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Li W, Shi P, Li S, Yu H. Current status and clinical perspectives of extended reality for myoelectric prostheses: review. Front Bioeng Biotechnol 2024; 11:1334771. [PMID: 38260728 PMCID: PMC10800532 DOI: 10.3389/fbioe.2023.1334771] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/07/2023] [Accepted: 12/13/2023] [Indexed: 01/24/2024] Open
Abstract
Training with "Extended Reality" or X-Reality (XR) systems can undoubtedly enhance the control of the myoelectric prostheses. However, there is no consensus on which factors improve the efficiency of skill transfer from virtual training to actual prosthesis abilities. This review examines the current status and clinical applications of XR in the field of myoelectric prosthesis training and analyses possible influences on skill migration. We have conducted a thorough search on databases in the field of prostheses using keywords such as extended reality, virtual reality and serious gaming. Our scoping review encompassed relevant applications, control methods, performance evaluation and assessment metrics. Our findings indicate that the implementation of XR technology for myoelectric rehabilitative training on prostheses provides considerable benefits. Additionally, there are numerous standardised methods available for evaluating training effectiveness. Recently, there has been a surge in the number of XR-based training tools for myoelectric prostheses, with an emphasis on user engagement and virtual training evaluation. Insufficient attention has been paid to significant limitations in the behaviour, functionality, and usage patterns of XR and myoelectric prostheses, potentially obstructing the transfer of skills and prospects for clinical application. Improvements are recommended in four critical areas: activities of daily living, training strategies, feedback, and the alignment of the virtual environment with the physical devices.
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Affiliation(s)
- Wei Li
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, Shanghai, China
- Shanghai Engineering Research Center of Assistive Devices, Shanghai, China
- Key Laboratory of Neural-Functional Information and Rehabilitation Engineering of the Ministry of Civil Affairs, Shanghai, China
| | - Ping Shi
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, Shanghai, China
- Shanghai Engineering Research Center of Assistive Devices, Shanghai, China
- Key Laboratory of Neural-Functional Information and Rehabilitation Engineering of the Ministry of Civil Affairs, Shanghai, China
| | - Sujiao Li
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, Shanghai, China
- Shanghai Engineering Research Center of Assistive Devices, Shanghai, China
- Key Laboratory of Neural-Functional Information and Rehabilitation Engineering of the Ministry of Civil Affairs, Shanghai, China
| | - Hongliu Yu
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, Shanghai, China
- Shanghai Engineering Research Center of Assistive Devices, Shanghai, China
- Key Laboratory of Neural-Functional Information and Rehabilitation Engineering of the Ministry of Civil Affairs, Shanghai, China
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Kim K, Yang H, Lee J, Lee WG. Metaverse Wearables for Immersive Digital Healthcare: A Review. ADVANCED SCIENCE (WEINHEIM, BADEN-WURTTEMBERG, GERMANY) 2023; 10:e2303234. [PMID: 37740417 PMCID: PMC10625124 DOI: 10.1002/advs.202303234] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/19/2023] [Revised: 07/15/2023] [Indexed: 09/24/2023]
Abstract
The recent exponential growth of metaverse technology has been instrumental in reshaping a myriad of sectors, not least digital healthcare. This comprehensive review critically examines the landscape and future applications of metaverse wearables toward immersive digital healthcare. The key technologies and advancements that have spearheaded the metamorphosis of metaverse wearables are categorized, encapsulating all-encompassed extended reality, such as virtual reality, augmented reality, mixed reality, and other haptic feedback systems. Moreover, the fundamentals of their deployment in assistive healthcare (especially for rehabilitation), medical and nursing education, and remote patient management and treatment are investigated. The potential benefits of integrating metaverse wearables into healthcare paradigms are multifold, encompassing improved patient prognosis, enhanced accessibility to high-quality care, and high standards of practitioner instruction. Nevertheless, these technologies are not without their inherent challenges and untapped opportunities, which span privacy protection, data safeguarding, and innovation in artificial intelligence. In summary, future research trajectories and potential advancements to circumvent these hurdles are also discussed, further augmenting the incorporation of metaverse wearables within healthcare infrastructures in the post-pandemic era.
