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1.
Front Robot AI ; 11: 1308958, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38327825

RESUMO

Active upper limb exoskeletons are a potentially powerful tool for neuromotor rehabilitation. This potential depends on several basic control modes, one of them being transparency. In this control mode, the exoskeleton must follow the human movement without altering it, which theoretically implies null interaction efforts. Reaching high, albeit imperfect, levels of transparency requires both an adequate control method and an in-depth evaluation of the impacts of the exoskeleton on human movement. The present paper introduces such an evaluation for three different "transparent" controllers either based on an identification of the dynamics of the exoskeleton, or on force feedback control or on their combination. Therefore, these controllers are likely to induce clearly different levels of transparency by design. The conducted investigations could allow to better understand how humans adapt to transparent controllers, which are necessarily imperfect. A group of fourteen participants were subjected to these three controllers while performing reaching movements in a parasagittal plane. The subsequent analyses were conducted in terms of interaction efforts, kinematics, electromyographic signals and ergonomic feedback questionnaires. Results showed that, when subjected to less performing transparent controllers, participants strategies tended to induce relatively high interaction efforts, with higher muscle activity, which resulted in a small sensitivity of kinematic metrics. In other words, very different residual interaction efforts do not necessarily induce very different movement kinematics. Such a behavior could be explained by a natural human tendency to expend effort to preserve their preferred kinematics, which should be taken into account in future transparent controllers evaluation.

2.
Bioengineering (Basel) ; 11(2)2024 Feb 03.
Artigo em Inglês | MEDLINE | ID: mdl-38391640

RESUMO

Workers involved in hospital operating room cleaning face numerous constraints that may lead to musculoskeletal disorders. This study aimed to perform physical ergonomic assessments on hospital staff by combining a continuous assessment (RULA) based on inertial measurement units with video coding. Eight participants performed cleaning tasks while wearing IMUs and being video recorded. A subjective evaluation was performed through the Nordic questionnaire. Global RULA scores equaled 4.21 ± 1.15 and 4.19 ± 1.20 for the right and left sides, respectively, spending most of the time in the RULA range of 3-4 (right: 63.54 ± 31.59%; left: 64.33 ± 32.33%). Elbows and lower arms were the most exposed upper body areas with the highest percentages of time spent over a risky threshold (right: 86.69 ± 27.27%; left: 91.70 ± 29.07%). The subtask analysis identified 'operating table moving', 'stretcher moving', and 'trolley moving' as the riskiest subtasks. Thus, this method allowed an extensive ergonomic analysis, highlighting both risky anatomical areas and subtasks that need to be reconsidered.

3.
iScience ; 26(11): 108350, 2023 Nov 17.
Artigo em Inglês | MEDLINE | ID: mdl-38026148

RESUMO

Gravity is a ubiquitous component of our environment that we have learned to optimally integrate in movement control. Yet, altered gravity conditions arise in numerous applications from space exploration to rehabilitation, thereby pressing the sensorimotor system to adapt. Here, we used a robotic exoskeleton to reproduce the elbow joint-level effects of arbitrary gravity fields ranging from 1g to -1g, passing through Mars- and Moon-like gravities, and tested whether humans can reoptimize their motor patterns accordingly. By comparing the motor patterns of actual arm movements with those predicted by an optimal control model, we show that our participants (N=61) adapted optimally to each gravity-like torque. These findings suggest that the joint-level effects of a large range of gravities can be efficiently apprehended by humans, thus opening new perspectives in arm weight support training in manipulation tasks, whether it be for patients or astronauts.

4.
Sci Adv ; 9(38): eadh9533, 2023 09 22.
Artigo em Inglês | MEDLINE | ID: mdl-37729420

RESUMO

Time and effort are thought to be subjectively balanced during the planning of goal-directed actions, thereby setting the vigor of volitional movements. Theoretical models predicted that the value of time should then amount to high levels of effort. However, the time-effort trade-off has so far only been studied for a narrow range of efforts. To investigate the extent to which humans can invest in a time-saving effort, we used a robotic exoskeleton to substantially vary the energetic cost associated with a certain vigor during reaching movements. In this situation, minimizing the time-effort trade-off should lead to high and low human efforts for upward and downward movements, respectively. Consistently, all participants expended substantial amounts of energy upward and remained essentially inactive by harnessing the work of gravity downward, while saving time in both cases. A common time-effort trade-off may therefore determine the vigor of reaching movements for a wide range of efforts.


