2023
DOI: 10.3390/s23063281
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NeuroSuitUp: System Architecture and Validation of a Motor Rehabilitation Wearable Robotics and Serious Game Platform

Abstract: Background: This article presents the system architecture and validation of the NeuroSuitUp body–machine interface (BMI). The platform consists of wearable robotics jacket and gloves in combination with a serious game application for self-paced neurorehabilitation in spinal cord injury and chronic stroke. Methods: The wearable robotics implement a sensor layer, to approximate kinematic chain segment orientation, and an actuation layer. Sensors consist of commercial magnetic, angular rate and gravity (MARG), su… Show more

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Cited by 4 publications
(4 citation statements)
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“…In this initial phase, our research focuses on first controlling a graphical avatar within the Unity game engine (Unity Technologies, San Francisco, CA) using the LSTM-PPO framework. This step not only demonstrates the feasibility of our approach but also sets the stage for subsequent implementation in physical exoskeleton prototypes [16]. Later, our work focuses on implementing a sliding mode control for the controlling PAMs and our exoskeleton movement [5].…”
Section: Introductionmentioning
confidence: 79%
“…In this initial phase, our research focuses on first controlling a graphical avatar within the Unity game engine (Unity Technologies, San Francisco, CA) using the LSTM-PPO framework. This step not only demonstrates the feasibility of our approach but also sets the stage for subsequent implementation in physical exoskeleton prototypes [16]. Later, our work focuses on implementing a sliding mode control for the controlling PAMs and our exoskeleton movement [5].…”
Section: Introductionmentioning
confidence: 79%
“…It was discovered that both patients and physicians conveyed positive feedback regarding the technology, albeit with safety and comfort concerns. To facilitate a multimodal approach, the NeuroSuitUp platform [42] utilized various technologies like wearable robots, serious games, and more. This integration offers a comprehensive rehabilitation pathway and a richer therapeutic experience for patients.…”
Section: Integration Of Emg and Electrical Stimulation Techniques In ...mentioning
confidence: 99%
“…-Smart wheelchairs [13] -Robot for daily hand tasks and rehabilitation [14], [26] -Toolbox for the muscle data analysis [15] Gamified therapy 11 -Virtual reality training and Electromyographic biofeedback [43] -VR or AR motor imagery [44] -Serious game [29] Wearable 12 -Electromyographic sensor placement [45] -Electrical stimulation patches [28], [42] Interface design 14 -Facial expression classified [21] -Hand gesture controlling [37] -Brain computer interface [46] Due to the necessity of wearing electromyographic sensors and electrical stimulation devices, a total of 7, 6, and 4 articles respectively discussed the interdisciplinary applications of wearable technology in Assistive Technology and Tool Design, Gamified Therapy, and Interface design. Furthermore, among the papers reviewed, four of them shared a common theme of Assistive Technology and Tool Design, along with Interface Design.…”
Section: Human-computer Interaction / Design Involved Number Of Studi...mentioning
confidence: 99%
“…Moving on to the field of collaborative and assistive robotics, which, along with various converging technologies, have seen rapid developments enhancing their usability and clinical applicability ( 11 ), while implementations in XR environments and gamification ( 12 ) expand their potential through immersiveness, empowerment and improved overall user experience. Although the role of emotions and affective states are considered crucial to the learning process, their implications on rehabilitation process have not been sufficiently studied ( 13 ).…”
Section: Contributions' Outlinementioning
confidence: 99%