IEEE Trans Neural Syst Rehabil Eng. 2020 Feb;28(2):444-452. doi: 10.1109/TNSRE.2019.2959449. Epub 2019 Dec 13.
Adequate grip ability is important for effective execution of daily living activities. Neurological disorders like stroke that result in muscle weakness, limited strength and poor control often lead to reduced grip ability in the affected limb. Conventional rehabilitation for grip training is often monotonous and subjective. Technology-assisted Virtual Reality (VR)-based rehabilitation offers a motivating environment to the participants for rehabilitation. However, the existing systems need specialized set-up architecture, thereby limiting their accessibility. Furthermore, these systems quantify the functional grip ability based on task performance, and do not explore physiological basis of grip ability. In this work, we develop a VR-based rehabilitation platform integrated with physiology-sensitive biofeedback. The developed platform, Gripx makes use of features extracted from sEMG data collected from upper limb muscles to adaptively provide audio-visual biofeedback through a VR environment. We compare task based performance, physiological indices and clinical measures to evaluate the potential of Gripx. The results of our study with 8 healthy and 12 post-stroke participants show the potential of Gripx to contribute to grip rehabilitation over multiple exposures. This approach of integrating VR-based task design with physiology-sensitive biofeedback helps patients to better assess their physiological responses and enhance the efficacy of rehabilitation.
足够的抓握能力对于有效地执行日常生活活动很重要。像中风这样导致肌肉无力、力量有限和控制能力差的神经紊乱,通常会导致受影响肢体的抓握能力下降。传统的抓握训练康复往往是单调和主观的。基于虚拟现实(VR)的技术辅助康复为参与者提供了一个有激励性的康复环境。然而,现有的系统需要专门的设置架构,从而限制了它们的可访问性。此外,这些系统根据任务表现来量化功能抓握能力,而没有探索抓握能力的生理基础。在这项工作中,我们开发了一个集成了生理学敏感生物反馈的基于 VR 的康复平台。开发的平台 Gripx 利用从上肢肌肉采集的 sEMG 数据中提取的特征,通过 VR 环境自适应地提供音频-视觉生物反馈。我们比较了基于任务的表现、生理指标和临床测量来评估 Gripx 的潜力。我们对 8 名健康参与者和 12 名中风后参与者的研究结果表明,Gripx 有潜力在多次暴露中促进抓握康复。这种将基于 VR 的任务设计与生理学敏感生物反馈相结合的方法有助于患者更好地评估他们的生理反应,并提高康复效果。