• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

用于上肢锻炼的机器人游戏原型:年龄和具身化对用户偏好及运动的影响

Robotic gaming prototype for upper limb exercise: Effects of age and embodiment on user preferences and movement.

作者信息

Eizicovits Danny, Edan Yael, Tabak Iris, Levy-Tzedek Shelly

机构信息

Department of Industrial Engineering and Management, Ben-Gurion University of the Negev, Beer-Sheva, Israel.

Department of Education, Ben-Gurion University of the Negev, Beer-Sheva, Israel.

出版信息

Restor Neurol Neurosci. 2018;36(2):261-274. doi: 10.3233/RNN-170802.

DOI:10.3233/RNN-170802
PMID:29526862
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5870005/
Abstract

BACKGROUND

Effective human-robot interactions in rehabilitation necessitates an understanding of how these should be tailored to the needs of the human. We report on a robotic system developed as a partner on a 3-D everyday task, using a gamified approach.

OBJECTIVES

To: (1) design and test a prototype system, to be ultimately used for upper-limb rehabilitation; (2) evaluate how age affects the response to such a robotic system; and (3) identify whether the robot's physical embodiment is an important aspect in motivating users to complete a set of repetitive tasks.

METHODS

62 healthy participants, young (<30 yo) and old (>60 yo), played a 3D tic-tac-toe game against an embodied (a robotic arm) and a non-embodied (a computer-controlled lighting system) partner. To win, participants had to place three cups in sequence on a physical 3D grid. Cup picking-and-placing was chosen as a functional task that is often practiced in post-stroke rehabilitation. Movement of the participants was recorded using a Kinect camera.

RESULTS

The timing of the participants' movement was primed by the response time of the system: participants moved slower when playing with the slower embodied system (p = 0.006). The majority of participants preferred the robot over the computer-controlled system. Slower response time of the robot compared to the computer-controlled one only affected the young group's motivation to continue playing.

CONCLUSION

We demonstrated the feasibility of the system to encourage the performance of repetitive 3D functional movements, and track these movements. Young and old participants preferred to interact with the robot, compared with the non-embodied system. We contribute to the growing knowledge concerning personalized human-robot interactions by (1) demonstrating the priming of the human movement by the robotic movement - an important design feature, and (2) identifying response-speed as a design variable, the importance of which depends on the age of the user.

摘要

背景

康复过程中有效的人机交互需要了解如何根据人的需求进行调整。我们报告了一个通过游戏化方法开发的机器人系统,该系统可作为三维日常任务中的伙伴。

目的

(1)设计并测试一个最终用于上肢康复的原型系统;(2)评估年龄如何影响对这种机器人系统的反应;(3)确定机器人的物理实体是否是激励用户完成一组重复任务的重要因素。

方法

62名健康参与者,分为年轻组(<30岁)和老年组(>60岁),与一个实体伙伴(机械臂)和一个非实体伙伴(计算机控制的照明系统)进行三维井字棋游戏。为了获胜,参与者必须在一个物理三维网格上依次放置三个杯子。选择杯子的拾取和放置作为中风后康复中经常练习的功能任务。使用Kinect相机记录参与者的动作。

结果

参与者的动作时间受系统反应时间的影响:与较慢的实体系统交互时,参与者动作较慢(p = 0.006)。大多数参与者更喜欢机器人而非计算机控制系统。与计算机控制系统相比,机器人较慢的反应时间仅影响年轻组继续游戏的积极性。

结论

我们证明了该系统鼓励进行重复三维功能运动并跟踪这些运动的可行性。与非实体系统相比,年轻和老年参与者都更喜欢与机器人交互。我们通过(1)展示机器人运动对人类运动的影响——这是一个重要的设计特征,以及(2)将反应速度确定为一个设计变量,其重要性取决于用户年龄,为有关个性化人机交互的知识增长做出了贡献。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/11472c29ce2b/rnn-36-rnn170802-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/58c3e157affd/rnn-36-rnn170802-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/5c3cf57baed2/rnn-36-rnn170802-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/bc4a7a78fdc0/rnn-36-rnn170802-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/a32757400576/rnn-36-rnn170802-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/ac05f9557a1b/rnn-36-rnn170802-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/6bdbd0ef8911/rnn-36-rnn170802-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/87124c84c8f7/rnn-36-rnn170802-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/11472c29ce2b/rnn-36-rnn170802-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/58c3e157affd/rnn-36-rnn170802-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/5c3cf57baed2/rnn-36-rnn170802-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/bc4a7a78fdc0/rnn-36-rnn170802-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/a32757400576/rnn-36-rnn170802-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/ac05f9557a1b/rnn-36-rnn170802-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/6bdbd0ef8911/rnn-36-rnn170802-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/87124c84c8f7/rnn-36-rnn170802-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/65a3/5870005/11472c29ce2b/rnn-36-rnn170802-g008.jpg