Assuntos
Exoesqueleto Energizado , Humanos , Movimento
5.
Sensors (Basel) ; 23(18)2023 Sep 19.
Artigo em Inglês | MEDLINE | ID: mdl-37766025

RESUMO

The purpose of this study was to compare electromyographic (EMG) with mechanomyographic (MMG) recordings during isometric conditions, and during a simulated load-lifting task. Twenty-two males (age: 25.5 ± 5.3 years) first performed maximal voluntary contractions (MVC) and submaximal isometric contractions of upper limb muscles at 25%, 50% and 75% MVC. Participants then executed repetitions of a functional activity simulating a load-lifting task above shoulder level, at 25%, 50% and 75% of their maximum activity (based on MVC). The low-frequency part of the accelerometer signal (<5 Hz) was used to segment the six phases of the motion. EMG and MMG were both recorded during the entire experimental procedure. Root mean square (RMS) and mean power frequency (MPF) were selected as signal extraction features. During isometric contractions, EMG and MMG exhibited similar repeatability scores. They also shared similar RMS vs. force relationship, with RMS increasing to 75% MVC and plateauing to 100%. MPF decreased with increasing force to 75% MVC. In dynamic condition, RMSMMG exhibited higher sensitivity to changes in load than RMSEMG. These results confirm the feasibility of MMG measurements to be used during functional activities outside the laboratory. It opens new perspectives for future applications in sports science, ergonomics and human-machine interface conception.


Assuntos
Ergonomia , Remoção , Masculino , Humanos , Adulto Jovem , Adulto , Fertilização , Contração Isométrica , Músculos
6.
Sensors (Basel) ; 23(8)2023 Apr 20.
Artigo em Inglês | MEDLINE | ID: mdl-37112463

RESUMO

Exoskeletons are among the most promising devices dedicated to assisting human movement during reeducation protocols and preventing musculoskeletal disorders at work. However, their potential is currently limited, partially because of a fundamental contradiction impacting their design. Indeed, increasing the interaction quality often requires the inclusion of passive degrees of freedom in the design of human-exoskeleton interfaces, which increases the exoskeleton's inertia and complexity. Thus, its control also becomes more complex, and unwanted interaction efforts can become important. In the present paper, we investigate the influence of two passive rotations in the forearm interface on sagittal plane reaching movements while keeping the arm interface unchanged (i.e., without passive degrees of freedom). Such a proposal represents a possible compromise between conflicting design constraints. The in-depth investigations carried out here in terms of interaction efforts, kinematics, electromyographic signals, and subjective feedback of participants all underscored the benefits of such a design. Therefore, the proposed compromise appears to be suitable for rehabilitation sessions, specific tasks at work, and future investigations into human movement using exoskeletons.


Assuntos
Exoesqueleto Energizado , Humanos , Extremidade Superior , Antebraço , Movimento , Fenômenos Biomecânicos
7.
Med Eng Phys ; 111: 103927, 2023 01.
Artigo em Inglês | MEDLINE | ID: mdl-36792234

RESUMO

Kinematics obtained using Inertial Measurement Units (IMUs) still present significant differences when compared to those obtained using optoelectronic systems. Multibody Optimization (MBO) might diminish these differences by reducing soft-tissue artefacts - probably emphasized when using IMUs - as established for optoelectronic-based kinematics. To test this hypothesis, 15 subjects were equipped with 7 IMUs and 38 reflective markers tracked by 18 optoelectronic cameras. The subjects walked, ran, cycled on an ergocycle, and performed a task which induced joint movements in the transverse and frontal planes. In addition to lower-body kinematics computed using the optoelectronical system data, three IMU-based kinematics were computed: from IMU orientations without MBO; from MBO performed using the OpenSense add-on of the OpenSim software (OpenSim 4.2, Stanford, USA); as outputs from the commercialised MVN MBO (Xsens, Netherlands). Root Mean Square Errors (RMSE), coefficients of correlations, and differences in range of motion were calculated between the three IMU-based methods and the reference kinematics. MVN MBO seems to present a slight advantage over Direct kinematics or OpenSense MBO, since it presents 34 times out of 48 (12 degrees of freedom * 4 sports activities) a mean RMSE inferior to the Direct and OpenSense kinematics. However, it was not always significant and the differences rarely exceeded 2°. This study does not therefore conclude on a significant contribution of MBO in improving lower-body kinematics obtained using IMUs. This lack of results can partly be explained by the weakness of both the kinematic constraints applied to the kinematic chain and segment stiffening. Personalization of the kinematic chain, the use of more than one IMU by segment in order to provide information redundancy, or the use of other approaches based on the Kalman Filter might increase this MBO impact.


