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Miniaturized Wearable Ultrasound System for Simultaneous Prediction of Wrist Angle and Grip Force During Dynamic Reaching. 同时预测腕部角度和握持力的微型可穿戴超声系统。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11063113
Afsana Hossain Rima, Zahra Taghizadeh, Ahmed Bashatah, Abhishek Aher, Siddhartha Sikdar

Predicting grip force and wrist angle during dynamic hand movements is crucial for advancing upper-limb prosthetic systems, enabling simultaneous and proportional control of multiple degrees of freedom (DOFs). This study introduces a novel wearable ultrasound-based system that leverages M-mode data from four single-element transducers placed on the forearm to capture muscle activity for the concurrent prediction of grip force and wrist angle. A multi-layer perceptron (MLP) regressor was utilized for the simultaneous prediction of both parameters, and a comparative analysis was conducted using a Gaussian process regressor (GPR), which is commonly adopted previously in similar studies. The system was validated on unseen data from five participants without limb loss. The MLP demonstrated superior performance compared to GPR, achieving $mathbf{R}^{mathbf{2}}$ values of $0.85 pm 0.06$ for wrist angle prediction and $0.74 pm 0.07$ for grip force. These findings underscore the challenges of predicting simultaneous grip force and wrist angle during dynamic hand movements and highlight the need to address these issues for intuitive and practical prosthetic control in real-world scenarios.

预测手部动态运动中的握力和手腕角度对于推进上肢假肢系统至关重要,从而实现多个自由度(dof)的同步和比例控制。本研究介绍了一种新型的基于超声波的可穿戴系统,该系统利用放置在前臂上的四个单元件传感器的m模式数据来捕获肌肉活动,以同时预测握力和手腕角度。利用多层感知器(MLP)回归量对两个参数进行同时预测,并使用高斯过程回归量(GPR)进行对比分析,这是之前类似研究中常用的方法。该系统在五名没有肢体丧失的参与者的未见数据上进行了验证。与GPR相比,MLP表现出优异的性能,手腕角度预测的$mathbf{R}^{mathbf{2}}$值为$0.85 pm 0.06$,握力预测的$0.74 pm 0.07$。这些发现强调了在动态手部运动中预测同时握力和手腕角度的挑战,并强调了在现实场景中直观和实用的假肢控制需要解决这些问题。
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引用次数: 0
Efficient Multi-Positioned Training for Regression-Based Myoelectric Control: Exploring Transformer Models with Transfer Learning. 基于回归的肌电控制的高效多定位训练:用迁移学习探索变压器模型。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11063067
Shriram Tallam Puranam Raghu, Heather E Williams, Erik Scheme

State-of-the-art upper-limb myoelectric prostheses are typically controlled using classification-based models that do not offer simultaneous control of wrist and hand movements (degrees of freedom or DOFs). Regression-based alternatives are being studied because they do offer simultaneous DOF control, yielding more natural movements, but generally require longer training routines. We investigated methods to reduce the training burden for regression-based myoelectric control. Five different methods to train regression models were tested using electromyographic (EMG) data collected from the forearms of 10 able-bodied participants. First, models were either trained traditionally with data from elbows at 90° position, with data from 3 limb positions, or trained by few-shot learning (with fewer data from 3 limb positions). Then, transfer learning was employed to pre-train models using data from all other users, with the models subsequently fine-tuned using either traditional or few-shot learning with new end-user data. The resulting five models were evaluated using linear regressor-, Convolutional Neural Network-, and Transformer-based approaches. Interestingly, the transfer learning pre-trained model in conjunction with few-shot fine-tuning achieved the second-highest median $mathbf{R}^{2}$ of 0.76 across all participants. Our findings offer a proof of concept for regression-based myoelectric control of multiple DOFs that may more closely resemble natural limb function.

