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1.
Sensors (Basel) ; 21(4)2021 Feb 20.
Artículo en Inglés | MEDLINE | ID: mdl-33672519

RESUMEN

Noisy galvanic vestibular stimulation (nGVS) can improve different motor, sensory, and cognitive behaviors. However, it is unclear how this stimulation affects brain activity to facilitate these improvements. Functional near-infrared spectroscopy (fNIRS) is inexpensive, portable, and less prone to motion artifacts than other neuroimaging technology. Thus, fNIRS has the potential to provide insight into how nGVS affects cortical activity during a variety of natural behaviors. Here we sought to: (1) determine if fNIRS can detect cortical changes in oxygenated (HbO) and deoxygenated (HbR) hemoglobin with application of subthreshold nGVS, and (2) determine how subthreshold nGVS affects this fNIRS-derived hemodynamic response. A total of twelve healthy participants received nGVS and sham stimulation during a seated, resting-state paradigm. To determine whether nGVS altered activity in select cortical regions of interest (BA40, BA39), we compared differences between nGVS and sham HbO and HbR concentrations. We found a greater HbR response during nGVS compared to sham stimulation in left BA40, a region previously associated with vestibular processing, and with all left hemisphere channels combined (p < 0.05). We did not detect differences in HbO responses for any region during nGVS (p > 0.05). Our results suggest that fNIRS may be suitable for understanding the cortical effects of nGVS.


Asunto(s)
Estimulación Eléctrica , Espectroscopía Infrarroja Corta , Vestíbulo del Laberinto , Hemoglobinas/análisis , Humanos , Equilibrio Postural
2.
Neuropsychologia ; 152: 107751, 2021 02 12.
Artículo en Inglés | MEDLINE | ID: mdl-33434573

RESUMEN

Noisy galvanic vestibular stimulation (nGVS) is an emerging non-invasive brain stimulation technique. It involves applying alternating currents of different frequencies and amplitudes presented in a random, or noisy, manner through electrodes on the mastoid bones behind the ears. Because it directly activates vestibular hair cells and afferents and has an indirect effect on a variety of brain regions, it has the potential to impact many different functions. The objective of this review is twofold: (1) to review how nGVS affects motor, sensory, and cognitive performance in healthy adults; and (2) to discuss potential clinical applications of nGVS. First, we introduce the technique. We then describe the regions receiving and processing vestibular information. Next, we discuss the effects of nGVS on motor, sensory, and cognitive function in healthy adults. Subsequently, we outline its potential clinical applications. Finally, we highlight other electrical stimulation technologies and discuss why nGVS offers an alternative or complementary approach. Overall, nGVS appears promising for optimizing human performance and as an assistive technology, though further research is required.


Asunto(s)
Equilibrio Postural , Vestíbulo del Laberinto , Adulto , Estimulación Eléctrica , Electrodos , Humanos , Ruido
3.
J Neuroeng Rehabil ; 17(1): 96, 2020 07 14.
Artículo en Inglés | MEDLINE | ID: mdl-32664955

RESUMEN

BACKGROUND: Performing activities of daily living depends, among other factors, on awareness of the position and movements of limbs. Neural injuries, such as stroke, might negatively affect such an awareness and, consequently, lead to degrading the quality of life and lengthening the motor recovery process. With the goal of improving the sense of hand position in three-dimensional (3D) space, we investigate the effects of integrating a pertinent training component within a robotic reaching task. METHODS: In the proof-of-concept study presented in this paper, 12 healthy participants, during a single session, used their dominant hand to attempt reaching without vision to two targets in 3D space, which were placed at locations that resembled the functional task of self-feeding. After each attempt, participants received visual and haptic feedback about their hand's position to accurately locate the target. Performance was evaluated at the beginning and end of each session during an assessment in which participants reached without visual nor haptic feedback to three targets: the same two targets employed during the training phase and an additional one to evaluate the generalization of training. RESULTS: Collected data showed a statistically significant [39.81% (p=0.001)] reduction of end-position reaching error when results of reaching to all targets were combined. End-position error to the generalization target, although not statistically significant, was reduced by 15.47%. CONCLUSIONS: These results provide support for the effectiveness of combining an arm position sense training component with functional motor tasks, which could be implemented in the design of future robot-assisted rehabilitation paradigms to potentially expedite the recovery process of individuals with neurological injuries.


