探索以脉冲模式形式捕获的纹理的空间属性。然后从峰值中提取代表不同纹理的独特特征并输入到分类器中。当触诊速度为42 mm/s时,纹理分类准确率达到94%。这项工作展示了为截肢者提供具有传感能力的柔软手指的潜力,这可能有助于在日常生活活动(ADL)中通过触诊区分不同的物体和表面。
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引用次数: 4
Is simulator-based driver rehabilitation missing motion feedback? 基于模拟器的驾驶员康复是否缺少运动反馈?
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779414
Hohorst William H., Christian M. Kinder, Neha Lodha, Brendan W. Smith
Currently, driver rehabilitation involves use of fixed-base simulators. Such simulators are used infrequently and with little success. We hypothesize that the absence of motion feedback may be limiting the therapeutic effectiveness of driving simulation. During real, motor vehicle driving, the driver receives motion feedback that provides rich and real-time information about acceleration, deceleration and turning of the vehicle. Thus, motion feedback may be a key missing component that could dramatically increase the clinical pragmatism of simulator-based driver rehabilitation. In this pilot study, six young adult drivers participated in simulated driving tasks with or without motion feedback. Participants who received motion feedback completed faster laps on a racetrack and committed fewer driving infractions on a highway. They reported being more motivated and aware of the pressure of high speed driving. Particularly, they experienced substantially fewer symptoms of simulator sickness, a primary impedient to widespread use of driving simulators for driver rehabilitation. These preliminary finding motivate a full investigation of the impacts of motion feedback during simulated driving, and of the efficacy of lower cost, two degree of freedom driving simulators for clinical use.
目前,驾驶员康复涉及使用固定基地模拟器。这种模拟器很少使用,也很少成功。我们假设运动反馈的缺失可能限制了驾驶模拟的治疗效果。在真实的汽车驾驶过程中,驾驶员接收到的运动反馈提供了丰富的、实时的关于车辆加速、减速和转弯的信息。因此,运动反馈可能是一个关键缺失的组成部分,可以显著增加基于模拟器的驾驶员康复的临床实用主义。在这项初步研究中,六名年轻的成年司机参加了有或没有运动反馈的模拟驾驶任务。收到运动反馈的参与者在赛道上跑得更快,在高速公路上违章驾驶的次数也更少。据报道,他们更有动力,也更能意识到高速驾驶的压力。特别是,他们经历的模拟器病症状大大减少,这是广泛使用驾驶模拟器进行驾驶员康复的主要障碍。这些初步的发现激发了对模拟驾驶过程中运动反馈的影响的全面调查,以及低成本的有效性,二自由度驾驶模拟器用于临床使用。
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引用次数: 2
A Robot with an Augmented-Reality Display for Functional Capacity Evaluation and Rehabilitation of Injured Workers 一种用于受伤工人功能评估和康复的增强现实显示机器人
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779417
J. Fong, Renz Ocampo, D. Gross, M. Tavakoli
Occupational rehabilitation is an integral part of the recovery process for workers who have sustained injuries at the workplace. It often requires the injured worker to engage in functional tasks that simulate the workplace environment to help regain their functional capabilities and allow for a return to employment. We present a system comprised of a robotic arm for recreating the physical dynamics of functional tasks and a 3D Augmented Reality (AR) display for immersive visualization of the tasks. While this system can be used to simulate a multitude of occupational tasks, we focus on one specific functional task. Participants perform a virtual version of the task using the robot-AR system, and a physical version of the same task without the system. This study shows the results for two able-bodied users to determine if the robot-AR system produces upper-limb movements similar to the real-life equivalent task. The similarity between relative joint positions, i.e., hand-to-elbow (H2E) and elbow-to-shoulder (E2S) displacements, is evaluated within clusters based on the spatial position of the user’s hand. The H2E displacements for approximately 50% of hand position clusters were consistent between the robot-AR and real-world conditions and approximately 30% for E2S displacements. The similar clusters are distributed across the entire task space however, indicating the robot-AR system has the potential to properly simulate real-world equivalent tasks.
