Modernising the way upper-limb prosthetic sockets are made has seen limited progress. The casting techniques that are employed in clinics today resemble those developed over 50 years ago and there is still a heavy reliance on manual labour. Modern manufacturing methods such as 3D scanning and printing are often presented as ready-to-use solutions for producing low-cost functional devices, with public perceptions being largely shaped by the superficial media representation and advertising. The promise is that modern socket manufacturing methods can improve patient satisfaction, decrease manufacturing times and reduce the workload in the clinic. However, the perception in the clinical community is that total conversion to digital methods in a clinical environment is not straightforward. Anecdotally, there is currently a disconnect between those developing technology to produce prosthetic devices and the actual needs of clinicians and people with limb difference. In this paper, we demonstrate strengths and drawbacks of a fully digitised, low-cost trans-radial diagnostic socket making process, informed by clinical expertise. We present volunteer feedback on the digitally created sockets and provide expert commentary on the use of digital tools in upper-limb socket manufacturing. We show that it is possible to utilise 3D scanning and printing, but only if the process is informed by expert knowledge. We bring examples to demonstrate how and why the process may go wrong. Finally, we provide discussion on why progress in modernising the manufacturing of upper-limb sockets has been slow yet it is still too early to rule out digital methods.
Motor learning-based methods offer an alternative paradigm to machine learning-based methods for controlling upper-limb prosthetics. Within this paradigm, the patterns of muscular activity used for control can differ from those which control biological limbs. Practice expedites the learning of these new, functional patterns of muscular activity. We envisage that these methods can result in enhanced control without increasing device complexity. However, key questions about training protocols, generalisation and scalability of motor learning-based methods have remained. In this work, we pursue three objectives: 1) to validate the motor learning-based abstract myoelectric control approach with people with upper-limb difference for the first time; 2) to test whether, after training, participants can generalize their learning to tasks of increased difficulty; and 3) to show that abstract myoelectric control scales with additional input signals, offering a larger control range. In three experiments, 25 limb-intact participants and 8 people with a limb difference (congenital and acquired) experienced a motor learning-based myoelectric controlled interface. We show that participants with upper-limb difference can learn to control the interface and that performance increases with experience. Across experiments, participant performance on easier lower target density tasks generalized to more difficult higher target density tasks. A proof-of-concept study demonstrates that learning-based control scales with additional myoelectric channels. Our results show that human motor learning-based approaches can enhance the number of distinct outputs from the musculature, thereby increasing the functionality of prosthetic hands and providing a viable alternative to machine learning.
A hand impairment can have a profound impact on the quality of life. This has motivated the development of dexterous prosthetic and orthotic devices. However, their control with neuromuscular interfacing remains challenging. Moreover, existing myocontrol interfaces typically require an extensive calibration. We propose a minimally supervised, online myocontrol system for proportional and simultaneous finger force estimation based on ridge regression using only individual finger tasks for training. We compare the performance of this system when using two feature sets extracted from high-density EMG recordings: EMG linear envelope (ENV) and non-linear EMG to Muscle Activation mapping (ACT). Eight intact-limb participants were tested using online target reaching tasks. On average, the subjects hit 85 ± 9% and 91 ± 11% of single finger targets with ENV and ACT features respectively. The hit rate for combined finger targets decreased to 29 ± 16% (ENV) and 53 ± 23% (ACT). The non-linear transformation (ACT) therefore improved the performance, leading to higher completion rate and more stable control, especially for the non-trained movement classes (better generalization). These results demonstrate the feasibility of proportional multiple finger control in intact subjects by regression on non-linear EMG features with a minimal training set of single finger tasks.