相似文献

1
Robotic gaming prototype for upper limb exercise: Effects of age and embodiment on user preferences and movement.用于上肢锻炼的机器人游戏原型:年龄和具身化对用户偏好及运动的影响
Restor Neurol Neurosci. 2018;36(2):261-274. doi: 10.3233/RNN-170802.
2
Smooth leader or sharp follower? Playing the mirror game with a robot.圆滑的领导者还是敏锐的跟随者?与机器人玩镜像游戏。
Restor Neurol Neurosci. 2018;36(2):147-159. doi: 10.3233/RNN-170756.
3
Modifying upper-limb inter-joint coordination in healthy subjects by training with a robotic exoskeleton.通过使用机器人外骨骼进行训练来改变健康受试者上肢关节间的协调性。
J Neuroeng Rehabil. 2017 Jun 12;14(1):55. doi: 10.1186/s12984-017-0254-x.
4
Comparison of Muscular Activity and Movement Performance in Robot-Assisted and Freely Performed Exercises.机器人辅助运动与自由运动在肌肉活动和运动表现方面的比较。
IEEE Trans Neural Syst Rehabil Eng. 2019 Jan;27(1):43-50. doi: 10.1109/TNSRE.2018.2883116. Epub 2018 Nov 23.
5
Comparison of exercise training effect with different robotic devices for upper limb rehabilitation: a retrospective study.不同机器人设备用于上肢康复的运动训练效果比较:一项回顾性研究
Eur J Phys Rehabil Med. 2017 Apr;53(2):240-248. doi: 10.23736/S1973-9087.16.04297-0. Epub 2016 Sep 27.
6
Evaluation of the effects of the Arm Light Exoskeleton on movement execution and muscle activities: a pilot study on healthy subjects.手臂轻型外骨骼对运动执行和肌肉活动影响的评估:一项针对健康受试者的初步研究。
J Neuroeng Rehabil. 2016 Jan 23;13:9. doi: 10.1186/s12984-016-0117-x.
7
Kinematic data analysis for post-stroke patients following bilateral versus unilateral rehabilitation with an upper limb wearable robotic system.脑卒中患者使用上肢可穿戴机器人系统进行双侧与单侧康复后的运动学数据分析。
IEEE Trans Neural Syst Rehabil Eng. 2013 Mar;21(2):153-64. doi: 10.1109/TNSRE.2012.2207462. Epub 2012 Jul 27.
8
Functional electrical stimulation mediated by iterative learning control and 3D robotics reduces motor impairment in chronic stroke.迭代学习控制和 3D 机器人介导的功能性电刺激可减少慢性中风的运动障碍。
J Neuroeng Rehabil. 2012 Jun 7;9:32. doi: 10.1186/1743-0003-9-32.
9
Influence of complementing a robotic upper limb rehabilitation system with video games on the engagement of the participants: a study focusing on muscle activities.用电子游戏补充机器人上肢康复系统对参与者参与度的影响:一项聚焦于肌肉活动的研究。
Int J Rehabil Res. 2014 Dec;37(4):334-42. doi: 10.1097/MRR.0000000000000076.
10
Robot-Assisted Reach Training for Improving Upper Extremity Function of Chronic Stroke.机器人辅助伸展训练改善慢性卒中患者上肢功能
Tohoku J Exp Med. 2015 Oct;237(2):149-55. doi: 10.1620/tjem.237.149.

引用本文的文献

1
How should robots exercise with people? Robot-mediated exergames win with music, social analogues, and gameplay clarity.机器人应如何与人类一起锻炼?以机器人为媒介的运动游戏凭借音乐、社交模拟和游戏清晰度胜出。
Front Robot AI. 2024 Jan 12;10:1155837. doi: 10.3389/frobt.2023.1155837. eCollection 2023.
2
A Socially Assistive Robot for Stroke Patients: Acceptance, Needs, and Concerns of Patients and Informal Caregivers.一款用于中风患者的社交辅助机器人:患者及非正式护理人员的接受度、需求与担忧
Front Rehabil Sci. 2022 Jan 25;2:793233. doi: 10.3389/fresc.2021.793233. eCollection 2021.
3
Extended Interviews with Stroke Patients Over a Long-Term Rehabilitation Using Human-Robot or Human-Computer Interactions.

