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INSPIIRE - A Modular and Passive Exoskeleton to Investigate Human Walking and Balance. INSPIIRE-研究人类行走和平衡的模块化被动外骨骼。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304706
Tristan Vouga, Romain Baud, Jemina Fasola, Mohamed Bouri

Powered exoskeletons for SCI patients are mainly limited by their inability to balance dynamically during walking. To investigate and understand the control strategies of human bipedal locomotion, we developed INSPIIRE, a passive exoskeleton. This device constrains the movements of able-bodied subjects to only hip and knee flexions and extensions, similar to most current active exoskeletons. In this paper, we detail the modular design and the mechanical implementation of the device. In preliminary experiments, we tested whether humans are able to handle dynamic walking without crutches, despite the limitation of lateral foot placement and locked ankles. Five healthy subjects showed the ability to stand and ambulate at an average speed of 1 m/s after 5 minutes of self-paced training. We found that while the hip abduction/adduction is constrained, the foot placement was made possible thanks to the pelvis yaw and residual flexibility of the exoskeleton segments in the lateral plan. This result points out that INSPIIRE is a reliable instrument to learn sagitally-constrained human locomotion, and the potential of investigating more dynamic walking, which is shown as possible in this implementation, even if only flexion/extension of the hip and knee are allowed.

SCI患者的动力外骨骼主要受到行走过程中无法动态平衡的限制。为了研究和理解人类两足运动的控制策略,我们开发了INSPIRE,一种被动外骨骼。该设备将身体健全的受试者的运动限制为仅髋关节和膝关节的弯曲和伸展,类似于目前大多数活动外骨骼。在本文中,我们详细介绍了该装置的模块化设计和机械实现。在初步实验中,我们测试了人类是否能够在没有拐杖的情况下进行动态行走,尽管脚的侧向位置和脚踝锁住是有限制的。五名健康受试者在5分钟的自定步训练后,表现出以1米/秒的平均速度站立和行走的能力。我们发现,虽然髋关节外展/内收受到限制,但由于骨盆偏转和外骨骼节段在横向平面图中的剩余灵活性,足部放置成为可能。这一结果指出,INSPIIRE是一种可靠的工具,可以学习受矢状约束的人类运动,以及研究更动态行走的潜力,即使只允许髋关节和膝关节屈曲/伸展,这在本实施中也是可能的。
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引用次数: 0
Characterizing Eye Gaze for Assistive Device Control. 用于辅助设备控制的眼睛凝视特征。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304812
Larisa Y C Loke, Demiana R Barsoum, Todd D Murphey, Brenna D Argall

Eye gaze tracking is increasingly popular due to improved technology and availability. However, in assistive device control, eye gaze tracking is often limited to discrete control inputs. In this paper, we present a method for collecting both reactionary and control eye gaze signals to build an individualized characterization for eye gaze interface use. Results from a study conducted with motor-impaired participants are presented, offering insights into maximizing the potential of eye gaze for assistive device control. These findings can inform the development of continuous control paradigms using eye gaze.

由于技术和可用性的提高,眼动追踪越来越受欢迎。然而,在辅助设备控制中,眼睛注视跟踪通常局限于离散的控制输入。在本文中,我们提出了一种收集反应性和控制性眼睛注视信号的方法,以建立眼睛注视界面使用的个性化特征。介绍了一项针对运动受损参与者的研究结果,为最大限度地发挥眼睛凝视对辅助设备控制的潜力提供了见解。这些发现可以为使用眼睛凝视的连续控制范式的发展提供信息。
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引用次数: 0
Creation and Evaluation of Human Models with Varied Walking Ability from Motion Capture for Assistive Device Development. 从运动捕捉到辅助设备开发的具有不同行走能力的人体模型的创建和评估。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304741
Sherwin Stephen Chan, Mingyuan Lei, Henry Johan, Wei Tech Ang

As the world ages, rehabilitation and assistive devices will play a key role in improving mobility. However, designing controllers for these devices presents several challenges, from varying degrees of impairment to unique adaptation strategies of users. To use computer simulation to address these challenges, simulating human motions is required. Recently, deep reinforcement learning (DRL) has been successfully applied to generate walking motions whose goal is to produce a stable human walking policy. However, from a rehabilitation perspective, it is more important to match the walking policy's ability to that of an impaired person with reduced ability. In this paper, we present the first attempt to investigate the correlation between DRL training parameters with the ability of the generated human walking policy to recover from perturbation. We show that the control policies can produce gait patterns resembling those of humans without perturbation and that varying perturbation parameters during training can create variation in the recovery ability of the human model. We also demonstrate that the control policy can produce similar behaviours when subjected to forces that users may experience while using a balance assistive device.