Asunto(s)
Cinestesia , Enfermedades del Sistema Nervioso/rehabilitación , Desempeño Psicomotor , Robótica , Actividades Cotidianas , Adulto , Brazo , Retroalimentación Sensorial , Femenino , Mano , Humanos , Masculino , Propiocepción , Rehabilitación de Accidente Cerebrovascular/métodos , Adulto Joven
4.
IEEE Trans Neural Syst Rehabil Eng ; 28(2): 541-549, 2020 02.
Artículo en Inglés | MEDLINE | ID: mdl-31841417

RESUMEN

With more readily available commercial immersive virtual reality (VR) technologies, the potential of new feedback strategies as tools to facilitate motor rehabilitation should be investigated. Augmented feedback or error augmentation (EA) can easily be shown in a virtual environment. Here, visual EA provided via immersive VR was tested for its effectiveness to improve bimanual symmetry in a reaching task. A single-session crossover design was used to test two training cases, with or without EA. With EA, the distance between hands in the forward direction was augmented. Participants were recruited from typically developing (TD) populations (n = 12, ages 13-21) and performed in an adapted environment with an initial asymmetry between limbs. Also, five participants with hemiplegic cerebral palsy (CP) (ages 14-21, MACS I-III) completed the study. Among TD participants, a significantly larger change in symmetry in the adapted environment was shown after EA than training without EA (F (1, 10) = 9.64, p = 0.01). Each participant in the CP group also improved more after EA training (8.8-103.7)%, such that they achieved lower symmetry error after training with EA. As participants in both groups adapted more symmetrically with EA, beneficial changes from this training method could be evaluated in future studies for longer-term functional changes.


Asunto(s)
Parálisis Cerebral/rehabilitación , Hemiplejía/rehabilitación , Extremidad Superior , Realidad Virtual , Adolescente , Femenino , Lateralidad Funcional , Mano , Voluntarios Sanos , Humanos , Masculino , Desempeño Psicomotor , Resultado del Tratamiento , Adulto Joven
5.
Front Neurosci ; 13: 1132, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31749673

RESUMEN

BACKGROUND: Noisy galvanic vestibular stimulation (nGVS) has been shown to improve motor performance in people with and without disabilities. Previous investigations on the use of nGVS to improve upper-limb motor performance have focused on unimanual fine motor movements, nevertheless, bimanual gross movements are also essential for conducting activities of daily living and can be affected as a result of cerebral dysfunction. Consequently, in this study we investigated the effects of nGVS on bimanual gross motor performance. METHODS: Twelve healthy participants completed a visuomotor task in which they performed bimanual upper-limb movements using two robots. During the task, participants tracked a target that oscillated following a sinusoidal amplitude-modulated trajectory. In half of the trials, participants received subthreshold nGVS, in the other half, they received sham stimulation. Primary outcome measure: percent improvement in root mean square error (RMSE) between the target's and cursors' trajectories. Secondary outcome measures: percent improvement in lag between the cursors and target; and percent improvement in RMSE between the cursors' trajectories. A post-test questionnaire was administered to evaluate the experience of participants. RESULTS: Tracking error was not affected by nGVS: left -2.6(5.5)%, p = 0.128; right -0.9(6.2)%, p = 0.639; nor was bimanual coordination -1.5(9.6)%, p = 0.590. When comparing if one hand was affected more than the other, we did not find a statistically significant difference (-1.7(3.3)%, p = 0.098). Similar results were found for the lag. Questionnaire results indicated that the robotic devices did not limit participants' movements, did not make participants feel unsafe, nor were they difficult to control. Furthermore, participants did not feel unsafe with the nGVS device, nor did they report any discomfort due to nGVS. CONCLUSION: Results suggest that nGVS applied to people without disabilities do not affect bimanual gross motor performance. However, as this was the first study to investigate such effects, stimulation parameters were based on previous unimanual fine motor studies. Future studies should investigate optimal stimulation parameters for improving upper-limb gross motor performance. Overall, participants felt safe using the robotic devices and receiving the noisy electrical stimulation. As such, a similar setup could potentially be employed for subsequent studies investigating the relation between upper-limb performance and nGVS.

