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用于基于表面肌电信号的握力检测及虚拟环境控制的柔性可穿戴设备的开发与评估

Development and Assessment of a Soft Wearable for sEMG-Based Hand Grip Detection and Control of a Virtual Environment.

作者信息

Chatragadda Lohith, Fletcher Aiden, Zhong Sam, Vargas Fabian A, Bhagat Nishtha, Mankodiya Kunal, Delmonico Matthew J, Solanki Dhaval

机构信息

Interdisciplinary Neuroscience Program, University of Rhode Island, Kingston, RI 02881, USA.

Department of Kinesiology, University of Rhode Island, Kingston, RI 02881, USA.

出版信息

Sensors (Basel). 2025 Apr 12;25(8):2431. doi: 10.3390/s25082431.

Abstract

BACKGROUND

As the number of individuals diagnosed with neurodegenerative disorders (NDs) rises, there is a growing need to enhance both the quantity and quality of approaches used to treat these debilitating conditions. The progression of NDs can cause muscle weakness in the lower or upper limbs. We particularly focus on the area of the upper limb, specifically grip rehabilitation, by developing a system (VRGrip) that can reliably record electromyography (EMG) events of the hand flexor muscles to control an adaptive and engaging game using grip exertion. The purpose of this study was to determine the feasibility of using the VRGrip system.

METHODS

We prototyped a three-component wearable system consisting of an e-textile forearm band (E-band), data acquisition module (DAM), and a computer game. This allows participants to play a game by squeezing their dominant hand. A feasibility study was completed with 9 individuals who self-reported an ND (including Parkinson's disease (PD), amyotrophic lateral sclerosis (ALS), multiple sclerosis (MS), Charcot-Marie-Tooth disease (CMT), spinal muscular atrophy (SMA), and essential tremor (ET)) and 12 individuals who self-reported to be relatively healthy (RH). Each participant completed 15 min of gameplay (three trials of five minutes), where they would squeeze a resistive ball to trigger in-game actions. The user experience was then evaluated via a User Satisfaction Evaluation Questionnaire (USEQ; scored 0-30, with 30 being best).

RESULTS

Analysis of the grip detection reliability during the feasibility study resulted in an F1 score of 0.8343 ± 0.1208 for the healthy participant group and 0.8401 ± 0.1034 for the ND participant group. The USEQ (Avg. score: 4.65 ± 0.51) indicated that participants found the system comfortable, engaging, and enjoyable. Additionally, we potentially identified age-related changes in muscle fatigue.

CONCLUSION

The results of this study demonstrate that our VRGrip system could be used for hand grip detection in a virtual environment. In the future, we aim to conduct longitudinal studies to determine if repeated use of the system has merit for grip rehabilitation.

摘要

背景

随着被诊断患有神经退行性疾病(NDs)的人数增加,越来越需要提高用于治疗这些使人衰弱疾病的方法的数量和质量。神经退行性疾病的进展会导致下肢或上肢肌肉无力。我们特别关注上肢领域,具体是抓握康复,通过开发一种系统(VRGrip),该系统可以可靠地记录手部屈肌的肌电图(EMG)事件,以利用抓握用力来控制一个适应性强且引人入胜的游戏。本研究的目的是确定使用VRGrip系统的可行性。

方法

我们制作了一个由电子纺织前臂带(E带)、数据采集模块(DAM)和一个电脑游戏组成的三组件可穿戴系统。这使参与者能够通过挤压其优势手来玩游戏。对9名自我报告患有神经退行性疾病(包括帕金森病(PD)、肌萎缩侧索硬化症(ALS)、多发性硬化症(MS)、夏科-马里-图斯病(CMT)、脊髓性肌萎缩症(SMA)和特发性震颤(ET))的个体以及12名自我报告相对健康(RH)的个体完成了一项可行性研究。每位参与者完成了15分钟的游戏玩法(五次五分钟的试验),在游戏中他们会挤压一个阻力球来触发游戏内动作。然后通过用户满意度评估问卷(USEQ;评分0 - 30,30分为最佳)对用户体验进行评估。

结果

在可行性研究期间对抓握检测可靠性的分析得出,健康参与者组的F1分数为0.8343±0.1208,神经退行性疾病参与者组的F1分数为0.8401±0.1034。USEQ(平均得分:4.65±0.51)表明参与者认为该系统舒适、有趣且令人愉快。此外,我们可能识别出了与年龄相关的肌肉疲劳变化。

结论

本研究结果表明,我们的VRGrip系统可用于虚拟环境中的手部抓握检测。未来,我们旨在进行纵向研究,以确定系统的重复使用对抓握康复是否有价值。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0509/12031475/8b9505928fd3/sensors-25-02431-g001.jpg

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