随着世界老龄化,康复和辅助设备将在改善行动能力方面发挥关键作用。然而,为这些设备设计控制器带来了一些挑战,从不同程度的损伤到用户独特的适应策略。为了使用计算机模拟来应对这些挑战,需要模拟人体运动。最近,深度强化学习(DRL)已成功应用于生成行走运动,其目标是生成稳定的人类行走策略。然而,从康复的角度来看,更重要的是将步行政策的能力与能力下降的残疾人的能力相匹配。在本文中,我们首次尝试研究DRL训练参数与生成的人类行走策略从扰动中恢复的能力之间的相关性。我们表明,控制策略可以在没有扰动的情况下产生类似于人类的步态模式,并且在训练过程中改变扰动参数会导致人类模型的恢复能力发生变化。我们还证明,当受到用户在使用平衡辅助设备时可能经历的力时,控制策略可以产生类似的行为。
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引用次数: 0
Evaluation of a Passive Wearable Device for Post-Stroke Shoulder Abduction Support. 一种用于中风后肩外展支撑的被动可穿戴设备的评估。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304815
Elizabeth D Vasquez, Cole S Simpson, Genggeng Zhou, Maarten Lansberg, Allison M Okamura

Post-stroke upper extremity function can be improved by devices that support shoulder abduction. However, many of these devices provide limited assistance in activities of daily living due to their complexity and encumbrance. We developed and evaluated a passive, lightweight (0.6 kg) wearable device consisting of an aluminum frame and elastic bands attached to a posture vest to aid in shoulder abduction. The number and thickness of bands can be adjusted to provide supportive forces to the affected arm. We measured reachable workspace area and Wolf Motor Function Test (WMFT) performance in people with a history of stroke (n = 11) with and without the wearable. The device increased workspace area in 6 participants and improved average WMFT functional and timing scores in 7 and 12 tasks, respectively, out of 16 total tasks. On average, participants increased their arm motion within 20 cm of shoulder level by 22.4% and decreased their hand's average distance from trunk by 15.2%, both improvements in the device case.

中风后的上肢功能可以通过支持肩部外展的装置来改善。然而,由于其复杂性和负担,这些设备中的许多在日常生活活动中提供的帮助有限。我们开发并评估了一种被动、轻便(0.6公斤)的可穿戴设备,该设备由铝框架和连接在姿势背心上的弹性带组成,以帮助外展肩部。可以调节带的数量和厚度,以向受影响的手臂提供支撑力。我们测量了有中风史(n=11)的人在佩戴和不佩戴可穿戴设备的情况下的可达工作区和Wolf运动功能测试(WMFT)表现。该设备增加了6名参与者的工作空间面积,并分别提高了16项任务中7项和12项任务的平均WMFT功能和时间得分。平均而言,参与者在肩膀水平20厘米范围内的手臂运动增加了22.4%,手与躯干的平均距离减少了15.2%,这两项都在设备外壳中得到了改善。
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引用次数: 0
Exploiting Natural Locomotion Synergies to Incorporate Motion of Crutches for Adaptive Gait Pattern Shaping. 利用自然的运动协同作用,结合Crutches的运动进行自适应步态模式塑造。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304708
Hossein Karami, Stefano Maludrottu, Gaia Zinni, Christian Vassallo, Matteo Laffranchi, Lorenzo De Michieli

This paper addresses the problem of online and adaptive gait pattern generation for powered lower-limb exoskeletons (PLLEs), exploiting the motion of sensorized crutches. We conduct a series of experiments with subjects walking with and without crutches to investigate the synergies of walking between upper and lower body segments, by adopting principal component analysis (PCA), We also evaluate the effect of using crutches on the walking synergies, and we demonstrate that upper and lower limb walking synergies undergo slight changes in that case. However, the upper and lower limb synergies remain evident and can be exploited in order to use the motion of crutches as an input to PLLEs to identify a desired motion of the lower limb. We propose a method to use the results of synergy analysis to shape gait parameters in the real-time control of PLLEs. To evaluate the scalability of our approach for real-world applications, we conduct a number of experiments with subjects wearing a PLLE and using sensorized crutches to adaptively change the gait parameters of walking steps, depending on upper body actions.

