The CYBERLEGs Beta-Prosthesis is an active transfemoral prosthesis that can provide the full torque required for reproducing average level ground walking at both the knee and ankle in the sagittal plane. The prosthesis attempts to produce a natural level ground walking gait that approximates the joint torques and kinematics of a non-amputee while maintaining passively compliant joints, the stiffnesses of which were derived from biological quasi-stiffness measurements. The ankle of the prosthesis consists of a series elastic actuator with a parallel spring and the knee is composed of three different systems that must compliment each other to generate the correct joint behavior: a series elastic actuator, a lockable parallel spring and an energy transfer mechanism. Bench testing of this new prosthesis was completed and demonstrated that the device was able to create the expected torque-angle characteristics for a normal walker under ideal conditions. The experimental trials with four amputees walking on a treadmill to validate the behavior of the prosthesis proved that although the prosthesis could be controlled in a way that allowed all subjects to walk, the accurate timing and kinematic requirements of the output of the device limited the efficacy of using springs with quasi-static stiffnesses. Modification of the control and stiffness of the series springs could provide better performance in future work.
BACKGROUND:The ROBiGAME project aims to implement serious games on robots to rehabilitate upper limb (UL) motor function in children with cerebral palsy (CP). Serious game characteristics (target position, level of assistance/resistance, level of force) are typically adapted based on the child's assessment before and continuously during the game (measuring UL working area, kinematics and muscle strength). OBJECTIVE: This study developed an UL robotic motor assessment protocol to configure the serious game. METHODS: Forty-nine healthy children and 20 CP children participated in the study. The clinical assessment consisted of the child's UL length and isometric force. The robot assessment consisted of the child's UL working area (WA), the UL isometric and isokinetic force in three directions and the UL kinematics during a pointing task toward targets placed at different distances. RESULTS: Results showed that WA and UL isometric force were moderately to highly correlated with clinical measures. Ratios between the UL isokinetic force generated on three directions were established. The velocity and straightness indexes of all children increased when they had to reach to targets placed more distant. CONCLUSIONS: This protocol can be integrated into different serious games in order to continuously configure the game characteristics to a child's performance. Trial registration: The study was registered at ClinicalTrials.gov (NCT02543424), 12 August 2015.
BACKGROUND: ROBiGAME project aims to implement serious games on robots to rehabilitate upper limb (UL) in stroke patients. The serious game characteristics (target position, level of assistance/resistance, level of force) are adapted based on the patient's assessment before and continuously during the game (measuring UL working area, kinematics and muscle strength). OBJECTIVE: To develop an UL robotic motor assessment protocol to configure the serious game. METHODS: 32 healthy subjects and 20 stroke patients participated in the study. Subjects were clinically assessed (UL length and isometric force) and using a robot. The robot assessment consisted of the patient's UL working area (WA), the UL isometric and isokinetic force in three directions and the UL kinematics during a pointing task toward targets placed at different distances.
RESULTS:The WA and the UL isometric force were moderately to highly correlated with clinical measures (respectively ρ = 0.52; p = 0.003, ρ = 0.68-0.73; p < 0.001). Ratios between the UL isokinetic force generated on three directions were established. The velocity and straightness indexes of all subjects increased when subjects had to reach to targets placed more distantly (r = 0.82-0.90; ρ = 0.86-0.90 respectively; p < 0.001). CONCLUSIONS: This protocol can be integrated into a serious game in order to continuously configure the game characteristics to patient's performance.
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