Combining biosignals to assess and monitor VR-assisted rehabilitation of children with Cerebral Palsy: a machine learning approach* DOI

Danilo De Rossi,

Lucia Billeci, Luca Bonfiglio

и другие.

Опубликована: Дек. 7, 2023

Cerebral palsy (CP) is one of the most frequent causes motor disability in children. Physical therapy, coupled with sensing technology, assesses integrity nervous system and muscular activity eventually adapts therapy to patient's abilities. In TELOS Project, we carried out a single-blind controlled trial involving children CP aged 6 16 years for VR-assisted rehabilitation upper limbs stability tailored Serious Game.In collaboration healthcare professionals, used validated clinical scales wearable sensors surface electromyography (sEMG), electrocardiography (ECG), motion capture collect data from before, after therapeutic sessions. We aimed integrate acquired obtain series predictors describe progression. modelled using linear regressions LASSO regularization extract relevant features. Although preliminary, our findings indicate heart as crucial information, suggesting importance emotions success rehabilitation.Clinical Relevance: Gathering physiological could allow therapists perform adapted real skills performance

Язык: Английский

Wearable haptics for virtual reality and beyond DOI
Antonio Frisoli, Daniele Leonardis

Nature Reviews Electrical Engineering, Год журнала: 2024, Номер 1(10), С. 666 - 679

Опубликована: Сен. 25, 2024

Язык: Английский

Процитировано

7

Trends and Innovations in Wearable Technology for Motor Rehabilitation, Prediction, and Monitoring: A Comprehensive Review DOI Creative Commons
Pedro Lobo, Pedro Morais, Patrick Murray

и другие.

Sensors, Год журнала: 2024, Номер 24(24), С. 7973 - 7973

Опубликована: Дек. 13, 2024

(1) Background: Continuous health promotion systems are increasingly important, enabling decentralized patient care, providing comfort, and reducing congestion in healthcare facilities. These allow for treatment beyond clinical settings support preventive monitoring. Wearable have become essential tools monitoring, but they focus mainly on physiological data, overlooking motor data evaluation. The World Health Organization reports that 1.71 billion people globally suffer from musculoskeletal conditions, marked by pain limited mobility. (2) Methods: To gain a deeper understanding of wearables the rehabilitation, prediction progression and/or degradation symptoms directly associated with upper-limb pathologies, this study was conducted. Thus, all articles indexed Web Science database containing terms “wearable”, “upper limb”, (“rehabilitation” or “monitor” “predict”) between 2019 2023 were flagged analysis. (3) Results: Out 391 papers identified, 148 included analyzed, exploring technologies, their interrelationships. Technologies categorized typology primary purpose. (4) Conclusions: identified sensory units actuators wearable physiotherapy analyzed them based methods targeted pathologies.

Язык: Английский

Процитировано

3

Development of a Modular Adjustable Wearable Haptic Device for XR Applications DOI Creative Commons
Ali Najm, Domna Banakou, Despina Michael‐Grigoriou

и другие.

Virtual Worlds, Год журнала: 2024, Номер 3(4), С. 436 - 458

Опубликована: Окт. 16, 2024

Current XR applications move beyond audiovisual information, with haptic feedback rapidly gaining ground. However, current devices are still evolving and often struggle to combine key desired features in a balanced way. In this paper, we propose the development of high-resolution (HRH) system for perception enhancement, wearable technology designed augment extended reality (XR) experiences through precise localized tactile feedback. The HRH modular design 58 individually addressable actuators, enabling intricate interactions within compact form. Dual ESP32-S3 microcontrollers custom-designed ensure robust processing low-latency performance, crucial real-time applications. Integration Unity game engine provides developers user-friendly dynamic environment accurate, simple control customization. design, utilizing flexible PCB, supports wide range enhancing its versatility various A comparison our proposed existing solutions indicates that outperforms other by encapsulating several features, including adjustability, affordability, modularity, not only aims advance field but also introduces an intuitive tool exploring new methods human–computer interactions. Future work will focus on refining communication used convey information expand system’s

Язык: Английский

Процитировано

2

Virtual, augmented and mixed reality for motor neurorehabilitation: a systematic methodological review focused on the role of body representation (Preprint) DOI Creative Commons
Massimo Magrini, Olivia Curzio,

Cristina Dolciotti

и другие.