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Affiliation(s)
- Kisoo Kim
- Intelligent Optical Module Research CenterKorea Photonics Technology Institute (KOPTI)Gwangju61007Republic of Korea
| | - Hyosill Yang
- Department of NursingCollege of Nursing ScienceKyung Hee UniversitySeoul02447Republic of Korea
| | - Jihun Lee
- Department of Mechanical EngineeringCollege of EngineeringKyung Hee UniversityYongin17104Republic of Korea
| | - Won Gu Lee
- Department of Mechanical EngineeringCollege of EngineeringKyung Hee UniversityYongin17104Republic of Korea
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Hunt CL, Sun Y, Wang S, Shehata AW, Hebert JS, Gonzalez-Fernandez M, Kaliki RR, Thakor NV. Limb loading enhances skill transfer between augmented and physical reality tasks during limb loss rehabilitation. J Neuroeng Rehabil 2023; 20:16. [PMID: 36707817 PMCID: PMC9881335 DOI: 10.1186/s12984-023-01136-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2022] [Accepted: 01/10/2023] [Indexed: 01/28/2023] Open
Abstract
BACKGROUND Virtual and augmented reality (AR) have become popular modalities for training myoelectric prosthesis control with upper-limb amputees. While some systems have shown moderate success, it is unclear how well the complex motor skills learned in an AR simulation transfer to completing the same tasks in physical reality. Limb loading is a possible dimension of motor skill execution that is absent in current AR solutions that may help to increase skill transfer between the virtual and physical domains. METHODS We implemented an immersive AR environment where individuals could operate a myoelectric virtual prosthesis to accomplish a variety of object relocation manipulations. Intact limb participants were separated into three groups, the load control (CGLD; [Formula: see text]), the AR control (CGAR; [Formula: see text]), and the experimental group (EG; [Formula: see text]). Both the CGAR and EG completed a 5-session prosthesis training protocol in AR while the CGLD performed simple muscle training. The EG attempted manipulations in AR while undergoing limb loading. The CGAR attempted the same manipulations without loading. All participants performed the same manipulations in physical reality while operating a real prosthesis pre- and post-training. The main outcome measure was the change in the number of manipulations completed during the physical reality assessments (i.e. completion rate). Secondary outcomes included movement kinematics and visuomotor behavior. RESULTS The EG experienced a greater increase in completion rate post-training than both the CGAR and CGLD. This performance increase was accompanied by a shorter motor learning phase, the EG's performance saturating in less sessions of AR training than the CGAR. CONCLUSION The results demonstrated that limb loading plays an important role in transferring complex motor skills learned in virtual spaces to their physical reality analogs. While participants who did not receive limb loading were able to receive some functional benefit from AR training, participants who received the loading experienced a greater positive change in motor performance with their performance saturating in fewer training sessions.
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Affiliation(s)
- Christopher L. Hunt
- grid.21107.350000 0001 2171 9311Department of Biomedical Engineering, The Johns Hopkins University, Baltimore, USA
| | - Yinghe Sun
- grid.429997.80000 0004 1936 7531Department of Electrical and Computer Engineering, Tufts University, Medford, USA
| | - Shipeng Wang
- grid.21107.350000 0001 2171 9311Department of Biomedical Engineering, The Johns Hopkins University, Baltimore, USA
| | - Ahmed W. Shehata
- grid.17089.370000 0001 2190 316XDivision of Physical Medicine & Rehabilitation, University of Alberta, Edmonton, Canada
| | - Jacqueline S. Hebert
- grid.17089.370000 0001 2190 316XDivision of Physical Medicine & Rehabilitation, University of Alberta, Edmonton, Canada
| | - Marlis Gonzalez-Fernandez
- grid.21107.350000 0001 2171 9311Department of Physical Medicine and Rehabilitation, The Johns Hopkins University, Baltimore, USA
| | - Rahul R. Kaliki
- grid.21107.350000 0001 2171 9311Department of Biomedical Engineering, The Johns Hopkins University, Baltimore, USA ,grid.281272.cInfinite Biomedical Technologies, Baltimore, USA
| | - Nitish V. Thakor
- grid.21107.350000 0001 2171 9311Department of Biomedical Engineering, The Johns Hopkins University, Baltimore, USA
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Zeng H, Yu W, Chen D, Hu X, Zhang D, Song A. Exploring Biomimetic Stiffness Modulation and Wearable Finger Haptics for Improving Myoelectric Control of Virtual Hand. IEEE Trans Neural Syst Rehabil Eng 2022; 30:1601-1611. [PMID: 35675253 DOI: 10.1109/tnsre.2022.3181284] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
The embodiment of virtual hand (VH) by the user is generally deemed to be important for virtual reality (VR) based hand rehabilitation applications, which may help to engage the user and promote motor skill relearning. In particular, it requires that the VH should produce task-dependent interaction behaviors from rigid to soft. While such a capability is inherent to humans via hand stiffness regulation and haptic interactions, yet it have not been successfully imitated by VH in existing studies. In this paper, we present a work which integrates biomimetic stiffness regulation and wearable finger force feedback in VR scenarios involving myoelectric control of VH. On one hand, the biomimetic stiffness modulation intuitively enables VH to imitate the stiffness profile of the user's hand in real time. On the other hand, the wearable finger force-feedback device elicits a natural and realistic sensation of external force on the fingertip, which provides the user a proper understanding of the environment for enhancing his/her stiffness regulation. The benefits of the proposed integrated system were evaluated with eight healthy subjects that performed two tasks with opposite stiffness requirements. The achieved performance is compared with reduced versions of the integrated system, where either biomimetic impedance control or wearable force feedback is excluded. The results suggest that the proposed integrated system enables the stiffness of VH to be adaptively regulated by the user through the perception of interaction torques and vision, resulting in task-dependent behaviors from rigid to soft for VH.
