Isometric Finger Device for Assessment and Training of Force Coordination Using Virtual Reality

2007 ◽  
Vol 1 (4) ◽  
pp. 279-282 ◽  
Author(s):  
Gregorij Kurillo ◽  
Matjaž Mihelj ◽  
Marko Munih ◽  
Tadej Bajd

Grasping of stroke patients is often affected by improper coactivation of muscles controlling the fingers. The restoration of hand function therefore represents an important goal in rehabilitation. Quantitative data on coordination between fingers can be helpful for the assessment of therapy effectiveness. We have designed a novel isometric finger device to assess three-dimensional forces applied by the thumb, index, and middle finger. The device was used in connection with a simple virtual reality task where the patient had to open a safe by sequentially rotating a knob using the isometric finger input. The presented virtual reality application was evaluated in a group of healthy subjects and a chronic stroke patient to obtain preliminary performance results. We analyzed the coordination of fingertip forces between the thumb and opposing fingers. Pearson correlation coefficient was determined to assess the coordination of force in each direction. In healthy subjects, the analysis of the fingertip forces showed precise coordination of force between the fingers to control a virtual object. The performance of the stroke patient was considerably lower due to reduced muscle control and presence of strong spasticity. The results showed use of excessive force in both hands and lower coordination of force between the fingers as compared to the healthy subjects. The proposed virtual reality system is considered as a complementary method to the existing methods used in physical and occupational therapy. Specific virtual reality tasks could be designed to train coordination of force between the affected fingers.

2020 ◽  
Vol 40 (5) ◽  
pp. 639-647
Author(s):  
David Delil Kara ◽  
Matthias Ring ◽  
Friedrich Frank Hennig ◽  
Georg Michelson

Abstract Purpose The study aimed to evaluate stereopsis as a surrogate marker for post-concussion oculomotor function to develop an objective test that can reliably and quickly detect mild traumatic brain injuries (TBI). Methods The cohort of this prospective clinical study included 30 healthy subjects (mean age 25 ± 2 years) and 30 TBI patients (43 ± 22 years) comprising 11 patients with moderate TBI and 19 patients with mild TBI. The healthy subjects were examined once, whereas the TBI patients were examined immediately after hospitalization, at 1 week, and at 2 months. A virtual reality (VR) program displayed three-dimensional rendering of four rotating soccer balls over VR glasses in different gaze directions. The subjects were instructed to select the ball that appeared to be raised from the screen as quickly as possible via remote control. The response times and fusion abilities in different gaze directions were recorded. Results The correlation between stereopsis and TBI severity was significant. The response times of the moderate and mild TBI groups were significantly longer than those of the healthy reference group. The response times of the moderate TBI group were significantly longer than those of the mild TBI group. The response times at follow-up examinations were significantly shorter than those immediately after hospitalization. Fusion ability was primarily defective in the gaze direction to the right (90°) and left (270° and 315°). Conclusions TBI patients showed impaired stereopsis. Measuring stereopsis in different positions of the visual field using VR can be effective for rapid concussion assessment.


2007 ◽  
Vol 16 (3) ◽  
pp. 293-306 ◽  
Author(s):  
Gregorij Kurillo ◽  
Matjaž Mihelj ◽  
Marko Munih ◽  
Tadej Bajd

In this article we present a new isometric input device for multi-fingered grasping in virtual environments. The device was designed to simultaneously assess forces applied by the thumb, index, and middle finger. A mathematical model of grasping, adopted from the analysis of multi-fingered robot hands, was applied to achieve multi-fingered interaction with virtual objects. We used the concept of visual haptic feedback where the user was presented with visual cues to acquire haptic information from the virtual environment. The virtual object corresponded dynamically to the forces and torques applied by the three fingers. The application of the isometric finger device for multi-fingered interaction is demonstrated in four tasks aimed at the rehabilitation of hand function in stroke patients. The tasks include opening the combination lock on a safe, filling and pouring water from a glass, muscle strength training with an elastic torus, and a force tracking task. The training tasks were designed to train patients' grip force coordination and increase muscle strength through repetitive exercises. The presented virtual reality system was evaluated in a group of healthy subjects and two post-stroke patients (early post-stroke and chronic) to obtain overall performance results. The healthy subjects demonstrated consistent performance with the finger device after the first few trials. The two post-stroke patients completed all four tasks, however, with much lower performance scores as compared to healthy subjects. The results of the preliminary assessment suggest that the patients could further improve their performance through virtual reality training.