职业康复是在工作场所受伤的工人康复过程的一个组成部分。它通常要求受伤的工人参与模拟工作场所环境的功能性任务,以帮助他们恢复功能,并允许他们重返工作岗位。我们提出了一个由机械臂和3D增强现实(AR)显示器组成的系统,用于重现功能任务的物理动力学和任务的沉浸式可视化。虽然这个系统可以用来模拟大量的职业任务,但我们只关注一个特定的功能任务。参与者使用机器人增强现实系统执行虚拟版本的任务,以及在没有系统的情况下执行相同任务的物理版本。这项研究展示了两个健全用户的结果,以确定机器人增强现实系统是否产生类似于现实生活中等效任务的上肢运动。相对关节位置之间的相似性,即手到肘部(H2E)和肘部到肩膀(E2S)的位移,在基于用户手的空间位置的聚类中进行评估。大约50%的手部位置簇的H2E位移在机器人- ar和现实条件之间是一致的,大约30%的E2S位移是一致的。然而,类似的集群分布在整个任务空间中,这表明机器人增强现实系统有可能正确地模拟现实世界的等效任务。
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引用次数: 6
A Novel Multimodal Cognitive Interaction for Walker-Assisted Rehabilitation Therapies 助行器辅助康复治疗中一种新的多模态认知交互作用
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779469
Wandercleyson M. Scheidegger, R. Mello, Sergio D. Sierra Marín, Mario F. Jiménez, M. Múnera, C. Cifuentes, A. Frizera-Neto
This work presents a multimodal cognitive interaction strategy aiming at walker-assisted rehabilitation therapies, with special focus on post-stroke patients. Such interaction strategy is based on monitoring user’s gait and face orientation to command the displacement of the smart walker. Users are able to actively command the steering of the walker by changing their face orientation, while their lower limbs movement affect the walker’s linear velocity. The proposed system is validated using a smart walker and the results obtained point to the feasibility of employing such cognitive interaction in rehabilitation therapies.
这项工作提出了一种多模态认知互动策略,旨在助行器辅助康复治疗,特别关注中风后患者。该交互策略是基于监测用户的步态和面部方向来指挥智能步行器的位移。用户可以通过改变面部方向来主动控制步行器的转向,而他们的下肢运动则会影响步行器的线速度。使用智能步行器验证了所提出的系统,所获得的结果指出了在康复治疗中采用这种认知相互作用的可行性。
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引用次数: 13
Hand Function Kinematics when using a Simulated Myoelectric Prosthesis 使用模拟肌电假体时的手部功能运动学
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779443
Heather E. Williams, Quinn A. Boser, P. Pilarski, Craig S. Chapman, A. Vette, Jacqueline S. Hebert
Studies that investigate myoelectric prosthesis control commonly use non-disabled participants fitted with a simulated prosthetic device. This approach improves participant recruitment numbers but assumes that simulated movements represent those of actual prosthesis users. If this assumption is valid, then movement performance differences between simulated prosthesis users and normative populations should be similar to differences between actual prosthesis users and normative populations. As a first step in testing this assumption, the objective of this study was to quantify movement performance differences between simulated transradial myoelectric prosthesis hand function and normative hand function. Motion capture technology was used to obtain hand kinematics for 12 non-disabled simulated prosthesis participants who performed a functional object-manipulation task. Performance metrics, end effector movement, and grip aperture results were compared to 20 nondisabled participants who used their own hand during task execution. Simulated prosthesis users were expected to perform the functional task more slowly, with multiple peaks in end effector velocity profiles, and a plateau in grip aperture when reaching to pick up objects, when compared to non-disabled participants. This study confirmed these expectations and recommends that subsequent research be undertaken to quantify differences in actual myoelectric prosthesis hand function versus normative hand function.