本文利用传感拐杖的运动,解决了动力下肢外骨骼(PLLEs)的在线和自适应步态模式生成问题。我们对使用和不使用拐杖行走的受试者进行了一系列实验,通过采用主成分分析(PCA)来研究上半身和下半身之间行走的协同效应。我们还评估了使用拐杖对行走协同效应的影响,我们证明在这种情况下,上下肢行走协同效应会发生轻微变化。然而,上肢和下肢的协同作用仍然很明显,可以利用拐杖的运动作为PLLE的输入来识别下肢的期望运动。我们提出了一种在PLLEs实时控制中使用协同分析结果来确定步态参数的方法。为了评估我们的方法在现实世界应用中的可扩展性,我们对佩戴PLLE并使用传感拐杖的受试者进行了大量实验,以根据上身动作自适应地改变步行步骤的步态参数。
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引用次数: 0
A Wearable Upper Extremity Rehabilitation Device for Inducing Arm Swing in Gait Training. 一种用于步态训练中诱导手臂摆动的可穿戴上肢康复装置。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304737
Jacob Bloom, Mohsen Alizadeh Noghani, Babak Hejrati

This paper presents the design and validation of a proof-of-concept prototype for a wearable rehabilitation device to incorporate arm swing during gait rehabilitation. Unlike current stationary exoskeletons used for rehabilitation of upper limbs' function, assisting arm swing during gait requires inducing faster arm flexion/extension movements while maintaining the users' arms unconstrained in other directions. We developed a portable and underactuated system with features such as a large workspace and backdrivability to induce arm swing. Its wide workspace allowed the wearers to easily move their arms in different directions without any constraints. A modified double parallelogram linkage (mDPL) is proposed to allow the device to mimic the natural workspace of an arm. Additionally, a pulley drive and weight compensation system were created to place the motor on the users' back reducing the hindering weight of the actuators on their arms. Our experiments demonstrated this arm-swing rehabilitator could successfully induce arm movements at different arm configurations with low (0.67 Hz) and high (1.1 Hz) frequencies corresponding to slow and fast walking.

本文介绍了一种可穿戴康复设备的概念验证原型的设计和验证,该设备在步态康复过程中结合了手臂摆动。与目前用于上肢功能康复的固定外骨骼不同,在步态中辅助手臂摆动需要诱导更快的手臂弯曲/伸展运动,同时保持用户的手臂在其他方向上不受约束。我们开发了一种便携式欠驱动系统,具有大工作空间和反向驱动功能,可诱导手臂摆动。其宽阔的工作空间使佩戴者可以在没有任何限制的情况下轻松地向不同方向移动手臂。提出了一种改进的双平行四边形连杆(mDPL),使该装置能够模拟手臂的自然工作空间。此外,还创建了一个皮带轮驱动和重量补偿系统,将电机放在用户的背上,减少了致动器在他们手臂上的阻碍重量。我们的实验表明,这种手臂摆动康复器可以成功地在不同的手臂配置下诱导手臂运动,低(0.67 Hz)和高(1.1 Hz)频率对应于慢速和快速行走。
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引用次数: 0
Attention-Based Deep Recurrent Neural Network to Estimate Knee Angle During Walking from Lower-Limb EMG. 基于注意力的深度递归神经网络从下肢肌电信号估计步行过程中的膝关节角度。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304604
Mohamed Abdelhady, Diane L Damiano, Thomas C Bulea

Accurate prediction of joint angle during walking from surface electromyography (sEMG) offers the potential to infer movement intention and therefore represents a potentially useful approach for adaptive control of wearable robotics. Here, we present the use of a recurrent neural network (RNN) with gated recurrent units (GRUs) and an attention mechanism to estimate knee angle during overground walking from sEMG and its initial offline validation in healthy adolescents. Our results show that the attention mechanism improved estimation accuracy by focusing on the most relevant parts of the input dataset within each time window, particularly muscles active during knee excursion. Sensitivity analysis revealed knee extensor and flexor muscles to be most salient in accurately estimating joint angle. Additionally, we demonstrate the ability of the GRU-RNN approach to accurately estimate knee angle during overground walking in a child with cerebral palsy (CP) in the presence of exoskeleton knee extension assistance. Collectively, our findings establish the initial feasibility of using this approach to estimate user movement from sEMG, which is particularly important for developing robotic exoskeletons for children with neuromuscular disorders such as CP.