Peripheral neural signals can be used to estimate movement-specific muscle activation patterns for the purpose of human-machine interfacing (HMI). The available HMI solutions, however, provide limited movement decoding accuracy that often results in inadequate device control, especially in the dynamic tasks context, and require extensive algorithm training that is highly subject-specific. Here, we show that dexterous movements can be identified with high accuracy using a physiology-derived and information-theoretically optimised feature space that targets the spatio-temporal properties of the spiking activity of spinal motor neurons (neural features), decomposed from the interference myoelectric signal. Moreover, we show that the movement decoding accuracy based on these neural features is not influenced by the muscle activation level, reaching overall >98% in the full range of forces investigated and from processing intervals as short as 30ms. Finally, we show that the high accuracy in individual finger movement recognition can be achieved without user-specific models. These results are the first to show a highly accurate discrimination of dexterous movement tasks in a wide range of muscle activation levels from near-real time processing intervals, with minimal subject-specific training, and thus are promising for the translation of HMI to daily use. INDEX TERMS dexterous movement classification, Human-Machine Interfaces, information theory, neural drive, universality of neural control
People who either use an upper limb prosthesis and/or have used services provided by a prosthetic rehabilitation centre, hereafter called users, are yet to benefit from the fast-paced growth in academic knowledge within the field of upper limb prosthetics. Crucially over the past decade, research has acknowledged the limitations of conducting laboratory-based studies for clinical translation. This has led to an increase, albeit rather small, in trials that gather real-world user data. Multi-stakeholder collaboration is critical within such trials, especially between researchers, users, and clinicians, as well as policy makers, charity representatives, and industry specialists. This paper presents a co-creation model that enables researchers to collaborate with multiple stakeholders, including users, throughout the duration of a study. This approach can lead to a transition in defining the roles of stakeholders, such as users, from participants to co-researchers. This presents a scenario whereby the boundaries between research and participation become blurred and ethical considerations may become complex. However, the time and resources that are required to conduct co-creation within academia can lead to greater impact and benefit the people that the research aims to serve.
Modernising the way upper-limb prosthetic sockets are made has seen limited progress. The casting techniques that are employed in clinics today resemble those developed over 50 years ago and there is still a heavy reliance on manual labour. Modern manufacturing methods such as 3D scanning and printing are often presented as ready-to-use solutions for producing low-cost functional devices, with public perceptions being largely shaped by the superficial media representation and advertising. The promise is that modern socket manufacturing methods can improve patient satisfaction, decrease manufacturing times and reduce the workload in the clinic. However, the perception in the clinical community is that total conversion to digital methods in a clinical environment is not straightforward. Anecdotally, there is currently a disconnect between those developing technology to produce prosthetic devices and the actual needs of clinicians and people with limb difference. In this paper, we demonstrate strengths and drawbacks of a fully digitised, low-cost trans-radial diagnostic socket making process, informed by clinical principles. We present volunteer feedback on the digitally created sockets and provide expert commentary on the use of digital tools in upper-limb socket manufacturing. We show that it is possible to utilise 3D scanning and printing, but only if the process is informed by expert knowledge. We bring examples to demonstrate how and why the process may go wrong. Finally, we provide discussion on why progress in modernising the manufacturing of upper-limb sockets has been slow yet it is still too early to rule out digital methods.
Background Serious games have been investigated for their use in multiple forms of rehabilitation for decades. The rising trend to use games for physical fitness in more recent years has also provided more options and garnered more interest for their use in physical rehabilitation and motor learning. In this study, we report the results of an opinion survey of serious games in upper limb prosthetic training. Objective This study investigates and contrasts the expectations and preferences for game-based prosthetic rehabilitation of people with limb difference and researchers. Methods Both participant groups answered open and closed questions as well as a questionnaire to assess their user types. The distribution of the user types was compared with a Pearson chi-square test against a sample population. The data were analyzed using the thematic framework method; answers fell within the themes of usability, training, and game design. Researchers shared their views on current challenges and what could be done to tackle these. Results A total of 14 people with limb difference and 12 researchers participated in this survey. The open questions resulted in an overview of the different views on prosthetic training games between the groups. The user types of people with limb difference and researchers were both significantly different from the sample population, with χ25=12.3 and χ25=26.5, respectively. Conclusions We found that the respondents not only showed a general willingness and tentative optimism toward the topic but also acknowledged hurdles limiting the adoption of these games by both clinics and users. The results indicate a noteworthy difference between researchers and people with limb difference in their game preferences, which could lead to design choices that do not represent the target audience. Furthermore, focus on long-term in-home experiments is expected to shed more light on the validity of games in upper limb prosthetic rehabilitation.
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