2011
DOI: 10.1186/1743-0003-8-27
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Robotically Facilitated Virtual Rehabilitation of Arm Transport Integrated With Finger Movement in Persons with Hemiparesis

Abstract: BackgroundRecovery of upper extremity function is particularly recalcitrant to successful rehabilitation. Robotic-assisted arm training devices integrated with virtual targets or complex virtual reality gaming simulations are being developed to deal with this problem. Neural control mechanisms indicate that reaching and hand-object manipulation are interdependent, suggesting that training on tasks requiring coordinated effort of both the upper arm and hand may be a more effective method for improving recovery … Show more

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Cited by 69 publications
(50 citation statements)
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“…The training period was 8 days, 2–3 hours with subjects performing four simulations that train the hand, arm and fingers as an integrated functional unit each day. The protocol is described in detail elsewhere [7]. …”
Section: Methodsmentioning
confidence: 99%
“…The training period was 8 days, 2–3 hours with subjects performing four simulations that train the hand, arm and fingers as an integrated functional unit each day. The protocol is described in detail elsewhere [7]. …”
Section: Methodsmentioning
confidence: 99%
“…5 Robotics and virtual environments have been utilized to facilitate the intensity and volume requirements of RTP. 6, 7 To date, the majority of the interventions using these robotic systems have been studied using standardized experimental protocols in groups of patients, using a uniform set of impairment based upper arm movements. Two studies describe attempts at customizing interventions, one utilized custom force fields to shape reaching trajectories f individual patients to conform to a goal trajectory, 8, 9 a second combined standardized, impairment based robotic activities with a customized, traditional inpatient rehabilitation program.…”
Section: Introductionmentioning
confidence: 99%
“…In previously published studies using the NJIT-RAVR and Track-Glove systems, the experimental protocols used a standardized approach to test the capabilities of this system to train patients on activities that integrate arm and finger movement and compare this approach to training the arm and hand in isolation. 6 The virtual reality simulations used, feedback provided to the patient, the progression of difficulty, and positioning of the patients in relation to the robot were applied uniformly to all patients that met inclusion criteria, without regard to individual therapeutic goals, specific impairments or responses to the intervention. 6, 13 This case report describes a clinically relevant use of the system that was designed specifically for an individual patient.…”
Section: Introductionmentioning
confidence: 99%
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“…A recent study with twelve post-stroke patients used a virtual reality gaming system and reported an "improved proximal stability, smoothness and efficiency of the movement path". [40] Given the technological possibilities of VR and AR and the ethos of gaming to help motivate stroke rehabilitation, we began to develop the TheraMem system, which is described in the following section.…”
Section: Related Workmentioning
confidence: 99%