Assuntos
Movimento , Caminhada , Humanos , Fenômenos Biomecânicos , Artefatos , Amplitude de Movimento Articular
8.
Artigo em Inglês | MEDLINE | ID: mdl-36833846

RESUMO

(1) Background: Healthcare workers are highly affected by work-related musculoskeletal disorders, particularly in the lower back, neck and shoulders, as their occupational tasks expose them to biomechanical constraints. One solution to prevent these musculoskeletal disorders may be the use of a passive exoskeleton as it aims to reduce muscle solicitation. However, few studies have been carried out directly in this field to assess the impact of the use of a passive upper limb exoskeleton on this population. (2) Methods: Seven healthcare workers, equipped with electromyographic sensors, performed a tool cleaning task with and without a passive upper limb exoskeleton (Hapo MS, Ergosanté Technologie, France). Six muscles of the upper limbs were analysed, i.e., anterior deltoid, biceps brachii, pectoralis major, latissimus dorsi, triceps brachii and longissimus thoracis. A subjective analysis of the usability of the equipment, the perception of effort and discomfort, was also carried out using the System Usability Scale and the Borg scale. (3) Results: The longissimus thoracis was the most used muscle during this task. We observed a significant decrease in the muscular solicitation of the anterior deltoid and latissimus dorsi when wearing the exoskeleton. Other muscles were not significantly impacted by the device. (4) Conclusions: the passive exoskeleton used in this study allowed the reduction in muscular load on the anterior deltoid and latissimus dorsi without negative effects on other muscles. Other field studies with exoskeletons are now necessary, particularly in hospitals, to increase our knowledge and improve the acceptability of this system for the prevention of musculoskeletal disorders.


Assuntos
Exoesqueleto Energizado , Doenças Musculoesqueléticas , Humanos , Eletromiografia , Extremidade Superior/fisiologia , Músculo Esquelético/fisiologia , Pessoal de Saúde
9.
Sensors (Basel) ; 22(10)2022 May 11.
Artigo em Inglês | MEDLINE | ID: mdl-35632081

RESUMO

Ground reaction forces (GRF) have been widely studied in football to prevent injury. However, ambulatory tools are missing, posing methodological limitations. The purpose of this study was to assess the validity of an innovative football shoe measuring normal GRF (nGRF) directly on the field through instrumented studs. A laboratory-based experiment was first conducted to compare nGRF obtained with the instrumented shoe (IS) to vertical GRF (vGRF) obtained with force platform (FP) data, the gold standard to measure vGRF. To this aim, three subjects performed 50 steps and 18 counter-movement jumps (CMJs). Secondly, eleven subjects completed running sprints at different velocities on a football field, as well as CMJs, while wearing the IS. Good to excellent agreement was found between the vGRF parameters measured with the FP and the nGRF measured by the IS (ICC > 0.75 for 9 out of 11 parameters). Moreover, on-field nGRF patterns demonstrated a progressive and significant increase in relation with the running velocity (p < 0.001). This study demonstrated that the IS is a highly valid tool to assess vGRF patterns on a football field. This innovative way to measure vGRF in situ could give new insights to quantify training load and detect neuromuscular fatigue.


