The increasing population of stroke survivors naturally produces needs for more effective rehabilitation systems for both patients and therapists. Robotic therapies are widely studied and practiced in various fields since they enable intense exercise as well as numerical evaluations. In this paper, along with the rehabilitation robot we developed, we propose a quantitative evaluation method for wrist paralysis in stroke patients using kinematic coefficients estimated from the joint model and machine learning. Through experiments on five hemiplegic patients, we observed the spring-damper characteristics of their paralyzed wrists and computed the coefficients that represent stiffness and viscosity. During wrist extension, a patient at Brunnstrom stage 3 showed a high average stiffness of 4.453 Nm/rad and viscosity of 4.533 Nms/rad toward the rest position, whereas a patient at Brunnstrom stage 4 showed smaller coefficients of 1.135 Nm/rad and −0.669 Nms/rad, respectively. We applied a support vector machine and a k-means method to the estimated stiffnesses and viscosities to classify the patients into three different clusters. The two coefficients not only helped discriminate patients in accordance with their Brunnstrom stage, but also revealed that patients at the same stage could be more finely categorized.
Human movement is a controlled result of the sensory-motor system, and the motor control mechanism has been studied through diverse movements. The present study examined control characteristics of dominant and non-dominant hands by analyzing the transient responses of circular tracking movements in 3D virtual reality space. A visual target rotated in a circular trajectory at four different speeds, and 29 participants tracked the target with their hands. The position of each subject’s hand was measured, and the following three parameters were investigated: normalized initial peak velocity (IPV2), initial peak time (IPT2), and time delay (TD2). The IPV2 of both hands decreased as target speed increased. The results of IPT2 revealed that the dominant hand reached its peak velocity 0.0423 s earlier than the non-dominant hand, regardless of target speed. The TD2 of the hands diminished by 0.0218 s on average as target speed increased, but the dominant hand statistically revealed a 0.0417-s shorter TD2 than the non-dominant hand. Velocity-control performances from the IPV2 and IPT2 suggested that an identical internal model controls movement in both hands, whereas the dominant hand is likely more experienced than the non-dominant hand in reacting to neural commands, resulting in better reactivity in the movement task.
We aim to investigate a control strategy for the circular tracking movement in a three-dimensional (3D) space based on the accuracy of the visual information. After setting the circular orbits for the frontal and sagittal planes in the 3D virtual space, the subjects track a target moving at a constant velocity. The analysis is applied to two parameters of the polar coordinates, namely, ΔR (the difference in the distance from the center of a circular orbit) and Δω (the difference in the angular velocity). The movement in the sagittal plane provides different depth information depending on the position of the target in orbit, unlike the task of the frontal plane. Therefore, the circular orbit is divided into four quadrants for a statistical analysis of ΔR. In the sagittal plane, the error was two to three times larger in quadrants 1 and 4 than in quadrants 2 and 3 close to the subject. Here, Δω is estimated using a frequency analysis; the lower the accuracy of the visual information, the greater the periodicity. When comparing two different planes, the periodicity in the sagittal plane was approximately 1.7 to 2 times larger than that of the frontal plane. In addition, the average angular velocity of the target and tracer was within 0.6% during a single cycle. We found that if the amount of visual information is reduced, an optimal feedback control strategy can be used to reduce the positional error within a specific area.
The human-in-the-loop technology requires studies on sensory-motor characteristics of each hand for an effective human–robot collaboration. This study aims to investigate the differences in visuomotor control between the dominant (DH) and non-dominant hands in tracking a target in the three-dimensional space. We compared the circular tracking performances of the hands on the frontal plane of the virtual reality space in terms of radial position error (ΔR), phase error (Δθ), acceleration error (Δa), and dimensionless squared jerk (DSJ) at four different speeds for 30 subjects. ΔR and Δθ significantly differed at relatively high speeds (ΔR: 0.5 Hz; Δθ: 0.5, 0.75 Hz), with maximum values of ≤1% compared to the target trajectory radius. DSJ significantly differed only at low speeds (0.125, 0.25 Hz), whereas Δa significantly differed at all speeds. In summary, the feedback-control mechanism of the DH has a wider range of speed control capability and is efficient according to an energy saving model. The central nervous system (CNS) uses different models for the two hands, which react dissimilarly. Despite the precise control of the DH, both hands exhibited dependences on limb kinematic properties at high speeds (0.75 Hz). Thus, the CNS uses a different strategy according to the model for optimal results.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.