本文引用的文献

1
Changes in Predictive Task Switching with Age and with Cognitive Load.预测性任务切换随年龄和认知负荷的变化
Front Aging Neurosci. 2017 Nov 22;9:375. doi: 10.3389/fnagi.2017.00375. eCollection 2017.
2
Smooth leader or sharp follower? Playing the mirror game with a robot.圆滑的领导者还是敏锐的跟随者?与机器人玩镜像游戏。
Restor Neurol Neurosci. 2018;36(2):147-159. doi: 10.3233/RNN-170756.
3
Motor errors lead to enhanced performance in older adults.运动错误导致老年人表现提高。
使用人机交互或人机互动对中风患者进行长期康复的深入访谈。
Int J Soc Robot. 2022;14(8):1893-1911. doi: 10.1007/s12369-022-00909-7. Epub 2022 Sep 16.
4
Interaction Matters: The Effect of Touching the Social Robot PARO on Pain and Stress is Stronger When Turned ON vs. OFF.交互很重要:开启与关闭状态下,触摸社交机器人帕罗对疼痛和压力的影响差异显著。
Front Robot AI. 2022 Jul 8;9:926185. doi: 10.3389/frobt.2022.926185. eCollection 2022.
5
A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot-methodology and usability testing.机器人用于康复治疗:一种使用社交辅助机器人的新型游戏化长期中风康复系统——方法与可用性测试
J Neuroeng Rehabil. 2021 Jul 28;18(1):122. doi: 10.1186/s12984-021-00915-2.
6
Mirror Visual Feedback Prior to Robot-Assisted Training Facilitates Rehabilitation After Stroke: A Randomized Controlled Study.机器人辅助训练前的镜像视觉反馈有助于中风后的康复:一项随机对照研究。
Front Neurol. 2021 Jul 8;12:683703. doi: 10.3389/fneur.2021.683703. eCollection 2021.
7
Touching the social robot PARO reduces pain perception and salivary oxytocin levels.抚摸社交机器人 PARO 可降低疼痛感知和唾液催产素水平。
Sci Rep. 2020 Jun 17;10(1):9814. doi: 10.1038/s41598-020-66982-y.
8
Exercising with Baxter: preliminary support for assistive social-physical human-robot interaction.与 Baxter 一起锻炼:辅助社交-物理人机交互的初步支持。
J Neuroeng Rehabil. 2020 Feb 17;17(1):19. doi: 10.1186/s12984-020-0642-5.
9
Smooth leader or sharp follower? Playing the mirror game with a robot.圆滑的领导者还是敏锐的跟随者?与机器人玩镜像游戏。
Restor Neurol Neurosci. 2018;36(2):147-159. doi: 10.3233/RNN-170756.
Sci Rep. 2017 Jun 12;7(1):3270. doi: 10.1038/s41598-017-03430-4.
4
Effects of robot-assisted upper limb rehabilitation in stroke patients: a systematic review with meta-analysis.机器人辅助上肢康复治疗脑卒中患者的效果:系统评价与荟萃分析。
Neurol Sci. 2017 Sep;38(9):1561-1569. doi: 10.1007/s10072-017-2995-5. Epub 2017 May 24.
5
Movement-Based Priming: Clinical Applications and Neural Mechanisms.基于运动的启动效应:临床应用与神经机制
J Mot Behav. 2017 Jan-Feb;49(1):88-97. doi: 10.1080/00222895.2016.1250716. Epub 2017 Mar 1.
6
Feasibility of Using Microsoft Kinect to Assess Upper Limb Movement in Type III Spinal Muscular Atrophy Patients.使用微软Kinect评估III型脊髓性肌萎缩症患者上肢运动的可行性。
PLoS One. 2017 Jan 25;12(1):e0170472. doi: 10.1371/journal.pone.0170472. eCollection 2017.
7
Inter-Joint Coordination Deficits Revealed in the Decomposition of Endpoint Jerk During Goal-Directed Arm Movement After Stroke.中风后目标导向性手臂运动过程中终点急动分解所揭示的关节间协调缺陷
IEEE Trans Neural Syst Rehabil Eng. 2017 Jul;25(7):798-810. doi: 10.1109/TNSRE.2017.2652393. Epub 2017 Jan 16.
8
Effects of Robot-Assisted Therapy for the Upper Limb After Stroke.机器人辅助治疗对中风后上肢的影响。
Neurorehabil Neural Repair. 2017 Feb;31(2):107-121. doi: 10.1177/1545968316666957. Epub 2016 Sep 24.
9
Aging and Sensory Substitution in a Virtual Navigation Task.虚拟导航任务中的衰老与感官替代
PLoS One. 2016 Mar 23;11(3):e0151593. doi: 10.1371/journal.pone.0151593. eCollection 2016.
10
Robot-supported upper limb training in a virtual learning environment : a pilot randomized controlled trial in persons with MS.虚拟学习环境中机器人辅助上肢训练:一项针对多发性硬化症患者的试点随机对照试验
J Neuroeng Rehabil. 2015 Jul 23;12:60. doi: 10.1186/s12984-015-0043-3.