6.
IEEE Int Conf Rehabil Robot ; 2019: 121-126, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-31374617

RESUMEN

Proprioception, the ability to sense body position and limb movements in space without visual feedback, is one of the key factors in controlling body movements and performing activities of daily living. However, this capability might be affected after neural injuries such as stroke. Robotic platforms can be used to monitor and promote arm movements and, therefore, can assist in developing rehabilitation protocols that aim to improve proprioception through repetitive reaching motions without vision. The objective of this paper is to investigate if a robotic training protocol improves the end-position reaching proprioceptive sense in three-dimensional (3D) space. As an initial step towards clinical application, a robotic platform was employed to train the end-position proprioceptive sense in six healthy participants. During the training phase, volunteers used their dominant hand to reach without vision to two different targets in 3D space. Positions of these targets were carefully chosen to create a hand movement pattern similar to that used when self-feeding, which is an important activity of daily living. At the end of each training trial, participants were provided with visual feedback to help them move their hands to the exact locations confirmed through haptic feedback. Their performance was evaluated before and after the training in an assessment phase during which participants were asked to move from the start position to the same two targets as well as an additional third one without any visual or haptic feedback. The results from this study show significant improvements in overall reaching accuracy and trajectory smoothness, demonstrated by 41% decrease in the average end-position error and 13% reduction in the average index of curvature after the training. This research suggests the potential of designing robotic rehabilitation protocols for improving 3D proprioception.


Asunto(s)
Brazo/fisiología , Modalidades de Fisioterapia/instrumentación , Propiocepción/fisiología , Robótica/instrumentación , Actividades Cotidianas , Adulto , Diseño de Equipo , Retroalimentación , Retroalimentación Sensorial , Femenino , Humanos , Masculino , Persona de Mediana Edad , Postura , Adulto Joven
7.
Games Health J ; 7(3): 197-207, 2018 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-29565694

RESUMEN

OBJECTIVE: To identify the factors that influence the use of an at-home virtual rehabilitation gaming system from the perspective of therapists, engineers, and adults and adolescents with hemiparesis secondary to stroke, brain injury, and cerebral palsy. MATERIALS AND METHODS: This study reports on qualitative findings from a study, involving seven adults (two female; mean age: 65 ± 8 years) and three adolescents (one female; mean age: 15 ± 2 years) with hemiparesis, evaluating the feasibility and clinical effectiveness of a home-based custom-designed virtual rehabilitation system over 2 months. Thematic analysis was used to analyze qualitative data from therapists' weekly telephone interview notes, research team documentation regarding issues raised during technical support interactions, and the transcript of a poststudy debriefing session involving research team members and collaborators. RESULTS: Qualitative themes that emerged suggested that system use was associated with three key factors as follows: (1) the technology itself (e.g., characteristics of the games and their clinical implications, system accessibility, and hardware and software design); (2) communication processes (e.g., preferences and effectiveness of methods used during the study); and (3) knowledge and training of participants and therapists on the technology's use (e.g., familiarity with Facebook, time required to gain competence with the system, and need for clinical observations during remote therapy). Strategies to address these factors are proposed. CONCLUSION: Lessons learned from this study can inform future clinical and implementation research using commercial videogames and social media platforms. The capacity to track compensatory movements, clinical considerations in game selection, the provision of kinematic and treatment progress reports to participants, and effective communication and training for therapists and participants may enhance research success, system usability, and adoption.


Asunto(s)
Servicios de Atención de Salud a Domicilio , Paresia/rehabilitación , Rehabilitación de Accidente Cerebrovascular/instrumentación , Rehabilitación de Accidente Cerebrovascular/métodos , Juegos de Video , Adolescente , Anciano , Parálisis Cerebral/rehabilitación , Femenino , Humanos , Invenciones/estadística & datos numéricos , Masculino , Paresia/etiología , Fisioterapeutas/psicología , Telerrehabilitación , Interfaz Usuario-Computador
8.
Top Stroke Rehabil ; 25(2): 96-113, 2018 03.
Artículo en Inglés | MEDLINE | ID: mdl-29078743