Опубликована: Июнь 21, 2024

BACKGROUND In neurorehabilitation, virtual reality (VR) applications cover a wide range of areas, including the rehabilitation patients with various types brain and spinal cord injuries. VR provides subject multisensory feedback, enhancing neuronal plasticity within sensorimotor cortex. OBJECTIVE The systematic review critically analyses existing literature on related to motor problems somatic representation propose new tools experiments. METHODS Protocol was registered in international database for reviews PROSPERO (ID: 481092 - 22 November 2023). followed Preferred Reporting Items Systematic Reviews Meta-Analyses (PRISMA) Guidelines. To implement search string, broad overview previous field developed. databases PubMed, Embase, Scopus, Web Science (7 December 2023) were explored, data regarding study design, methodology, participant characteristics, specific devices instruments used tested, body representation, embodiment collected. Newcastle-Ottawa Scale assess methodological quality studies; case report studies, dedicated scale used. RESULTS included 26 mainly clinical trials neurological patients. Internationally, technologies period 2008-2023 have evolved significantly; emergence inexpensive such as Oculus Rift HTC Vive has stimulated research this area. best results been achieved deficits. systems, users experience first- or third-person view (where their avatar is present) synthetic world around them. All studies first-person perspective, which found be most effective. Five incorporated EEG recording responses during experiments, while two transcranial stimulators enhance effect intervention. A couple employed other kinds devices, eye trackers. Regarding 3D engine used, Unity remains preferred choice development due its ease learning seamless integration devices. CONCLUSIONS selected shows that use enhances reinforcement learning, thereby improving cognitive recovery. emerging operational proposition supports tailor-made techniques setting aimed at evaluating outcomes therapeutic interventions treatment CLINICALTRIAL International PROSPERO, ID: 2023.

Язык: Английский

Процитировано

0

Developing An Efficient Vibrotactile Stimuli In Computer Game DOI

Jos Timanta Tarigan,

Arivan Satya Sikoko,

Desilia Selvida

и другие.

Опубликована: Ноя. 21, 2024

Язык: Английский

Процитировано

0

Does the Level of Focus in Serious Games in Immersive VR Correlate with the Quality of Movement? Preliminary Results from an Ongoing Study on Rehabilitation of Children with Cerebral Palsy DOI
Cristian Camardella, D. Rossi, Luca Bonfiglio

и другие.

Опубликована: Сен. 24, 2023

Cerebral palsy (CP), one of the diseases that cause motor deficiency, is a childhood condition characterized by disability (palsy) caused non-progressive static lesion in brain (cerebral) [1], [2]. Rehabilitation patients with CP typically accomplished through exercises performed team several specialists so patient can act independently or as little reliance on third parties possible. In CP, disorders are often present together sensory, perceptual, cognitive, behavioural and communication disorders. Regarding disorders, most frequent outcome hemiplegia, although diplegic paraplegic also [1].

Язык: Английский

Процитировано

1

Combining biosignals to assess and monitor VR-assisted rehabilitation of children with Cerebral Palsy: a machine learning approach* DOI

Danilo De Rossi,

Lucia Billeci, Luca Bonfiglio

и другие.

Опубликована: Дек. 7, 2023

Cerebral palsy (CP) is one of the most frequent causes motor disability in children. Physical therapy, coupled with sensing technology, assesses integrity nervous system and muscular activity eventually adapts therapy to patient's abilities. In TELOS Project, we carried out a single-blind controlled trial involving children CP aged 6 16 years for VR-assisted rehabilitation upper limbs stability tailored Serious Game.In collaboration healthcare professionals, used validated clinical scales wearable sensors surface electromyography (sEMG), electrocardiography (ECG), motion capture collect data from before, after therapeutic sessions. We aimed integrate acquired obtain series predictors describe progression. modelled using linear regressions LASSO regularization extract relevant features. Although preliminary, our findings indicate heart as crucial information, suggesting importance emotions success rehabilitation.Clinical Relevance: Gathering physiological could allow therapists perform adapted real skills performance

Язык: Английский

Процитировано

1