1,720,983 research outputs found

    Game-Based Rehabilitation for Myoelectric Prosthesis Control

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    Background: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. Objective: The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. Methods: Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. Results: Results showed a significant improvement in fine accuracy electrode activation (P<.01), electrode separation (P=.02), and endurance control (P<.01) from Pregaming EMG assessments to the Follow-Up measurement. The deviation around the EMG goal value diminished and the opposing electrode was activated less frequently. Participants had the most fun playing the games when collecting items and facing challenging game play. Conclusions: Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by employing a video game-based rehabilitation protocol.(VLID)486422

    PlayBionic - interaktive Rehabilitation nach Amputation oder Nervenverletzung der oberen Extremität

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    Der Verlust einer Hand oder eines Arms ist eine verheerende Erfahrung, die zu einer Vielzahl von funktionellen Einschränkungen führt. Um die körperliche Integrität, Funktion und das Aussehen nach einer Amputation wiederherzustellen, werden die verletzen Nerven operativ rekonstruiert und die Patienten mit einer prothetischen Lösung versorgt. Die myoelektrische Prothese ermöglicht es Patienten, komplexe Aufgaben zu erfüllen, indem sie die Aktivierung der restlichen Muskeln im Stumpf als Steuersignal nutzt. Moderne Prothesen sind jedoch zunächst schwer zu steuern und die Patienten müssen zuvor intuitive Bewegungsmuster wieder erlernen. Die Erzeugung der entsprechenden EMG-Signale ist nicht trivial und erfordert einen hohen kognitiven Aufwand. Darüber hinaus ist das propriozeptive System nach Amputation oder Nervenrekonstruktion eingeschränkt und Patienten profitieren umso mehr vom Einsatz von EMG-Biofeedback um aussagekräftige Informationen über die Muskelaktivität zu liefern. Frustration und Motivationsverlust während des langwierigen und sich wiederholenden Rehabilitationsprozesses führen jedoch oft zu einer unzureichenden motorischen Kontrolle. Das Ziel dieser Dissertation war es den Rehabilitationsprozess zu überdenken, um einer größeren Anzahl an Patienten eine kompetente Kontrolle über ihre Prothese zu ermöglichen. Das Projekt PlayBionic besteht aus einer Serie von wissenschaftlichen Studien, die Erkenntnisse über klinische und virtuelle Rehabilitationsprozesse gewinnen. Diese Erkenntnisse wurden direkt in die Entwicklung neuartiger Werkzeuge zur Unterstützung der klinischen Untersuchung und des motorischen Trainings umgesetzt. In vier Teilen wurden wichtige Aspekte der motorischen Rehabilitation untersucht. Im ersten Teil, Clinical Rehabilitation, wurde afferentes EMG-Biofeedback bei Patienten nach einer Nervenrekonstruktion angewandt, um eine frühzeitige kortikale Reorganisation zu fördern. Der Teil der Digital Rehabilitation konzentriert sich auf die Verbesserung, Erleichterung und Digitalisierung der diagnostischen Prozesse zur Beurteilung der motorischen Fähigkeiten von Patienten. Aus diesem Grund wurde ein digitaler Test entwickelt, der Box and Beans Test. Virtual Rehabilitation untersucht sowohl Rehabilitationskonzepte als auch Spielelemente und integriert diese in eine spielerische Intervention zur Verbesserung der neuromuskulären Kontrolle. Im letzten Teil, Mobile Rehabilitation, wurde auf Basis dieser umfangreichen wissenschaftlichen Grundlagen die spiel-basierte Trainings App MyoBeatz entwickelt, die ein gezieltes Training der myoelektrischen Steuerung ermöglicht. In dieser Arbeit wurde untersucht, wie der Einsatz digitaler Systeme und virtueller Umgebungen die aktuelle Praxis bei klinischen Untersuchungen und motorischem Training bei Defiziten der oberen Extremitäten verbessern kann.The loss of a hand or arm is a devastating experience resulting in a variety of functional limitations. In order to restore physical integrity, function and appearance after an amputation, patients undergo nerve reconstruction and are provided with a prosthetic solution. The myoelectric prosthesis enables patients to perform complex tasks by using the activation of the remaining muscles as a control input. However, modern prostheses are initially difficult to control and patients have to re-establish motor patterns that were previously intuitive. Generating the correct EMG signals is not trivial and involves much cognitive effort. In addition, the proprioceptive system after amputation or nerve reconstruction is restricted and therefore can benefit from the use of EMG biofeedback to provide the patient with meaningful information on muscular activity. However, frustration and a loss of motivation during the lengthy and repetitive rehabilitation process often lead to substandard motor control. The aim of this thesis was to enable more patients to proficiently employ their new device by rethinking the rehabilitation process. The project PlayBionic consists of a series of scientific studies to create insights about clinical and virtual rehabilitation processes. These insights were directly applied to develop novel tools for supporting clinical assessments and motor training. In four parts, important aspects of motor rehabilitation were investigated. During the first part, Clinical Rehabilitation, afferent EMG biofeedback was applied to patients who received nerve reconstruction to promote early cortical re-organization. Digital Rehabilitation focuses on improving, facilitating and digitizing the diagnostic processes involved in assessing a patient’s motor abilities. On this account, a novel assessment tool, the Box and Beans test was developed. Virtual Rehabilitation examines rehabilitation concepts as well as game elements and integrates both into a game-based intervention for improving neuromuscular control. In the last part, Mobile Rehabilitation, the game-based training app for myoelectric control MyoBeatz was developed, based on this extensive scientific foundation. In conclusion, this thesis investigated how employing digital systems and virtual environments can improve current practice in clinical assessments and motor training for upper limb deficiencies.Abweichender Titel laut Übersetzung der Verfasserin/des VerfassersMedizinische Universität Wien, Diss., 201

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
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