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Garske CA, Dyson M, Dupan S, Morgan G, Nazarpour K. Serious Games Are Not Serious Enough for Myoelectric Prosthetics. JMIR Serious Games 2021; 9:e28079. [PMID: 34747715 PMCID: PMC8663510 DOI: 10.2196/28079] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2021] [Revised: 06/09/2021] [Accepted: 08/25/2021] [Indexed: 02/07/2023] Open
Abstract
Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training.
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Affiliation(s)
- Christian Alexander Garske
- Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Matthew Dyson
- Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Sigrid Dupan
- Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom
| | - Graham Morgan
- Networked and Ubiquitous Systems Engineering Group, School of Computing, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Kianoush Nazarpour
- Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom
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Barresi G, Marinelli A, Caserta G, de Zambotti M, Tessadori J, Angioletti L, Boccardo N, Freddolini M, Mazzanti D, Deshpande N, Frigo CA, Balconi M, Gruppioni E, Laffranchi M, De Michieli L. Exploring the Embodiment of a Virtual Hand in a Spatially Augmented Respiratory Biofeedback Setting. Front Neurorobot 2021; 15:683653. [PMID: 34557082 PMCID: PMC8454775 DOI: 10.3389/fnbot.2021.683653] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/21/2021] [Accepted: 07/26/2021] [Indexed: 01/15/2023] Open
Abstract
Enhancing the embodiment of artificial limbs—the individuals' feeling that a virtual or robotic limb is integrated in their own body scheme—is an impactful strategy for improving prosthetic technology acceptance and human-machine interaction. Most studies so far focused on visuo-tactile strategies to empower the embodiment processes. However, novel approaches could emerge from self-regulation techniques able to change the psychophysiological conditions of an individual. Accordingly, this pilot study investigates the effects of a self-regulated breathing exercise on the processes of body ownership underlying the embodiment of a virtual right hand within a Spatially Augmented Respiratory Biofeedback (SARB) setting. This investigation also aims at evaluating the feasibility of the breathing exercise enabled by a low-cost SARB implementation designed for upcoming remote studies (a need emerged during the COVID-19 pandemic). Twenty-two subjects without impairments, and two transradial prosthesis users for a preparatory test, were asked (in each condition of a within-group design) to maintain a normal (about 14 breaths/min) or slow (about 6 breaths/min) respiratory rate to keep a static virtual right hand “visible” on a screen. Meanwhile, a computer-generated sphere moved from left to right toward the virtual hand during each trial (1 min) of 16. If the participant's breathing rate was within the target (slow or normal) range, a visuo-tactile event was triggered by the sphere passing under the virtual hand (the subjects observed it shaking while they perceived a vibratory feedback generated by a smartphone). Our results—mainly based on questionnaire scores and proprioceptive drift—highlight that the slow breathing condition induced higher embodiment than the normal one. This preliminary study reveals the feasibility and potential of a novel psychophysiological training strategy to enhance the embodiment of artificial limbs. Future studies are needed to further investigate mechanisms, efficacy and generalizability of the SARB techniques in training a bionic limb embodiment.