Assuntos
Futebol Americano , Futebol , Fenômenos Biomecânicos , Humanos , Fenômenos Mecânicos , Sapatos
10.
Sci Rep ; 11(1): 12493, 2021 06 14.
Artigo em Inglês | MEDLINE | ID: mdl-34127724

RESUMO

Virtual reality platforms producing interactive and highly realistic characters are being used more and more as a research tool in social and affective neuroscience to better capture both the dynamics of emotion communication and the unintentional and automatic nature of emotional processes. While idle motion (i.e., non-communicative movements) is commonly used to create behavioural realism, its use to enhance the perception of emotion expressed by a virtual character is critically lacking. This study examined the influence of naturalistic (i.e., based on human motion capture) idle motion on two aspects (the perception of other's pain and affective reaction) of an empathic response towards pain expressed by a virtual character. In two experiments, 32 and 34 healthy young adults were presented video clips of a virtual character displaying a facial expression of pain while its body was either static (still condition) or animated with natural postural oscillations (idle condition). The participants in Experiment 1 rated the facial pain expression of the virtual human as more intense, and those in Experiment 2 reported being more touched by its pain expression in the idle condition compared to the still condition, indicating a greater empathic response towards the virtual human's pain in the presence of natural postural oscillations. These findings are discussed in relation to the models of empathy and biological motion processing. Future investigations will help determine to what extent such naturalistic idle motion could be a key ingredient in enhancing the anthropomorphism of a virtual human and making its emotion appear more genuine.


Assuntos
Empatia , Expressão Facial , Movimento , Dor/psicologia , Interface Usuário-Computador , Adolescente , Feminino , Humanos , Masculino , Dor/diagnóstico , Postura , Índice de Gravidade de Doença , Realidade Virtual , Adulto Jovem
11.
Front Bioeng Biotechnol ; 9: 796864, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-35096793

RESUMO

Active exoskeletons are promising devices for improving rehabilitation procedures in patients and preventing musculoskeletal disorders in workers. In particular, exoskeletons implementing human limb's weight support are interesting to restore some mobility in patients with muscle weakness and help in occupational load carrying tasks. The present study aims at improving weight support of the upper limb by providing a weight model considering joint misalignments and a control law including feedforward terms learned from a prior population-based analysis. Three experiments, for design and validation purposes, are conducted on a total of 65 participants who performed posture maintenance and elbow flexion/extension movements. The introduction of joint misalignments in the weight support model significantly reduced the model errors, in terms of weight estimation, and enhanced the estimation reliability. The introduced control architecture reduced model tracking errors regardless of the condition. Weight support significantly decreased the activity of antigravity muscles, as expected, but increased the activity of elbow extensors because gravity is usually exploited by humans to accelerate a limb downwards. These findings suggest that an adaptive weight support controller could be envisioned to further minimize human effort in certain applications.

12.
Artigo em Inglês | MEDLINE | ID: mdl-33206605

RESUMO

Movement-based video games can provide engaging practice for repetitive therapeutic gestures towards improving manual ability in youth with cerebral palsy (CP). However, home-based gesture calibration and classification is needed to personalize therapy and ensure an optimal challenge point. Nineteen youth with CP controlled a video game during a 4-week home-based intervention using therapeutic hand gestures detected via electromyography and inertial sensors. The in-game calibration and classification procedure selects the most discriminating, person-specific features using random forest classification. Then, a support vector machine is trained with this feature subset for in-game interaction. The procedure uses features intended to be sensitive to signs of CP and leverages directional statistics to characterize muscle activity around the forearm. Home-based calibration showed good agreement with video verified ground truths (0.86 ± 0.11, 95%CI = 0.93-0.97). Across participants, classifier performance (F1-score) for the primary therapeutic gesture was 0.90 ± 0.05 (95%CI = 0.87-0.92) and, for the secondary gesture, 0.82 ± 0.09 (95%CI = 0.77-0.86). Features sensitive to signs of CP were significant contributors to classification and correlated to wrist extension improvement and increased practice time. This study contributes insights for classifying gestures in people with CP and demonstrates a new gesture controller to facilitate home-based therapy gaming.