通过表面肌电(sEMG)准确预测步行过程中的关节角度,有可能推断运动意图,因此为可穿戴机器人的自适应控制提供了一种潜在的有用方法。在这里,我们介绍了使用具有门控递归单元(GRU)和注意力机制的递归神经网络(RNN)从sEMG估计地上行走过程中的膝关节角度,并在健康青少年中进行了初步离线验证。我们的结果表明,注意力机制通过在每个时间窗口内关注输入数据集的最相关部分,特别是在膝盖偏移期间活动的肌肉,提高了估计精度。敏感性分析显示,膝伸肌和屈肌在准确估计关节角度方面最为突出。此外,我们还证明了GRU-RNN方法在外骨骼膝关节伸展辅助下准确估计脑瘫儿童地上行走时膝关节角度的能力。总之,我们的研究结果确立了使用这种方法从sEMG估计用户运动的初步可行性,这对于为患有神经肌肉疾病(如CP)的儿童开发机器人外骨骼尤为重要。
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引用次数: 0
Automated Quantifiable Assessments of Sensorimotor Function Using an Instrumented Fragile Object. 使用仪器化脆性物体进行感觉运动功能的自动量化评估。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304693
Michael D Adkins, Monika K Buczak, Connor D Olsen, Marta M Iversen, Jacob A George

Accurate assessment of hand dexterity plays a critical role in informing rehabilitation and care of upper-limb hemiparetic stroke patients. Common upper-limb assessments, such as the Box and Blocks Test and Nine Hole Peg Test, primarily evaluate gross motor function in terms of speed. These assessments neglect an individual's ability to finely regulate grip force, which is critical in activities of daily living, such as manipulating fragile objects. Here we present the Electronic Grip Gauge (EGG), an instrumented fragile object that assesses both gross and fine motor function. Embedded with a load cell, accelerometer, and Hall-effect sensor, the EGG measures grip force, acceleration, and relative position (via magnetic fields) in real time. The EGG can emit an audible "break" sound when the applied grip force exceeds a threshold. The number of breaks, transfer duration, and applied forces are automatically logged in real-time. Using the EGG, we evaluated sensorimotor function in implicit grasping and gentle grasping for the non-paretic and paretic hands of 3 hemiparetic stroke patients. For all participants, the paretic hand took longer to transfer the EGG during implicit grasping. For 2 of 3 participants, grip forces were significantly greater for the paretic hand during gentle grasping. Differences in implicit grasping forces were unique to each participant. This work constitutes an important step towards more widespread and quantitative measures of sensorimotor function, which may ultimately lead to improved personalized rehabilitation and better patient outcomes.

准确评估手的灵活性在上肢偏瘫脑卒中患者的康复和护理中起着至关重要的作用。常见的上肢评估,如箱块测试和九孔桩测试,主要从速度方面评估总体运动功能。这些评估忽略了个人精细调节握力的能力,而握力在日常生活活动中至关重要,比如操纵脆弱的物体。在这里,我们介绍了电子握力计(EGG),这是一种仪器脆弱的物体,可以评估大体和精细运动功能。EGG嵌入称重传感器、加速度计和霍尔效应传感器,实时测量握力、加速度和相对位置(通过磁场)。当施加的握力超过阈值时,EGG可以发出可听见的“断开”声。中断次数、转移持续时间和施加的力都会实时自动记录。使用EGG,我们评估了3名偏瘫中风患者的非偏瘫和偏瘫手在内隐抓握和轻柔抓握中的感觉运动功能。对于所有参与者来说,麻痹性手在内隐抓握过程中转移EGG的时间更长。对于3名参与者中的2名,在轻柔抓握过程中,偏瘫手的抓握力明显更大。内隐抓握力的差异对每个参与者来说都是独一无二的。这项工作是朝着更广泛和定量地测量感觉运动功能迈出的重要一步,这可能最终导致改善个性化康复和更好的患者结果。
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引用次数: 0
Bill-EVR: An Embodied Virtual Reality Framework for Reward-and-Error-Based Motor Rehab-Learning. Bill EVR:基于奖励和错误的运动康复学习的虚拟现实框架。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304742
Federico Nardi, Shlomi Haar, A Aldo Faisal