最先进的上肢肌电假肢通常使用基于分类的模型进行控制,这些模型不能同时控制手腕和手的运动(自由度或dof)。基于回归的替代方案正在研究中,因为它们确实提供同时的自由度控制,产生更自然的运动,但通常需要更长的训练时间。我们研究了减少基于回归的肌电控制训练负担的方法。使用从10名健全参与者的前臂收集的肌电图(EMG)数据,测试了五种不同的训练回归模型的方法。首先,模型要么传统地使用肘部90°位置的数据进行训练,要么使用来自3个肢体位置的数据进行训练,要么使用少镜头学习(来自3个肢体位置的数据较少)进行训练。然后,使用所有其他用户的数据使用迁移学习来预训练模型,随后使用新的最终用户数据使用传统或少量学习对模型进行微调。使用线性回归、卷积神经网络和基于变压器的方法对所得的五个模型进行评估。有趣的是,结合少量微调的迁移学习预训练模型在所有参与者中获得了第二高的中位数$mathbf{R}^{2}$ 0.76。我们的研究结果为基于回归的多自由度肌电控制提供了概念证明,这可能更接近于自然肢体功能。
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引用次数: 0
Enhancing Hand Dexterity Assessment Through Protocol Revision and Pilot Evaluation of the Virtual Eggs Test. 通过协议修订和虚拟鸡蛋测试的试点评估加强手灵巧性评估。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11063032
Lucia Angelini, Michele Piazzini, Robinson Guachi, Francesca Toso, Marco Baccini, Francesca Cecchi, Marco Controzzi

Hand function assessment enables the therapist to select the proper rehabilitation therapy as well as to monitor the recovery progress. The Virtual Eggs Test (VET) stands out from the other tests for hand dexterity evaluation since evaluates both gross and fine dexterity. This is achieved by integrating measures of accuracy and speed in transporting objects with increasing fragilities. A clinical trial to validate VET was carried out with a population of amputees and a small group of healthy participants, showing promising results. To improve the resolution of the test, here we propose a revised version of the execution protocol without extending the duration. The new version has been preliminary evaluated by seven healthy participants of different ages. The results of this pilot study support test-retest reliability for the original formulation of the Fine Dexterity Index, while suggesting for a revision of the Gross Dexterity Index.

手功能评估使治疗师能够选择适当的康复治疗,并监测康复进展。虚拟鸡蛋测试(VET)从其他测试中脱颖而出,因为它同时评估了手灵巧度和精细度。这是通过综合衡量运送物品的准确性和速度来实现的。一项验证VET的临床试验在一群截肢者和一小群健康参与者中进行,显示出令人鼓舞的结果。为了提高测试的分辨率,我们在这里提出了一个不延长持续时间的执行协议的修订版本。新版本已经由7名不同年龄的健康参与者进行了初步评估。本初步研究结果支持精细灵巧指数原始公式的重测信度,同时建议对总灵巧指数进行修订。
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引用次数: 0
Exploring Synergy Between Tactile Perception and Arm Usage. 探索触觉感知与手臂使用之间的协同作用。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11062930
Yuhe Chen, Jonathan van Zanten, Michael Wiertlewski, Arno Stienen

Stroke causes severe tactile deficiencies which affects motor control when grasping and lifting objects. Understanding the fundamental neural disorders associated with tactile deficits is crucial to developing rehabilitation and treatment plans correspondingly. Earlier studies have studied the dynamics between finger grasping behavior and arm muscle activation in stroke patients. However, the exact neuromuscular synergy of tactile perception and arm usage is left unexplored. Here we designed a comprehensive experiment platform and tested the potential synergy on 12 healthy young adults, serving as a control group to establish a foundation for future studies on stroke patients. The experimental platform consists of a lever arm on which torques can be applied to the subject's arm. The end effector is equipped with a special ultrasonic friction modulation plate that can reduce the apparent friction of the object by up to 63 %, simulating real-world grasping tasks in a controlled setting. The experiments were performed under varying conditions of friction and arm usage. Results indicate significant effects of tactile stimulation on grasping force adaptation ($p<0.05$ in 8 of 12 experimental conditions). In the meantime, arm usage did not show a significant synergy with tactile perception ($p=0.44$ in grasping force adaptation amplitude, and $p=0.73$ in reflex delay). These findings demonstrate that the experimental platform can provide insights into human tactile behaviors, which is critical for studying tactile sensory and motor control synergy. The results will lay the groundwork for future research on underlying pathologies and rehabilitation strategies for stroke patients.

