2015 7th International IEEE/EMBS Conference on Neural Engineering (NER) 2015
DOI: 10.1109/ner.2015.7146592
|View full text |Cite
|
Sign up to set email alerts
|

Engagement-sensitive interactive neuromuscular electrical therapy system for post-stroke balance rehabilitation - a concept study

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2016
2016
2018
2018

Publication Types

Select...
3
1
1

Relationship

2
3

Authors

Journals

citations
Cited by 5 publications
(4 citation statements)
references
References 21 publications
0
4
0
Order By: Relevance
“…In our previous work we presented a low-cost VR-based rehabilitation exercise platform developed as a proof-of-concept application. 9 The difficulty level of the presented task can be decided based on the task conditions of the VR-based tasks. As shown in right panel of fig 2, in DL1, the task required the participant to shift weight in the instructed direction (namely North, East,South and West), while moving a virtual object in the VR environment to a predefined position and then hold the object in that position for one second.…”
Section: Methodsmentioning
confidence: 99%
“…In our previous work we presented a low-cost VR-based rehabilitation exercise platform developed as a proof-of-concept application. 9 The difficulty level of the presented task can be decided based on the task conditions of the VR-based tasks. As shown in right panel of fig 2, in DL1, the task required the participant to shift weight in the instructed direction (namely North, East,South and West), while moving a virtual object in the VR environment to a predefined position and then hold the object in that position for one second.…”
Section: Methodsmentioning
confidence: 99%
“…Observation of electrocortical activity related to walking gait-cycle and balancing experiments has been reported in Presacco et al ( 2011b ). Electrocortical activity resulting from gait-like movements and balancing with treadmill, Erigo R tilt table, and customized stationary bicycle with rigid reclined backboard (as pedaling device) have been discussed in Wieser et al ( 2010 ), Gwin et al ( 2011 ), Presacco et al ( 2011a ), Jain et al ( 2013 ), Petrofsky and Khowailed ( 2014 ), Bulea et al ( 2015 ), Kumar et al ( 2015 ), and Liu et al ( 2015 ).…”
Section: User Adaptability and Eeg Signal Acquisitionmentioning
confidence: 99%
“…The importance of cortical activation upon motor imagery (MI) of locomotor tasks has been reported in Malouin et al ( 2003 ) and Pfurtscheller et al ( 2006b ). Similarly, the confirmation of electrocortical activity coupled to gait cycle, during treadmill walking or LL control, for applications as EEG-BCI exoskeletons and orthotic devices, has been discerned by (He et al, 2018b , Gwin et al ( 2010 , 2011 ), Wieser et al ( 2010 ), Presacco et al ( 2011a ), Presacco et al ( 2011b ), Chéron et al ( 2012 ), Bulea et al ( 2013 ), Bulea et al ( 2015 ), Jain et al ( 2013 ), Petrofsky and Khowailed ( 2014 ), Kumar et al ( 2015 ), and Liu et al ( 2015 ). This provides the rationale for BCI controllers that incorporate cortical signals for high-level commands, based on user intent to walk/bipedal locomotion or kinesthetic motor imagery of LL.…”
Section: Introductionmentioning
confidence: 99%
“…In the recent years, the use of VR in stroke rehabilitation has increased, for example, Broeren et al developed VR‐based 3D games to promote motor skills and pattern of arm movements of patients suffering from left arm paresis; Holden, Saposnik et al, and Adams et al showed the importance of designing skill‐specific meaningful activities in the VR environment for rehabilitation; Sucar et al presented VR‐based Gesture Therapy platform for upper limb rehabilitation; and Ballester et al showed the efficacy of the VR‐based intervention in enhancing motor skills of the paretic limb in hemiparetic stroke patients. Also, researchers have used VR in conjunction with external peripherals, for example, Wii (Nintendo), Kinect Sensor (Microsoft), and haptic devices, which add to delivering a feeling of immersion in the task environment, thereby making the task motivating.…”
Section: Introductionmentioning
confidence: 99%