Assuntos
Paralisia Cerebral , Gestos , Adolescente , Calibragem , Eletromiografia , Mãos , Humanos , Articulação do Punho
13.
PLoS One ; 15(6): e0234767, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32569284

RESUMO

IMPORTANCE/BACKGROUND: Movement-controlled video games have potential to promote home-based practice of therapy activities. The success of therapy gaming interventions depends on the quality of the technology used and the presence of effective support structures. AIM: This study assesses the feasibility of a novel intervention that combines a co-created gaming technology integrating evidence-based biofeedback and solution-focused coaching (SFC) strategies to support therapy engagement and efficacy at home. METHODS: Following feasibility and single-case reporting standards (CONSORT and SCRIBE), this was a non-blind, randomized, multiple-baseline, AB, design. Nineteen (19) young people with cerebral palsy (8-18 years old) completed the 4-week home-based intervention in France and Canada. Participant motivations, personalized practice goals, and relevance of the intervention to daily activities were discussed in a Solution Focused Coaching-style conversation pre-, post-intervention and during weekly check-ins. Participants controlled a video game by completing therapeutic gestures (wrist extension, pinching) detected via electromyography and inertial sensors on the forearm (Myo Armband and custom software). Process feasibility success criteria for recruitment response, completion and adherence rates, and frequency of technical issues were established a priori. Scientific feasibility, effect size estimates and variance were determined for Body Function outcome measures: active wrist extension, grip strength and Box and Blocks Test; and for Activities and Participation measures: Assisting Hand Assessment (AHA), Canadian Occupational Performance Measure (COPM) and Self-Reported Experiences of Activity Settings (SEAS). RESULTS: Recruitment response (31%) and assessment completion (84%) rates were good and 74% of participants reached self-identified practice goals. As 17% of technical issues required external support to resolve, the intervention was graded as feasible with modifications. No adverse events were reported. Moderate effects were observed in Body Function measures (active wrist extension: SMD = 1.82, 95%CI = 0.85-2.78; Grip Strength: SMD = 0.63, 95%CI = 0.65-1.91; Box and Blocks: Hedge's g = 0.58, 95%CI = -0.11-1.27) and small-moderate effects in Activities and Participation measures (AHA: Hedge's g = 0.29, 95%CI = -0.39-0.97, COPM: r = 0.60, 95%CI = 0.13-0.82, SEAS: r = 0.24, 95%CI = -0.25-0.61). CONCLUSION: A definitive RCT to investigate the effectiveness of this novel intervention is warranted. Combining SFC-style coaching with high-quality biofeedback may positively engage youth in home rehabilitation to complement traditional therapy. TRIAL REGISTRATION: ClinicalTrials.gov, U.S. National Library of Medicine: NCT03677193.


Assuntos
Biorretroalimentação Psicológica , Paralisia Cerebral/psicologia , Paralisia Cerebral/terapia , Terapia por Exercício , Jogos de Vídeo , Adolescente , Criança , Estudos de Viabilidade , Feminino , Humanos , Masculino
14.
Appl Ergon ; 79: 1-8, 2019 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-31109457

RESUMO

The purpose of this work was to assess the feasibility of using a head mounted display with a motion capture system to simulate real world occupational tasks. Participants performed a pointing task under 3 conditions: (1) real environment (REA), (2) virtual environment with auditory stimulus (VEA) and (3) virtual environment with visual stimulus (VEV). End point error, movement time and peak fingertip velocity were calculated for each discrete point event. Upper extremity joint angles were calculated at the end-state for each point and did not significantly differ between real and virtual conditions. There was significantly greater target error in virtual conditions, compared to the real condition. Peak pointing velocity was slower and movement time was longer during virtual conditions. The similarity of joint angles between real and virtual conditions suggests future use of posture-based ergonomic assessments for use with virtual reality task simulations using Oculus Rift and Siemens Jack.


Assuntos
Ergonomia/instrumentação , Postura , Óculos Inteligentes , Realidade Virtual , Adulto , Ergonomia/métodos , Estudos de Viabilidade , Feminino , Voluntários Saudáveis , Humanos , Masculino , Proibitinas , Software , Extremidade Superior/fisiologia , Adulto Jovem
15.
PLoS One ; 14(2): e0211834, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-30721260

RESUMO

Horseback riding requires the ability to adapt to changes in balance conditions, to maintain equilibrium on the horse and to prevent falls. Postural adaptation involves specific sensorimotor processes integrating visual information and somesthesic information. The objective of this study was to examine this multisensorial integration on postural control, especially the use of visual and plantar information in static (stable) and dynamic (unstable) postures, among a group of expert horse rider women (n = 10) and a group of non-athlete women (n = 12). Postural control was evaluated through the center of pressure measured with a force platform on stable and unstable supports, with the eyes open and the eyes closed, and with the presence of foam on the support or not. Results showed that expert horse rider women had a better postural stability with unstable support in the mediolateral axis compared to non-athletes. Moreover, on the anteroposterior axis, expert horse riders were less visual dependent and more stable in the presence of foam. Results suggested that horseback riding could help developing particular proprioceptive abilities on standing posture as well as better postural muscle tone during particular bipodal dynamic perturbations. These outcomes provide new insights into horseback riding assets and methodological clues to assess the impact of sport practice.