RESUMEN

Background Compensatory movements are commonly employed by stroke survivors, and their use can have negative effects on motor recovery. Current practices to reduce them rely on strapping a person to a chair. The use of technology to substitute or supplement this methodology has not being thoroughly investigated. Objective To compare the use of Scores + Visual + Force and Visual + Force feedback for reducing trunk compensation. Methods Fourteen hemiparetic stroke survivors performed bimanual reaching movements while receiving feedback on trunk compensation. Participants held onto two robotic arms and performed movements in the anterior/posterior direction toward a target displayed on a monitor. A motion-tracking camera tracked trunk compensation; the robots provided force feedback; the monitor displayed the visual feedback and scores. Kinematic variables, a post-test questionnaire, and system usability were analyzed. Results Both conditions reduced trunk compensation from baseline: Scores + Visual + Force: 51.7% (40.8), p = 0.000; Visual + Force: 55.2% (40.9), p = 0.000. No statistically significant difference was found between modalities. Secondary outcome measures were not improved. Most participants would like to receive game scores to reduce trunk compensation, and the usability of the system was rated "Good." Conclusions Multimodal feedback about stroke survivors' trunk compensation levels resulted in reduced trunk displacement. No difference between feedback modalities was obtained. The positive effects of including game scores might not have been observed in a short-term intervention. Longer studies should investigate if the use of game scores could result in trunk compensation improvements when compared to trunk restraint strategies. Clinical Trial Registration Clinicaltrials.gov, NCT02912923, https://clinicaltrials.gov/ct2/show/NCT02912923?term=reaching+in+stroke&rank=2 .


Asunto(s)
Adaptación Fisiológica , Biorretroalimentación Psicológica/métodos , Juegos Experimentales , Rehabilitación de Accidente Cerebrovascular/métodos , Accidente Cerebrovascular/fisiopatología , Torso/inervación , Adulto , Anciano , Fenómenos Biomecánicos , Estudios Cruzados , Femenino , Lateralidad Funcional , Humanos , Masculino , Persona de Mediana Edad , Desempeño Psicomotor/fisiología , Índice de Severidad de la Enfermedad
9.
J Mot Behav ; 49(5): 580-592, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-27935472

RESUMEN

The authors explored how trunk compensation and hand symmetry in stroke survivors and healthy controls were affected by the distance and height of virtual targets during a bimanual reaching task. Participants were asked to reach to 4 different virtual targets set at: 90% of their arm length at shoulder, xiphoid process, and knee height, and 50% of their arm length at xiphoid process height. For the stroke group, for all targets, the hands' movements were more asymmetrical than those of the healthy group, with more asymmetry observed in the direction of gravity, and trunk forward displacement values were larger and more variable. The knee targets had the largest trunk displacement values; index of curvature and trunk displacement were strongly correlated with participants' impairment scores. A strong correlation was found between the hands' asymmetry in the anterior or posterior direction for the shoulder targets, and the impairment scores. The results suggest that target height influences the degree of trunk compensation and hand symmetry during bimanual reaching by hemiparetic participants.


Asunto(s)
Paresia/fisiopatología , Anciano , Fenómenos Biomecánicos , Estudios de Casos y Controles , Femenino , Lateralidad Funcional/fisiología , Mano/fisiología , Humanos , Masculino , Persona de Mediana Edad , Movimiento/fisiología , Rango del Movimiento Articular/fisiología , Torso/fisiología , Torso/fisiopatología
10.
Artículo en Inglés | MEDLINE | ID: mdl-25570770

RESUMEN

As part of the FEATHERS (Functional Engagement in Assisted Therapy Through Exercise Robotics) project, two motion tracking and one social networking applications were developed for upper limb rehabilitation of stroke survivors and teenagers with cerebral palsy. The project aims to improve the engagement of clients during therapy by using video games and a social media platform. The applications allow users to control a cursor on a personal computer through bimanual motions, and to interact with their peers and therapists through the social media. The tracking applications use either a Microsoft Kinect or a PlayStation Eye camera, and the social media application was developed on Facebook. This paper presents a usability testing of these applications that was conducted with therapists from two rehabilitation clinics. The "Cognitive Walkthrough" and "Think Aloud" methods were used. The objectives of the study were to investigate the ease of use and potential issues or improvements of the applications, as well as the factors that facilitate and impede the adoption of technology in current rehabilitation programs.


Asunto(s)
Brazo/fisiopatología , Parálisis Cerebral/rehabilitación , Rehabilitación de Accidente Cerebrovascular , Adulto , Parálisis Cerebral/fisiopatología , Terapia por Ejercicio , Femenino , Humanos , Masculino , Persona de Mediana Edad , Modalidades de Fisioterapia , Medios de Comunicación Sociales , Accidente Cerebrovascular/fisiopatología , Interfaz Usuario-Computador , Juegos de Video , Adulto Joven
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