中风会导致严重的触觉缺陷,影响抓取和抬起物体时的运动控制。了解与触觉缺陷相关的基本神经障碍对于制定相应的康复和治疗计划至关重要。早期的研究已经研究了中风患者手指抓握行为和手臂肌肉激活之间的动态关系。然而,触觉感知和手臂使用的确切神经肌肉协同作用尚未被探索。在此,我们设计了一个综合的实验平台,并在12名健康的年轻成年人身上测试了潜在的协同作用,作为对照组,为未来对脑卒中患者的研究奠定基础。实验平台由杠杆臂组成,在杠杆臂上可以将扭矩施加到受试者的手臂上。末端执行器配备了一个特殊的超声波摩擦调制板,可以减少物体的表观摩擦高达63%,在受控设置中模拟现实世界的抓取任务。实验是在不同的摩擦和手臂使用条件下进行的。结果表明,触觉刺激对抓握力适应有显著影响
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引用次数: 0
FES-Induced and Voluntary-Induced Fatigue in a Rehabilitation-Like Task. 类康复任务中fes诱导和自愿诱导的疲劳。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11063107
Lucille Cazenave, Nuria Pena-Perez, Aaron Yurkewich, Etienne Burdet

In the context of FES-based rehabilitation and assistance tasks, there is a growing interest in managing the induced fatigue, which is an obvious limiting factor in training duration. However, it is unclear whether and how fatigue may develop in tasks commonly used in stroke rehabilitation. This work explored the effect of FES- or volition- induced movements on EMG-based effort and M-wave metrics that characterise fatigue, during a continuous wrist target-tracking task completed by 22 unimpaired participants. We found no significant changes in the mechanical and electrical responses of the muscles during the Volition-only, FES-only, and VolitionFES conditions, suggesting that during this task, FES did not induce muscular fatigue, while both mental and physical demands were reported as low. Our results thus suggest that it may not be necessary to consider FES-induced fatigue during such continuous FES-assisted tasks, that can be used in poststroke motor rehabilitation training.

在以fes为基础的康复和援助任务方面,人们对管理诱发疲劳越来越感兴趣,这是训练时间的一个明显限制因素。然而,目前尚不清楚疲劳是否以及如何在卒中康复中经常使用的任务中发生。在22名未受损的参与者完成的连续手腕目标跟踪任务中,研究了FES或意志诱导的运动对基于肌电图的努力和表征疲劳的m波指标的影响。我们发现,在voltion -only、FES-only和VolitionFES条件下,肌肉的机械和电反应没有显著变化,这表明在这项任务中,FES不会引起肌肉疲劳,而精神和身体需求都很低。因此,我们的研究结果表明,在这种连续的fes辅助任务中,可能没有必要考虑fes引起的疲劳,这可以用于脑卒中后的运动康复训练。
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引用次数: 0
General Purpose Haptic/Biometric-Based Dynamic Difficulty Adjustment for Post-Stroke Upper-Limb Rehabilitation Games. 基于通用触觉/生物特征的中风后上肢康复游戏动态难度调整。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11062998
Yiyang Shang, Sasan Bahrami, Samuel Gaardsmoe, Alwyn Johnson, Michelle J Johnson, Paul Diefenbach

