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Feedback Type May Change the EMG Pattern and Kinematics During Robot Supported Upper Limb Reaching Task
IEEE Open Journal of Engineering in Medicine and Biology Pub Date : 2024-02-07 , DOI: 10.1109/ojemb.2024.3363137
Yasuhiro Kato 1 , Toshiaki Tsuji 1 , Imre Cikajlo 2
Affiliation  

Haptic interfaces and virtual reality (VR) technology have been increasingly introduced in rehabilitation, facilitating the provision of various feedback and task conditions. However, correspondence between the feedback/task conditions and movement strategy during reaching tasks remains a question. To investigate movement strategy, we assessed velocity parameters and peak latency of electromyography. Ten neuromuscularly intact volunteers participated in the measurement using haptic interface and VR. Concurrent visual feedback and various terminal feedback (e.g., visual, haptic, visual and haptic) were given. Additionally, the object size for the reaching task was changed. The results demonstrated terminal haptic feedback had a significant impact on kinematic parameters; showed $0.7\,\pm {\,1.4}$ s ( $p\,< .05$ ) shorter movement time and $0.01\,\pm {\,0.08}$ m/s ( $p\,< .05$ ) higher mean velocity compared to no terminal feedback. Also, smaller peak latency was observed in different muscle regions based on the object size.

中文翻译:

反馈类型可能会改变机器人支持的上肢伸展任务期间的肌电图模式和运动学

触觉界面和虚拟现实(VR)技术越来越多地引入康复领域,有助于提供各种反馈和任务条件。然而,反馈/任务条件和到达任务期间的移动策略之间的对应关系仍然是一个问题。为了研究运动策略,我们评估了肌电图的速度参数和峰值潜伏期。十名神经肌肉完好的志愿者使用触觉界面和 VR 参与了测量。给出了并发视觉反馈和各种终端反馈(例如视觉、触觉、视觉和触觉)。此外,到达任务的对象大小也发生了变化。结果表明,终端触觉反馈对运动学参数有显着影响;显示$0.7\,\下午 {\,1.4}$s( $p\,< .05$ )更短的运动时间和$0.01\,\下午 {\,0.08}$多发性硬化症 ( $p\,< .05$ )与无终端反馈相比,平均速度更高。此外,根据物体大小,在不同肌肉区域观察到较小的峰值潜伏期。
更新日期:2024-02-07
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