Assuntos
Atletas , Cavalos , Equilíbrio Postural/fisiologia , Postura/fisiologia , Propriocepção/fisiologia , Adolescente , Adulto , Animais , Feminino , Humanos , Masculino
16.
Disabil Rehabil ; 41(20): 2369-2391, 2019 10.
Artigo em Inglês | MEDLINE | ID: mdl-29756481

RESUMO

Purpose: The purpose of this study is to evaluate the quality of evidence of biofeedback interventions aimed at improving motor activities in people with Cerebral Palsy (CP). Second, to describe the relationship between intervention outcomes and biofeedback characteristics. Methods: Eight databases were searched for rehabilitation interventions that provided external feedback and addressed motor activities. Two reviewers independently assessed and extracted data. The Grading of Recommendations Assessment, Development, and Evaluation (GRADE) framework was used to evaluate quality of evidence for outcome measures related to two International Classification of Functioning, Disability and Health (ICF) chapters. Results: Fifty-seven studies were included. There were 53 measures related Activities and Participation and 39 measures related to Body Functions. Strength of evidence was "Positive, Very-Low" due to the high proportion of non-controlled studies and heterogeneity of measures. Overall, 79% of studies and 63% of measures showed improvement post-intervention. Counter to motor learning theory recommendations, most studies provided feedback consistently and concurrently throughout the intervention regardless of the individual's desire or progress. Conclusion: Heterogeneous interventions and poor study design limit the strength of biofeedback evidence. A thoughtful biofeedback paradigm and standardized outcome toolbox can strengthen the confidence in the effect of biofeedback interventions for improving motor rehabilitation for people with CP. Implications for Rehabilitation Biofeedback can improve motor outcomes for people with Cerebral Palsy. If given too frequently, biofeedback may prevent the client from learning autonomously. Use consistent and concurrent feedback to improve simple/specific motor activities. Use terminal feedback and client-directed feedback to improve more complex/general motor activities.


Assuntos
Biorretroalimentação Psicológica/métodos , Paralisia Cerebral/reabilitação , Atividade Motora , Paralisia Cerebral/fisiopatologia , Humanos , Resultado do Tratamento
17.
Appl Ergon ; 65: 410-417, 2017 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-28528627

RESUMO

The aim of this study was to perform an ergonomic analysis of a material handling task by combining a subtask video analysis and a RULA computation, implemented continuously through a motion capture system combining inertial sensors and electrogoniometers. Five workers participated to the experiment. Seven inertial measurement units, placed on the worker's upper body (pelvis, thorax, head, arms, forearms), were implemented through a biomechanical model of the upper body to continuously provide trunk, neck, shoulder and elbow joint angles. Wrist joint angles were derived from electrogoniometers synchronized with the inertial measurement system. Worker's activity was simultaneously recorded using video. During post-processing, joint angles were used as inputs to a computationally implemented ergonomic evaluation based on the RULA method. Consequently a RULA score was calculated at each time step to characterize the risk of exposure of the upper body (right and left sides). Local risk scores were also computed to identify the anatomical origin of the exposure. Moreover, the video-recorded work activity was time-studied in order to classify and quantify all subtasks involved into the task. Results showed that mean RULA scores were at high risk for all participants (6 and 6.2 for right and left sides respectively). A temporal analysis demonstrated that workers spent most part of the work time at a RULA score of 7 (right: 49.19 ± 35.27%; left: 55.5 ± 29.69%). Mean local scores revealed that most exposed joints during the task were elbows, lower arms, wrists and hands. Elbows and lower arms were indeed at a high level of risk during the total time of a work cycle (100% for right and left sides). Wrist and hands were also exposed to a risky level for much of the period of work (right: 82.13 ± 7.46%; left: 77.85 ± 12.46%). Concerning the subtask analysis, subtasks called 'snow thrower', 'opening the vacuum sealer', 'cleaning' and 'storing' have been identified as the most awkward for right and left sides given mean RULA scores and percentages of time spent at risky levels. Results analysis permitted to suggest ergonomic recommendations for the redesign of the workstation. Contributions of the proposed innovative system dedicated to physical ergonomic assessment are further discussed.