Rehabilitation therapy can be more effective and engaging when interactive technologies are involved. To enhance this experience, we integrated a haptic/biometric-based (HBB) Dynamic Difficulty Adjustment (DDA) system into the enAblegames ${}^{text {TM}}$ platform, which already uses body tracking for therapeutic gaming. This system adapts game and haptic difficulty in real time based on each patient's biometric data and performance, making therapy more personalized. We tested this system with 11 participants, comparing their experiences with and without DDA. The results were promising-36% preferred DDA-enhanced games, compared to just $mathbf{7 %}$ for non-DDA, and in a single-game scenario, preference for DDA increased by 50 %. These early findings suggest that HBB-DDA can make rehabilitation more engaging and tailored to individual needs. While more research is needed to understand its full impact, this system has the potential to improve patient experience and therapy outcomes.

当涉及到互动技术时,康复治疗可以更有效和更吸引人。为了增强这种体验,我们将基于触觉/生物特征(HBB)的动态难度调整(DDA)系统集成到enAblegames ${}^{text {TM}}$平台中,该平台已经将身体追踪技术用于治疗性游戏。该系统根据每位患者的生物特征数据和表现实时调整游戏和触觉难度,使治疗更加个性化。我们用11名参与者测试了这个系统,比较了他们使用和不使用DDA的经历。结果很有希望——36%的人更喜欢DDA增强的游戏,而非DDA的人只喜欢$mathbf{7 %}$,在单游戏场景中,对DDA的偏好增加了50%。这些早期发现表明,HBB-DDA可以使康复更有吸引力,更适合个人需求。虽然需要更多的研究来了解其全部影响,但该系统有可能改善患者体验和治疗结果。
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引用次数: 0
Green Means Go(Bot): Using an Assistive Robot to Encourage Independent Walking Practice by a Child with Motor Disabilities. 绿色代表行走(机器人):使用辅助机器人鼓励有运动障碍的儿童独立行走。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11063020
Ameer Helmi, Tze-Hsuan Wang, Samuel W Logan, Naomi T Fitter

For children with motor disabilities, a wide range of assistive technologies (such as exoskeletons, treadmill trainers, and body-weight support harnesses) exist to support learning to walk. However, after the onset of independent walking, few technologies are geared toward helping children with motor disabilities to practice walking and improve walking control. In this paper, we assess the ability of GoBot, a custom assistive robot with multiple game modes, to encourage one child with a motor disability to improve their amount, speed, and control of independent walking. We conducted a 12-session single-subject study and found that the child walked more and faster while engaging in lightly competitive races against a directly teleoperated GoBot, compared to during experiences in a standard of care condition. As a second and more exploratory element of our work, we equipped GoBot to autonomously play the common children's game red light, green light (RLGL) with the user as an entertaining way to motivate balance practice. Anecdotally, this RLGL activity led to some of the highest levels of child engagement. The preliminary findings of our single-subject study can benefit researchers working with assistive robots and physical therapists working with children with independent walking practice goals.

对于有运动障碍的儿童,有各种各样的辅助技术(如外骨骼、跑步机训练器和体重支持安全带)可以帮助他们学习走路。然而,在独立行走开始后,很少有技术针对帮助运动障碍儿童练习行走和改善行走控制。在本文中,我们评估了具有多种游戏模式的定制辅助机器人GoBot的能力,以鼓励有运动障碍的儿童提高他们独立行走的数量,速度和控制。我们进行了一项12期的单受试者研究,发现与在标准护理条件下的经历相比,在与直接遥控的GoBot进行轻度竞争时,孩子走得更多、更快。作为我们工作的第二个更具探索性的元素,我们为GoBot配备了一种与用户一起自主玩常见的儿童游戏红灯绿灯(RLGL)的娱乐方式,以激励平衡练习。有趣的是,这种RLGL活动导致了一些最高水平的儿童参与。我们的单主题研究的初步发现可以使辅助机器人的研究人员和具有独立行走练习目标的儿童的物理治疗师受益。
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引用次数: 0
HADAR Hand: 13-DoF Hybrid Actuation-Based Dextrous Anthropomorphic Robotic Hand. HADAR手:基于13自由度混合驱动的灵巧拟人机械手。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11062954
Prashanth Jonna, Madhav Rao