研究肌电假体控制的研究通常使用配备模拟假体装置的非残疾参与者。这种方法提高了参与者的招募数量,但假设模拟的动作代表了实际假肢使用者的动作。如果这个假设是有效的,那么模拟假肢使用者和规范人群之间的运动性能差异应该类似于实际假肢使用者和规范人群之间的差异。作为验证这一假设的第一步,本研究的目的是量化模拟经桡骨肌电假肢手功能和正常手功能之间的运动表现差异。采用运动捕捉技术获得12名非残疾模拟假体参与者执行功能性物体操作任务的手部运动学。性能指标、末端执行器运动和握力孔径结果与20名在任务执行过程中使用自己的手的非残疾参与者进行了比较。与非残疾参与者相比,模拟假肢使用者执行功能性任务的速度更慢,在末端执行器速度曲线上有多个峰值,在抓取物体时抓手孔径平稳。该研究证实了这些预期,并建议进行后续研究,以量化实际肌电假肢手功能与规范手功能的差异。
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引用次数: 10
Towards an Adaptive Upper Limb Rehabilitation Game with Tangible Robots 基于实体机器人的自适应上肢康复游戏
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779429
A. Ozgur, Louis Faucon, Pablo Maceira-Elvira, M. Wessel, W. Johal, Ayberk Özgür, A. Cadic-Melchior, F. Hummel, P. Dillenbourg
A key feature of a successful game is its ability to provide the player with an adequate level of challenge. However, the objective of difficulty adaptation in serious games is not only to maintain the player’s motivation by challenging, but also to ensure the completion of training objectives.This paper describes our proposed upper-limb rehabilitation game with tangible robots and investigates the effect of game elements and gameplay on the amount of the performed motion in several planes and percentage of failure by using the data from 33 unimpaired subjects who played 53 games within two consecutive days. In order to provide a more generic adaptation strategy in the future, we discretize the game area to circular zones. We then show the effect of changing these zones during gameplay on the activation of different muscles through EMG data in a pilot study.The study shows that it is possible to increase the challenge level by adding more active agents chasing the player and increasing the speed of these agents. However, only the increase in number of agents significantly increases the users’ motion on both planes. Analysis of player behaviors leads us to suggest that by adapting the behaviour of these active agents in specific zones, it is possible to change the trajectory of the user, and to provide a focus on the activation of specific muscles.
一款成功游戏的关键特征便是能够提供给玩家足够的挑战。然而,在严肃游戏中,难度适应的目的不仅仅是通过挑战来维持玩家的动力,还要保证训练目标的完成。本文描述了我们提出的带有实体机器人的上肢康复游戏,并通过使用33名未受损受试者在连续两天内玩53个游戏的数据,研究了游戏元素和游戏玩法对几个平面上执行的动作数量和失败百分比的影响。为了在未来提供更通用的适应策略,我们将游戏区域离散为圆形区域。在一项初步研究中,我们通过肌电图数据展示了在游戏过程中改变这些区域对不同肌肉激活的影响。研究表明,可以通过添加更多主动的代理来追逐玩家并提高这些代理的速度来提高挑战级别。然而,只有代理数量的增加才会显著增加用户在两个平面上的运动。对玩家行为的分析让我们认为,通过调整这些活跃代理在特定区域的行为,有可能改变用户的轨迹,并提供对特定肌肉激活的关注。
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引用次数: 3
3-D Dynamic Walking Trajectory Generation for a Bipedal Exoskeleton with Underactuated Legs: A Proof of Concept 具有欠驱动腿的双足外骨骼的三维动态行走轨迹生成:概念验证
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779438
A. Soliman, P. Şendur, B. Ugurlu
This paper presents a framework to address three dimensional (3-D) dynamic walking for a bipedal exoskeleton with underactuated legs. To achieve this goal, the framework is constructed via a trajectory generator and an optimized inverse kinematics algorithm that can cope with underactuation. In order to feasibly attain task velocities with underactuated legs, the inverse kinematics algorithm makes use of a task prioritization method via the exploitation of null space. In doing so, the tasks with lower priority, e.g., swing foot orientation, are attained as much as possible without disrupting the higher priority tasks, such as CoM trajectory. Meanwhile, the trajectory generator utilizes the ZMP concept analytically and ensures the acceleration continuity throughout the whole walking period, regardless of the contact and phase changes. The proposed method is verified via a lumped human-bipedal exoskeleton model that is developed and simulated in MSC.ADAMS simulation environment. As a result, we obtained feasible and dynamically balanced 3-D walking motion, in which no oblique foot landing or exaggerated torso orientation variations were observed, despite the underactuated nature of the robot legs.