2022 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Noboru Chiba ◽  
Tadayoshi Minamisawa

The purpose of this study was to clarify the lower limb joint motor coordination of para-athletes during running motion from frequency characteristics and to propose this as a method for evaluating their performance. The subject used was a 43-year-old male para-athlete who had suffered a left cerebral infarction. Using a three-dimensional motion analysis system, the angles of the hip, knee, and ankle joints were measured during 1 min of running at a speed of 8 km/h on a treadmill. Nine inter- and intra-limb joint angle pairs were analyzed by coherence and phase analyses. The main characteristic of the stroke patient was that there were joint pairs with absent or increased coherence peaks in the high-frequency band above 4 Hz that were not found in healthy subjects. Interestingly, these features were also observed on the non-paralyzed side. Furthermore, a phase analysis showed different phase differences between the joint motions of the stroke patient and healthy subjects in some joint pairs. Thus, we concluded there was a widespread functional impairment of joint motion in the stroke patient that has not been revealed by conventional methods. The coherence analysis of joint motion may be useful for identifying joint motion problems in para-athletes.


2020 ◽  
Vol 1 (1) ◽  
pp. 62-70
Author(s):  
Amir H Sadeghi ◽  
Wouter Bakhuis ◽  
Frank Van Schaagen ◽  
Frans B S Oei ◽  
Jos A Bekkers ◽  
...  

Abstract Aims Increased complexity in cardiac surgery over the last decades necessitates more precise preoperative planning to minimize operating time, to limit the risk of complications during surgery and to aim for the best possible patient outcome. Novel, more realistic, and more immersive techniques, such as three-dimensional (3D) virtual reality (VR) could potentially contribute to the preoperative planning phase. This study shows our initial experience on the implementation of immersive VR technology as a complementary research-based imaging tool for preoperative planning in cardiothoracic surgery. In addition, essentials to set up and implement a VR platform are described. Methods Six patients who underwent cardiac surgery at the Erasmus Medical Center, Rotterdam, The Netherlands, between March 2020 and August 2020, were included, based on request by the surgeon and availability of computed tomography images. After 3D VR rendering and 3D segmentation of specific structures, the reconstruction was analysed via a head mount display. All participating surgeons (n = 5) filled out a questionnaire to evaluate the use of VR as preoperative planning tool for surgery. Conclusion Our study demonstrates that immersive 3D VR visualization of anatomy might be beneficial as a supplementary preoperative planning tool for cardiothoracic surgery, and further research on this topic may be considered to implement this innovative tool in daily clinical practice. Lay summary Over the past decades, surgery on the heart and vessels is becoming more and more complex, necessitating more precise and accurate preoperative planning. Nowadays, operative planning is feasible on flat, two-dimensional computer screens, however, requiring a lot of spatial and three-dimensional (3D) thinking of the surgeon. Since immersive 3D virtual reality (VR) is an upcoming imaging technique with promising results in other fields of surgery, we aimed in this study to explore the additional value of this technique in heart surgery. Our surgeons planned six different heart operations by visualizing computed tomography scans with a dedicated VR headset, enabling them to visualize the patient’s anatomy in an immersive and 3D environment. The outcomes of this preliminary study are positive, with a much more reality-like simulation for the surgeon. In such, VR could potentially be beneficial as a preoperative planning tool for complex heart surgery.


Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1069
Author(s):  
Deyby Huamanchahua ◽  
Adriana Vargas-Martinez ◽  
Ricardo Ramirez-Mendoza

Exoskeletons are an external structural mechanism with joints and links that work in tandem with the user, which increases, reinforces, or restores human performance. Virtual Reality can be used to produce environments, in which the intensity of practice and feedback on performance can be manipulated to provide tailored motor training. Will it be possible to combine both technologies and have them synchronized to reach better performance? This paper consists of the kinematics analysis for the position and orientation synchronization between an n DoF upper-limb exoskeleton pose and a projected object in an immersive virtual reality environment using a VR headset. To achieve this goal, the exoskeletal mechanism is analyzed using Euler angles and the Pieper technique to obtain the equations that lead to its orientation, forward, and inverse kinematic models. This paper extends the author’s previous work by using an early stage upper-limb exoskeleton prototype for the synchronization process.


2021 ◽  
Vol 22 (1) ◽  
Author(s):  
Zhe Li ◽  
Guanzhi Liu ◽  
Run Tian ◽  
Ning Kong ◽  
Yue Li ◽  
...  

Abstract Background Our objective was to obtain normal patellofemoral measurements to analyse sex and individual differences. In addition, the absolute values and indices of tibial tuberosity-trochlear groove (TT-TG) distances are still controversial in clinical application. A better method to enable precise prediction is still needed. Methods Seventy-eight knees of 78 participants without knee pathologies were included in this cross-sectional study. A CT scan was conducted for all participants and three-dimensional knee models were constructed using Mimics and SolidWorks software. We measured and analysed 19 parameters including the TT-TG distance and dimensions and shapes of the patella, femur, tibia, and trochlea. LASSO regression was used to predict the normal TT-TG distances. Results The dimensional parameters, TT-TG distance, and femoral aspect ratio of the men were significantly larger than those of women (all p values < 0.05). However, after controlling for the bias from age, height, and weight, there were no significant differences in TT-TG distances and anterior-posterior dimensions between the sexes (all p values > 0.05). The Pearson correlation coefficients between the anterior femoral offset and other indexes were consistently below 0.3, indicating no relationship or a weak relationship. Similar results were observed for the sulcus angle and the Wiberg index. Using LASSO regression, we obtained four parameters to predict the TT-TG distance (R2 = 0.5612, p < 0.01) to achieve the optimal accuracy and convenience. Conclusions Normative data of patellofemoral morphology were provided for the Chinese population. The anterior-posterior dimensions of the women were thicker than those of men for the same medial-lateral dimensions. More attention should be paid to not only sex differences but also individual differences, especially the anterior condyle and trochlea. In addition, this study provided a new method to predict TT-TG distances accurately.


Author(s):  
So Young Joo ◽  
Seung Yeol Lee ◽  
Yoon Soo Cho ◽  
Sangho Yi ◽  
Cheong Hoon Seo

Abstract Hands are the part of the body that are most commonly involved in burns, and the main complications are finger joint contractures and nerve injuries. Hypertrophic scarring cannot be avoided despite early management of acute hand burn injuries, and some patients may need application of an exoskeleton robot to restore hand function. To do this, it is essential to individualize the customization of the robot for each patient. Three-dimensional (3D) technology, which is widely used in the field of implants, anatomical models, and tissue fabrication, makes this goal achievable. Therefore, this report is a study on the usefulness of an exoskeleton robot using 3D technology for patients who lost bilateral hand function due to burn injury. Our subject was a 45-year-old man with upper limb dysfunction of 560 days after a flame and chemical burn injury, with resultant impairment of manual physical abilities. After wearing an exoskeleton robot made using 3D printing technology, he could handle objects effectively and satisfactorily. This innovative approach provided considerable advantages in terms of customization of size and reduction in manufacturing time and costs, thereby showing great potential for use in patients with hand dysfunction after burn injury.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


Leonardo ◽  
1999 ◽  
Vol 32 (4) ◽  
pp. 261-268 ◽  
Author(s):  
Matthew Kirschenbaum

This paper documents an interactive graphics installation entitled Lucid Mapping and Codex Transformissions in the Z-Buffer. Lucid Mapping uses the Virtual Reality Modeling Language to explore textual and narrative possibilities within three-dimensional (3D) electronic environments. The author describes the creative rationale and technical design of the work and places it within the context of other applications of 3D text and typography in the digital arts and the scientific visualization communities. The author also considers the implications of 3D textual environments on visual language and communication, and discriminates among a range of different visual/ rhetorical strategies that such environments can sustain.


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