Dextrous robotic hand designs are pivotal in advancing the field of hand prosthetics, enabling users to perform robust grasping tasks essential for daily activities and improved quality of life. However, the widespread adoption of such dextrous hand prosthetics remains hindered by prohibitive costs that arise from the high number of actuators used to replicate natural human hand movements. This research seeks to address this challenge by critically evaluating the necessity of replicating many human hand DoFs and instead proposing a design that achieves 95% of human grasp configurations with a significantly reduced actuator count compared to conventional biomimetic robotic hands. We present the Hybrid-Actuated dextrous Anthropomorphic Robotic (HADAR) Hand, a novel 13-DoF robotic hand optimised for dextrous object grasping with a high degree of visual anthropomorphism. The HADAR Hand employs a hybrid actuation strategy, combining linkagedriven mechanisms for robust proximal joint control and tendon-based actuation for compliant distal joint movement, which is essential for delicate object handling. Utilizing insights from long-term occupational studies and Functional Range of Motion (FROM) data, rigid and elastomeric couplings were developed to bring down the actuator count to less than half the number of major tendons present in the human hand without compromising on the ability to perform human-like grasp configurations. Comprehensive performance evaluations validate the HADAR Hand's capabilities, with results demonstrating success in replicating hand grasps as per Cutkosky's taxonomy (14/15), Feix's GRASP taxonomy (31/33), and the Kapandji thumb opposability test (6/10). To promote accessibility and reproducibility, the HADAR Hand leverages cost-effective, widely available actuators, additive manufacturing techniques, and a compact, two-layer PCB capable of concurrently driving all 13 N20 DC motors that drive the HADAR Hand. This work represents a significant step in developing affordable, highperformance prosthetics and robotic hands.

灵巧的机器人手设计是推进手部假肢领域的关键,使用户能够执行日常活动和提高生活质量所必需的强大抓取任务。然而,这种灵巧的手部假肢的广泛采用仍然受到高昂成本的阻碍,这些成本来自于用于复制人类自然手部运动的大量致动器。本研究旨在通过批判性地评估复制许多人手自由度的必要性来解决这一挑战,而不是提出一种设计,与传统的仿生机械手相比,该设计可以实现95%的人类抓取配置,并且驱动器数量显着减少。我们提出了混合驱动的灵巧拟人化机器人(HADAR)手,这是一种新型的13自由度机器人手,具有高度的视觉拟人化,可用于灵巧物体的抓取。HADAR手采用混合驱动策略,结合了连杆驱动机制来实现稳健的近端关节控制,以及基于肌腱的驱动机制来实现柔顺的远端关节运动,这对于精细的物体处理至关重要。利用长期职业研究和功能运动范围(from)数据的见解,开发了刚性和弹性耦合,将执行器的数量减少到人手主要肌腱数量的一半以下,而不会影响执行类似人类的抓取配置的能力。综合性能评估验证了HADAR Hand的能力,结果表明,根据Cutkosky的分类(14/15),Feix的GRASP分类(31/33)和Kapandji拇指对立性测试(6/10),HADAR Hand能够成功地复制手抓握。为了提高易用性和可重复性,HADAR Hand利用了成本效益高、广泛可用的执行器、增材制造技术和紧凑的两层PCB,能够同时驱动驱动HADAR Hand的所有13台N20直流电机。这项工作代表了在开发经济实惠、高性能的假肢和机器人手方面迈出的重要一步。
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引用次数: 0
Hybrid Brain Computer Interface-Based Rehabilitation Addressing Post-Stroke Maladaptive Movement Patterns. 基于混合脑机接口的脑卒中后不适应运动模式康复。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11062988
J Toppi, G Savina, E Colamarino, V De Seta, F Patarini, F Cincotti, F Pichiorri, D Mattia