本文提出了一个框架来解决具有欠驱动腿的两足外骨骼的三维(3-D)动态行走。为了实现这一目标,该框架通过一个轨迹生成器和一个优化的逆运动学算法来构建,该算法可以处理欠驱动。为了在欠驱动腿情况下可行地获得任务速度,逆运动学算法利用零空间实现任务优先级排序。在这样做的过程中,较低优先级的任务,如摆动脚方向,在不干扰较高优先级的任务(如CoM轨迹)的情况下尽可能地完成。同时,轨迹生成器解析地利用了ZMP概念,保证了整个行走过程中加速度的连续性,而不受接触和相位变化的影响。通过MSC开发和模拟的集总人类双足外骨骼模型验证了所提出的方法。ADAMS仿真环境。因此,我们获得了可行且动态平衡的三维行走运动,其中没有观察到倾斜的脚着地或夸张的躯干方向变化,尽管机器人腿的欠驱动性质。
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引用次数: 4
A Model Inversion Procedure for Control of Nonlinear Series Elastic Actuators 非线性串联弹性作动器控制的模型反演方法
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779470
Christopher Jarrett, A. McDaid
This paper presents a model inversion procedure for a viscoelastic compliant element contained within a rotary series elastic actuator (SEA). Model inversion plays an important role in enabling accurate model-based control of physical human-robot interaction (HRI) with SEAs. If the compliant element of the SEA is elastomeric, analytically inverting its model is non-trivial due to the presence of complex non-linear terms. This paper applies an alternative inversion procedure, by coupling a partially analytical inverse model with a disturbance observer (DOB). Results of inverting without a DOB are given as a baseline and compared to the analytical inversion + DOB with two different types of filter. To quantify the accuracy of the inversion, the output of the inversion procedure is passed back through the forward model to identify the ‘actual setpoint’, the signal that would be generated if the output of the inversion procedure was tracked accurately. The inversions for five desired torque signals are presented; in all cases, the root-mean square (RMS) error between the desired setpoint and actual setpoint is lower when the DOB inversion procedure is used, compared to the RMS error incurred when the DOB is omitted. The results suggest that the proposed inversion procedure provides an accurate and mathematically tractable inverse of the complex viscoelastic elastomer model.
提出了旋转串联弹性作动器中粘弹性柔性单元的模型反演方法。模型反演对于实现基于模型的精确控制具有重要意义。如果SEA的柔性单元是弹性体,由于存在复杂的非线性项,对其模型进行解析反演是非常困难的。本文采用了另一种反演方法,即将部分解析逆模型与扰动观测器(DOB)耦合。没有DOB的反演结果作为基线,并与两种不同类型的滤波器的解析反演+ DOB进行比较。为了量化反演的准确性,反演过程的输出通过正演模型传回来确定“实际设定值”,即如果准确跟踪反演过程的输出将产生的信号。给出了五种期望转矩信号的反演;在所有情况下,与省略DOB时产生的RMS误差相比,使用DOB反演过程时期望设定值与实际设定值之间的均方根误差(RMS)更低。结果表明,所提出的反演方法提供了一个精确的、数学上易于处理的复杂粘弹性弹性体模型的反演。
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引用次数: 2
Ankle Dorsiflexion Strength Monitoring by Combining Sonomyography and Electromyography 超声与肌电相结合的踝关节背屈强度监测
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779530
Qiang Zhang, Zhiyu Sheng, Frank Moore-Clingenpeel, Kang Kim, N. Sharma
Ankle dorsiflexion produced by Tibialis Anterior (TA) muscle contraction plays a significant role during human walking and standing balance. The weakened function or dysfunction of the TA muscle often impedes activities of daily living (ADL). Powered ankle exoskeleton is a prevalent technique to treat this pathology, and its intelligent and effective behaviors depend on human intention detection. A TA muscle contraction strength monitor is proposed to evaluate the weakness of the ankle dorsiflexion. The new method combines surface electromyography (sEMG) signals and sonomyography signals to estimate ankle torque during a voluntary isometric ankle dorsiflexion. Changes in the pennation angle (PA) are derived from the sonomyography signals. The results demonstrate strong correlations among the sonomyography-derived PA, the sEMG signal, and the measured TA muscle contraction force. Especially, the TA muscle strength monitor approximates the TA muscle strength measurement via a weighted summation of the sEMG signal and the PA signal. The new method shows an improved linear correlation with the muscle strength, compared to the correlations between the muscle strength and sole sEMG signal or sole PA signal, where the R-squared values are improved by 4.21 % and 1.99 %, respectively.
