运动损伤康复严重博弈中的自适应自组织模糊控制器

Shabnam Sadeghi Esfahlani, S. Cirstea, Alireza Sanaei, G. Wilson
{"title":"运动损伤康复严重博弈中的自适应自组织模糊控制器","authors":"Shabnam Sadeghi Esfahlani, S. Cirstea, Alireza Sanaei, G. Wilson","doi":"10.1109/ISIE.2017.8001435","DOIUrl":null,"url":null,"abstract":"Rehabiliation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a serious game using a fusion of implemented technologies that can be easily used by patients and therapists to assess and enhance sensorimotor performance and also increase the activities in the daily lives of patients. The game allows a player to control avatar movements through a Kinect Xbox, Myo armband and rudder foot pedal, and involves a series of reach-grasp-collect tasks whose difficulty levels are learnt by a fuzzy interface. The orientation, angular velocity, head and spine tilts and other data generated by the player are monitored and saved, whilst the task completion is calculated by solving an inverse kinematics algorithm which orientates the upper limb joints of the avatar. The different values in upper body quantities of movement provide fuzzy input from which crisp output is determined and used to generate an appropriate subsequent rehabilitation game level. The system can thus provide personalised, autonomously-learnt rehabilitation programmes for patients with neuromuscular disorders with superior predictions to guide the development of improved clinical protocols compared to traditional theraputic activities.","PeriodicalId":6597,"journal":{"name":"2017 IEEE 26th International Symposium on Industrial Electronics (ISIE)","volume":"38 1","pages":"1311-1318"},"PeriodicalIF":0.0000,"publicationDate":"2017-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"21","resultStr":"{\"title\":\"An adaptive self-organizing fuzzy logic controller in a serious game for motor impairment rehabilitation\",\"authors\":\"Shabnam Sadeghi Esfahlani, S. Cirstea, Alireza Sanaei, G. Wilson\",\"doi\":\"10.1109/ISIE.2017.8001435\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Rehabiliation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a serious game using a fusion of implemented technologies that can be easily used by patients and therapists to assess and enhance sensorimotor performance and also increase the activities in the daily lives of patients. The game allows a player to control avatar movements through a Kinect Xbox, Myo armband and rudder foot pedal, and involves a series of reach-grasp-collect tasks whose difficulty levels are learnt by a fuzzy interface. The orientation, angular velocity, head and spine tilts and other data generated by the player are monitored and saved, whilst the task completion is calculated by solving an inverse kinematics algorithm which orientates the upper limb joints of the avatar. The different values in upper body quantities of movement provide fuzzy input from which crisp output is determined and used to generate an appropriate subsequent rehabilitation game level. The system can thus provide personalised, autonomously-learnt rehabilitation programmes for patients with neuromuscular disorders with superior predictions to guide the development of improved clinical protocols compared to traditional theraputic activities.\",\"PeriodicalId\":6597,\"journal\":{\"name\":\"2017 IEEE 26th International Symposium on Industrial Electronics (ISIE)\",\"volume\":\"38 1\",\"pages\":\"1311-1318\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"21\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 IEEE 26th International Symposium on Industrial Electronics (ISIE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISIE.2017.8001435\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 IEEE 26th International Symposium on Industrial Electronics (ISIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISIE.2017.8001435","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 21

摘要

康复机器人与视频游戏技术相结合,通过执行各种促进动作,为神经肌肉疾病患者的康复提供了一种辅助手段。目前的工作提出了ReHabGame,这是一个严肃的游戏,使用了实现技术的融合,可以很容易地被患者和治疗师用来评估和提高感觉运动表现,也增加了患者日常生活中的活动。这款游戏允许玩家通过Kinect Xbox、Myo臂带和舵脚踏板来控制虚拟角色的动作,包括一系列伸手-抓住-收集的任务,这些任务的难度等级是通过模糊界面来学习的。玩家生成的方向、角速度、头部和脊柱倾斜以及其他数据将被监控和保存,同时任务完成情况将通过求解一个逆运动学算法来计算,该算法将定位角色的上肢关节。上半身运动量的不同值提供了模糊输入,从中确定了清晰的输出,并用于生成适当的后续康复游戏水平。因此,与传统治疗活动相比,该系统可以为神经肌肉疾病患者提供个性化、自主学习的康复方案,并具有卓越的预测能力,以指导改进临床方案的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
An adaptive self-organizing fuzzy logic controller in a serious game for motor impairment rehabilitation
Rehabiliation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a serious game using a fusion of implemented technologies that can be easily used by patients and therapists to assess and enhance sensorimotor performance and also increase the activities in the daily lives of patients. The game allows a player to control avatar movements through a Kinect Xbox, Myo armband and rudder foot pedal, and involves a series of reach-grasp-collect tasks whose difficulty levels are learnt by a fuzzy interface. The orientation, angular velocity, head and spine tilts and other data generated by the player are monitored and saved, whilst the task completion is calculated by solving an inverse kinematics algorithm which orientates the upper limb joints of the avatar. The different values in upper body quantities of movement provide fuzzy input from which crisp output is determined and used to generate an appropriate subsequent rehabilitation game level. The system can thus provide personalised, autonomously-learnt rehabilitation programmes for patients with neuromuscular disorders with superior predictions to guide the development of improved clinical protocols compared to traditional theraputic activities.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
32nd IEEE International Symposium on Industrial Electronics, ISIE 2023, Helsinki, Finland, June 19-21, 2023 Fuel Cell prognosis using particle filter: application to the automotive sector Bi-Level Distribution Network Planning Integrated with Energy Storage to PV-Connected Network Distributed adaptive anti-windup consensus tracking of networked systems with switching topologies Deep Belief Network and Dempster-Shafer Evidence Theory for Bearing Fault Diagnosis
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1