Hybrid Brain-Computer Interfaces (hBCI) integrate brain and muscle signals to enhance motor rehabilitation of stroke survivors, by closing the loop between the lesioned brain and the paretic limb. To date, little attention has been devoted to their potential efficacy in managing the maladaptive movement patterns that afflict post-stroke motor outcome (unwanted abnormal co-contrations, spasticity). This study proposes a comparison of Cortico-Muscular Coherence (CMC) patterns assessed in stroke patients before and after a 1-month rehabilitation intervention based on a hBCI-controlled Functional Electrical Stimulation (FES) treatment, which included a module to monitor non-physiological movement patterns. Results demonstrated the efficacy of this type of assistive technology for post-stroke rehabilitation, addressing patient-tailored interventions able to reduce the maladaptive mechanisms.

混合脑机接口(hBCI)整合脑和肌肉信号,通过关闭受损大脑和麻痹肢体之间的回路来增强中风幸存者的运动康复。迄今为止,很少有人关注它们在控制中风后运动结果(不需要的异常联合收缩、痉挛)的不适应运动模式方面的潜在功效。本研究提出了脑卒中患者在基于hbci控制的功能电刺激(FES)治疗的1个月康复干预前后评估的皮质-肌肉一致性(CMC)模式的比较,其中包括一个监测非生理性运动模式的模块。结果证明了这种类型的辅助技术在卒中后康复中的有效性,解决了针对患者的干预措施,能够减少适应不良机制。
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引用次数: 0
Intertwined Digital Human and Robot Modeling-Driven Development of Reharob 3.0: The Quad-Arm Functional Upper Limb Rehabilitation Robot System. 数字化人机建模驱动的Reharob 3.0开发:四臂功能上肢康复机器人系统。
Pub Date : 2025-05-01 DOI: 10.1109/ICORR66766.2025.11063149
A Toth, T Pilissy, J Kocsis, M O Bauer, D Simon, I Tavaszi, K Sandor, G Fazekas

Mass-produced industrial and service robots have been used to build therapeutic rehabilitation robots since the 1990s. REHAROB 1.0, the dual-arm upper limb rehabilitation robot prototype, was among the pioneers. The industrial collaborative robot is a new type of robot in terms of safety, appearance, performance, and cost, thanks to which it is proving itself in more and more applications. To take advantage of these benefits, the REHAROB 3.0 Robotic Trainer for Activities of Daily Living, also updated in its name, was designed and built using two industrial collaborative robots and two uniquely developed robotic fingers. The goal of our study was to introduce an iterative design and simulation process in which digital human modeling is intertwined with digital robot modeling, leading to an upper limb rehabilitation robot system targeting outstanding performance features such as synchronous exercising of every upper limb anatomical joint and training reaching and grasping Activities of Daily Living with real objects in a real environment.

自20世纪90年代以来,大量生产的工业和服务机器人已被用于制造治疗康复机器人。双臂上肢康复机器人原型REHAROB 1.0就是先驱者之一。工业协作机器人是一种新型的机器人,它在安全性、外观、性能和成本等方面都得到了广泛的应用。为了充分利用这些优势,REHAROB 3.0日常生活活动机器人教练(也以其名称进行了更新)的设计和制造使用了两个工业协作机器人和两个独特开发的机器人手指。我们的研究目标是引入一种迭代设计和仿真过程,将数字人体建模与数字机器人建模相结合,从而使上肢康复机器人系统具有突出的性能特征,例如同步锻炼上肢每个解剖关节,以及在真实环境中训练与真实物体的日常生活活动。
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引用次数: 0
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IEEE ... International Conference on Rehabilitation Robotics : [proceedings]
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