Assuntos
Técnicas Biossensoriais/métodos , Ergonomia/métodos , Análise e Desempenho de Tarefas , Trabalho/fisiologia , Adulto , Fenômenos Biomecânicos , Articulação do Cotovelo/fisiologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Doenças Musculoesqueléticas/etiologia , Pescoço/fisiologia , Doenças Profissionais/etiologia , Medição de Risco/métodos , Fatores de Risco , Articulação do Ombro/fisiologia , Tronco/fisiologia , Gravação em Vídeo
18.
Syst Rev ; 6(1): 3, 2017 01 13.
Artigo em Inglês | MEDLINE | ID: mdl-28086958

RESUMO

BACKGROUND: Cerebral palsy is a life-long disability that affects motor control and activities of daily living. Depending on the type of cerebral palsy, some individuals may have trouble performing tasks with one or both of their arms and/or legs. Different strategies exist to help develop motor capacity. Biofeedback therapy is a commonly applied rehabilitation strategy. In biofeedback therapy, information about the motor behavior while completing a task is given back to the individual to help improve their performance. This can provide valuable information that would otherwise be unknown to the individual. Biofeedback may also have a unique method of operation in clinical populations, such as people with cerebral palsy. Therefore, it is important to identify the most effective mechanisms for specific populations. This review aims to evaluate the effects of biofeedback interventions that have been used towards improving motor performance and motor learning in people with cerebral palsy. METHODS: Using a customized strategy, MEDLINE, CINAHL, Embase, PsycINFO, Cochrane Central Register of Controlled Trials, SCOPUS, SPORTDiscus, and PEDro databases will be searched. Two independent reviewers will screen titles and abstracts, review full texts for inclusion criteria, and extract data from relevant articles using a standardized template. Quality of evidence and risk of bias will be assessed through the Grading of Recommendations Assessment, Development, and Evaluation (GRADE) methodology. DISCUSSION: Several studies have investigated biofeedback-based interventions for people with cerebral palsy. However, there is a great variety and limited consensus regarding how to implement biofeedback mechanisms. This systematic review will consolidate the current evidence to direct future study and develop effective biofeedback rehabilitation strategies. SYSTEMATIC REVIEW REGISTRATION: PROSPERO ID: CRD42016047612.


Assuntos
Biorretroalimentação Psicológica/métodos , Paralisia Cerebral/terapia , Humanos
19.
Crit Rev Biomed Eng ; 44(5): 397-410, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-29199603

RESUMO

Carpal tunnel syndrome is a neuropathy of the median nerve at the wrist, and represents the most common peripheral neuropathy. It has long been an issue in the workplace because of healthcare costs and loss of productivity. The two main pathomechanisms of carpal tunnel syndrome include increased hydrostatic pressure within the carpal tunnel (carpal tunnel pressure) and contact stress (or impingement). As most cases of carpal tunnel syndrome in the workplace are labelled "idiopathic", a clear understanding of the physical parameters that may act as pathomechanisms is critical for its prevention. The aim of this review is to examine and quantify the influence of posture and loading factors on the increase of carpal tunnel pressure and median nerve contact stress. Forearm, wrist, and finger postures, as well as fingertip force have significant effects on carpal tunnel pressure. Contact stress on the median nerve is mainly a product of wrist posture and musculotendinous loading. Anatomical and musculoskeletal sources have been proposed to explain these effects. This critical review provides an improved understanding of pathomechanisms and etiology underlying carpal tunnel syndrome.

20.
Hum Mov Sci ; 39: 12-26, 2015 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-25461430

RESUMO

Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further.


Assuntos
Esportes/fisiologia , Percepção Visual , Adulto , Algoritmos , Fenômenos Biomecânicos , Simulação por Computador , Humanos , Processamento de Imagem Assistida por Computador , Masculino , Desempenho Psicomotor/fisiologia , Tempo de Reação , Reprodutibilidade dos Testes , Gravação em Vídeo , Adulto Jovem
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