胫骨前肌收缩引起的踝关节背屈在人体行走和站立平衡中起着重要作用。TA肌功能减弱或功能障碍常妨碍日常生活活动(ADL)。动力外骨骼是治疗这种疾病的常用技术,其智能和有效的行为依赖于人类的意图检测。提出了一种TA肌肉收缩强度监测仪来评估踝关节背屈的弱点。新方法结合了表面肌电图(sEMG)信号和声纳图信号来估计踝关节自主等距背屈时的踝关节扭矩。笔触角(PA)的变化来源于声压信号。结果表明,声纳图衍生的PA、表面肌电信号和测量的TA肌肉收缩力之间存在很强的相关性。特别是,TA肌肉力量监测器通过表面肌电信号和PA信号的加权求和来近似TA肌肉力量测量。新方法与肌肉强度的线性相关性得到了改善,与肌肉强度与足底肌电信号或足底PA信号的相关性相比,r平方值分别提高了4.21%和1.99%。
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引用次数: 5
Designing an Adaptive Prosthetic Socket Controller Using H-Infinity Loop Shaping Synthesis 基于h -无限环整形综合的自适应假肢插座控制器设计
Pub Date : 2019-06-01 DOI: 10.1109/ICORR.2019.8779413
Harrison H. Nguyen, Christopher Shallal, N. Thakor
Amputees often find wearing a prosthetic limb for a long period of time uncomfortable. Prosthetic sockets that adjust the socket’s fit automatically, or adaptive sockets, would encourage amputees to wear their prosthesis more frequently. In this work, we simulate the control system design of a Multiple-Input, Multiple-Output (MIMO) adaptive socket using principles of optimal control and robust control. A data-driven model of the socket-limb interface is first obtained by applying regression to open-loop recordings of the socket interacting with the limb during a simulated grasping task. A MIMO controller is then designed to maintain a desired uniform socket fit. An $H_{infty}$ controller, obtained from loop shaping synthesis using the Glover-McFarlane method, is shown to perform comparably to a Linear Quadratic Gaussian (LQG) controller while maintaining robustness to uncertainties in the socket-limb interface model. This work then outlines a potential procedure on how to develop the control system for a real adaptive prosthetic socket with multiple sensors and actuators.
截肢者经常发现长时间佩戴假肢很不舒服。自动调整假肢适配度的假肢或适应性假肢将鼓励截肢者更频繁地佩戴假肢。在这项工作中,我们利用最优控制和鲁棒控制原理模拟了多输入多输出(MIMO)自适应插座的控制系统设计。通过对模拟抓取过程中插座与肢体相互作用的开环记录进行回归,首先得到了插座-肢体界面的数据驱动模型。然后设计MIMO控制器以保持所需的统一插座配合。利用Glover-McFarlane方法进行环路整形合成得到的$H_{infty}$控制器的性能与线性二次高斯(LQG)控制器相当,同时对插座-肢体界面模型的不确定性保持鲁棒性。然后,这项工作概述了如何开发具有多个传感器和执行器的真正自适应假肢插座的控制系统的潜在程序。
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引用次数: 0
期刊
2019 IEEE 16th International Conference on Rehabilitation Robotics (ICORR)
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