Nataraj Raviraj, Sanford Sean, Shah Aniket, Liu Mingxiao
Movement Control Rehabilitation (MOCORE) Laboratory, Stevens Institute of Technology, Hoboken, NJ, United States.
Department of Biomedical Engineering, Stevens Institute of Technology, Hoboken, NJ, United States.
Front Hum Neurosci. 2020 Apr 23;14:126. doi: 10.3389/fnhum.2020.00126. eCollection 2020.
This study investigated how modified control of a virtual hand executing reach-to-grasp affects functional performance and agency (perception of control). The objective of this work was to demonstrate positive relationships between reaching performance and grasping agency and motivate greater consideration of agency in movement rehabilitation. We hypothesized that agency and performance have positive correlation across varying control modes of the virtual hand. In this study, each participant controlled motion of a virtual hand through motion of his or her own hand. Control of the virtual hand was modified according to a specific control mode. Each mode involved the virtual hand moving at a modified speed, having noise, or including a level of automation. These specific modes represent potential control features to adapt for a rehabilitation device such as a prosthetic arm and hand. In this study, significant changes in agency and performance were observed across the control modes. Overall, a significant positive relationship ( < 0.001) was observed between the primary performance metric of reach (tracking a minimum path length trajectory) and an implicit measurement of agency (intentional binding). Intentional binding was assessed through participant perceptions of time-intervals between grasp contact and a sound event. Other notable findings include improved movement efficiency (increased smoothness, reduced acceleration) during expression of higher agency and shift toward greater implicit versus explicit agency with higher control speed. Positively relating performance and agency incentivizes control adaptation of powered movement devices, such as prostheses or exoskeletons, to maximize both user engagement and functional performance. Agency-based approaches may foster user-device integration at a cognitive level and facilitate greater clinical retention of the device. Future work should identify robust and automated methods to adapt device control for increased agency. Objectives include how virtual reality (VR) may identify optimal control of real-world devices and assessing real-time agency from neurophysiological signals.
本研究调查了对执行抓握动作的虚拟手进行改进控制如何影响功能表现和能动感(控制感)。这项工作的目的是证明抓握动作表现与抓握能动感之间存在正相关关系,并促使在运动康复中更多地考虑能动感。我们假设在虚拟手的不同控制模式下,能动感和表现具有正相关性。在本研究中,每位参与者通过自身手部的动作来控制虚拟手的运动。根据特定的控制模式对虚拟手的控制进行修改。每种模式都包括虚拟手以修改后的速度移动、带有噪声或包含一定程度的自动化。这些特定模式代表了可应用于诸如假肢手臂和手部等康复设备的潜在控制特征。在本研究中,观察到在不同控制模式下能动感和表现有显著变化。总体而言,在抓握动作的主要表现指标(追踪最短路径长度轨迹)与能动感的一项隐性测量指标(意向性绑定)之间观察到显著的正相关关系(<0.001)。通过参与者对抓握接触与声音事件之间时间间隔的感知来评估意向性绑定。其他值得注意的发现包括,在表现出更高能动感时运动效率得到提高(流畅性增加、加速度降低),以及随着控制速度提高,向更大程度的隐性而非显性能动感转变。将表现与能动感正相关可激励对动力运动设备(如假肢或外骨骼)的控制进行调整,以最大限度地提高用户参与度和功能表现。基于能动感的方法可能会在认知层面促进用户与设备的整合,并有助于提高设备在临床上的留存率。未来的工作应确定强大且自动化的方法来调整设备控制以增强能动感。目标包括虚拟现实(VR)如何确定对现实世界设备的最佳控制,以及从神经生理信号评估实时能动感。