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Affiliation(s)
- Giacinto Barresi
- Rehab Technologies, Istituto Italiano di Tecnologia, Genoa, Italy
| | - Andrea Marinelli
- Rehab Technologies, Istituto Italiano di Tecnologia, Genoa, Italy.,Department of Informatics, Bioengineering, Robotics, and Systems Engineering, Università degli Studi di Genova, Genoa, Italy
| | - Giulia Caserta
- Rehab Technologies, Istituto Italiano di Tecnologia, Genoa, Italy.,Movement Biomechanics and Motor Control Lab, Department of Electronics, Information and Bioengineering, Politecnico di Milano, Milan, Italy
| | | | - Jacopo Tessadori
- Visual Geometry and Modelling, Istituto Italiano di Tecnologia, Genoa, Italy
| | - Laura Angioletti
- International Research Center for Cognitive Applied Neuroscience, Università Cattolica del Sacro Cuore, Milan, Italy.,Research Unit in Affective and Social Neuroscience, Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Nicolò Boccardo
- Rehab Technologies, Istituto Italiano di Tecnologia, Genoa, Italy
| | - Marco Freddolini
- Rehab Technologies, Istituto Italiano di Tecnologia, Genoa, Italy
| | - Dario Mazzanti
- Advanced Robotics, Istituto Italiano di Tecnologia, Genoa, Italy
| | - Nikhil Deshpande
- Advanced Robotics, Istituto Italiano di Tecnologia, Genoa, Italy
| | - Carlo Albino Frigo
- Movement Biomechanics and Motor Control Lab, Department of Electronics, Information and Bioengineering, Politecnico di Milano, Milan, Italy
| | - Michela Balconi
- International Research Center for Cognitive Applied Neuroscience, Università Cattolica del Sacro Cuore, Milan, Italy.,Research Unit in Affective and Social Neuroscience, Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Emanuele Gruppioni
- Centro Protesi INAIL, Istituto Nazionale per l'Assicurazione contro gli Infortuni sul Lavoro, Bologna, Italy
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Abstract
Myoelectric signals can be used to control prostheses or exoskeletons as well as robots, i.e., devices assisting the user or replacing a missing part of the body. A typical application of myoelectric prostheses is the human hand. Here, the development of a low-cost myoelectric thumb is described, which can either be used as an additional finger or as prosthesis. Combining 3D printing with inexpensive sensors, electrodes, and electronics, the recent project offers the possibility to produce an individualized myoelectric thumb at significantly lower costs than commercial myoelectric prostheses. Alternatively, a second thumb may be supportive for people with special manual tasks. These possibilities are discussed together with disadvantages of a second thumb and drawbacks of the low-cost solution in terms of mechanical properties and wearing comfort. The study shows that a low-cost customized myoelectric thumb can be produced in this way, but further research on controlling the thumb as well as improving motorization are necessarily to make it fully usable for daily tasks.
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Karczewski AM, Dingle AM, Poore SO. The Need to Work Arm in Arm: Calling for Collaboration in Delivering Neuroprosthetic Limb Replacements. Front Neurorobot 2021; 15:711028. [PMID: 34366820 PMCID: PMC8334559 DOI: 10.3389/fnbot.2021.711028] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/17/2021] [Accepted: 06/22/2021] [Indexed: 11/21/2022] Open
Abstract
Over the last few decades there has been a push to enhance the use of advanced prosthetics within the fields of biomedical engineering, neuroscience, and surgery. Through the development of peripheral neural interfaces and invasive electrodes, an individual's own nervous system can be used to control a prosthesis. With novel improvements in neural recording and signal decoding, this intimate communication has paved the way for bidirectional and intuitive control of prostheses. While various collaborations between engineers and surgeons have led to considerable success with motor control and pain management, it has been significantly more challenging to restore sensation. Many of the existing peripheral neural interfaces have demonstrated success in one of these modalities; however, none are currently able to fully restore limb function. Though this is in part due to the complexity of the human somatosensory system and stability of bioelectronics, the fragmentary and as-yet uncoordinated nature of the neuroprosthetic industry further complicates this advancement. In this review, we provide a comprehensive overview of the current field of neuroprosthetics and explore potential strategies to address its unique challenges. These include exploration of electrodes, surgical techniques, control methods, and prosthetic technology. Additionally, we propose a new approach to optimizing prosthetic limb function and facilitating clinical application by capitalizing on available resources. It is incumbent upon academia and industry to encourage collaboration and utilization of different peripheral neural interfaces in combination with each other to create versatile limbs that not only improve function but quality of life. Despite the rapidly evolving technology, if the field continues to work in divided "silos," we will delay achieving the critical, valuable outcome: creating a prosthetic limb that is right for the patient and positively affects their life.
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Affiliation(s)
| | - Aaron M. Dingle
- Division of Plastic Surgery, Department of Surgery, University of Wisconsin–Madison, Madison, WI, United States
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