Spasticity has been successfully managed with different treatment modalities or combinations. No information is available on the effectiveness or individual contribution of botulinum toxin type A (BTA) combined with physical and occupational therapy and neuromuscular electrical stimulation to treat spastic upper limb. The purpose of this study was to assess the effects of such treatment and to inform sample-size calculations for a randomized controlled trial. BTA was injected into spastic upper limb muscles of 10 children. They received 10 sessions of physical and occupational therapy followed by 10 sessions of neuromuscular electrical stimulation on the wrist extensors (antagonist muscles). Degree of spasticity using the Modified Ashworth scale, active range of motion, and manual function with the Jebsen hand test, were assessed. Meaningful improvement was observed in hand function posttreatment (P = 0.03). Median spasticity showed a reduction trend and median amplitude of wrist range of motion registered an increase; however, neither of these were significant (P > 0.05). There is evidence of a beneficial effect of the combined treatment. Adequate information has been obtained on main outcome-measurement variability for calculating sample size for a subsequent study to quantify the treatment effect precisely.
Spatio-temporal gait parameters measured by GaitRite are both valid and reliable. Further studies are necessary to establish sensitivity of the instrument.
Gait event detection is important for diagnosis and evaluation. This is a challenging endeavor due to subjectivity, high amount of data, among other problems. ANFIS (Artificial Neural Fuzzy Inference Systems), ARX (Autoregressive Models with Exogenous Variables), OE (Output Error models), NARX (Nonlinear Autoregressive Models with Exogenous Variables) and models based on NN (neural networks) were developed in order to detect gait events without the problems mentioned. The objective was to compare developed models' performance and determinate the most suitable model for gait events detection. Knee joint angle, heel foot switch and toe foot switch during normal walking in a treadmill were collected from a healthy volunteer. Gait events were classified by three experts in human motion. Experts' mean classification was obtained and all models were trained and tested with the collected data and experts' mean classification. Fit percentage was obtained to evaluate models performance. Fit percentages were: ANFIS: 79.49%, ARX: 68.8%, OE: 71.39%, NARX: 88.59%, NNARX: 67.66%, NNRARX: 68.25% and NNARMAX: 54.71%. NARX had the best performance for gait events classification. For ARX and OE, previous filtering is needed. NN's models showed the best performance for high frequency components. ANFIS and NARX were able to integrate criteria from three experts for gait analysis. NARX and ANFIS are suitable for gait event identification. Test with additional subjects is needed.
Virtual reality (VR) and augmented reality (AR) are engaging interfaces that can be of benefit for rehabilitation therapy. However, they are still not widely used, and the use of surface electromyography (sEMG) signals is not established for them. Our goal is to explore whether there is a standardized protocol towards therapeutic applications since there are not many methodological reviews that focus on sEMG control/feedback. A systematic literature review using the PRISMA (preferred reporting items for systematic reviews and meta-analyses) methodology is conducted. A Boolean search in databases was performed applying inclusion/exclusion criteria; articles older than 5 years and repeated were excluded. A total of 393 articles were selected for screening, of which 66.15% were excluded, 131 records were eligible, 69.46% use neither VR/AR interfaces nor sEMG control; 40 articles remained. Categories are, application: neurological motor rehabilitation (70%), prosthesis training (30%); processing algorithm: artificial intelligence (40%), direct control (20%); hardware: Myo Armband (22.5%), Delsys (10%), proprietary (17.5%); VR/AR interface: training scene model (25%), videogame (47.5%), first-person (20%). Finally, applications are focused on motor neurorehabilitation after stroke/amputation; however, there is no consensus regarding signal processing or classification criteria. Future work should deal with proposing guidelines to standardize these technologies for their adoption in clinical practice.
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