VR rehabilitation is an established field by now, however, it often refers to computer screen-based interactive rehabilitation activities. In recent years, there was an increased use of VR-headsets, which can provide an immersive virtual environment for real-world tasks, but they are lacking any physical interaction with the task objects and any proprioceptive feedback. Here, we focus on Embodied Virtual Reality (EVR), an emerging field where not only the visual input via VR-headset but also the haptic feedback is physically correct. This happens because subjects interact with physical objects that are veridically aligned in Virtual Reality. This technology lets us manipulate motor performance and motor learning through visual feedback perturbations. Bill-EVR is a framework that allows interventions in the performance of real-world tasks, such as playing pool billiard, engaging end-users in motivating life-like situations to trigger motor (re)learning - subjects see in VR and handle the real-world cue stick, the pool table and shoot physical balls. Specifically, we developed our platform to isolate and evaluate different mechanisms of motor learning to investigate its two main components, error-based and reward-based motor adaptation. This understanding can provide insights for improvements in neurorehabilitation: indeed, reward-based mechanisms are putatively impaired by degradation of the dopaminergic system, such as in Parkinson's disease, while error-based mechanisms are essential for recovering from stroke-induced movement errors. Due to its fully customisable features, our EVR framework can be used to facilitate the improvement of several conditions, providing a valid extension of VR-based implementations and constituting a motor learning tool that can be completely tailored to the individual needs of patients.

VR康复目前已是一个成熟的领域,但它通常指基于计算机屏幕的交互式康复活动。近年来,VR耳机的使用越来越多,它可以为现实世界的任务提供身临其境的虚拟环境,但它们缺乏与任务对象的任何物理交互和任何本体感觉反馈。在这里,我们关注的是嵌入式虚拟现实(EVR),这是一个新兴的领域,不仅通过VR耳机的视觉输入,而且触觉反馈都是物理正确的。这是因为受试者与虚拟现实中真实对齐的物理对象进行交互。这项技术使我们能够通过视觉反馈扰动来操纵运动表现和运动学习。Bill EVR是一个允许干预现实世界任务执行的框架,例如打台球,让最终用户参与激发类似生活的情境,以触发运动(再)学习——受试者在虚拟现实中看到并处理现实世界的球杆、台球桌和射击物理球。具体来说,我们开发了我们的平台来隔离和评估运动学习的不同机制,以研究其两个主要组成部分,基于错误和基于奖励的运动适应。这一理解可以为改善神经康复提供见解:事实上,基于奖励的机制被认为会因多巴胺能系统的退化而受损,例如在帕金森病中,而基于错误的机制对于从中风引起的运动错误中恢复至关重要。由于其完全可定制的功能,我们的EVR框架可用于促进几种条件的改善,为基于VR的实现提供了有效的扩展,并构成了一个可以完全根据患者个人需求定制的运动学习工具。
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引用次数: 0
Damping TENS-Induced Essential Tremor Symptoms in Activities of Daily Living Using the TuMove Wrist Exoskeleton. 使用TuMove腕关节外骨骼在日常生活活动中阻尼TENS诱发的原发性震颤症状。
Pub Date : 2023-09-01 DOI: 10.1109/ICORR58425.2023.10304605
Jose Arturo Garcia-Higuera, Natalia Paredes-Acuna, Thien Le, Benoit Auclair, Klara Tomaskovic, Nicolas Berberich, Gordon Cheng

Essential Tremor (ET) is the most frequent movement disorder in adults. Upper-limb exoskeletons are a promising solution to alleviate ET symptoms. We propose a novel wrist exoskeleton for tremor damping. The TuMove exoskeleton is light-weight, portable, easy to use, and designed for ADLs and activities requiring hand dexterity. We validated the effectiveness of our exoskeleton by inducing forearm tremors using TENS on 5 healthy subjects. Our results show that wrist ranges are generally kept in most of the ROM needed in ADLs. The damping system reduced more than 30% of the tremor's angular velocity during drinking and pouring tasks. Furthermore, the completion time of the Archimedes spiral was decreased by 2.76 seconds (13.0%) and for the 9-Hole-Peg-Test by 2.77 seconds (11.8 %), indicating a performance improvement in dexterity tasks.

原发性震颤(ET)是成年人最常见的运动障碍。上肢外骨骼是缓解ET症状的一种很有前途的解决方案。我们提出了一种新型的手腕外骨骼,用于减震。TuMove外骨骼重量轻、便携、易于使用,专为ADL和需要手巧的活动而设计。我们通过在5名健康受试者身上使用TENS诱发前臂震颤来验证外骨骼的有效性。我们的研究结果表明,在ADL中,手腕范围通常保留在大多数ROM中。在饮酒和倾倒任务中,阻尼系统降低了30%以上的震颤角速度。此外,阿基米德螺旋的完成时间减少了2.76秒(13.0%),9孔Peg-Test的完成时间缩短了2.77秒(11.8%),这表明灵活性任务的性能有所提高。
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引用次数: 0
期刊
IEEE ... International Conference on Rehabilitation Robotics : [proceedings]
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