design of njit-robot-assisted virtual rehabilitation ... · motor rehabilitation using virtual...
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Design of NJIT-Robot-Assisted Virtual Rehabilitation System to Train the Hemiplegic Upper Extremity of Children with Cerebral PalsyQinyin Qiu , Diego A. Ramirez , Soha Saleh , Heta D. Parikh , Donna Kelly , Sergei Adamovich, Ph.D
1. Department of Biomedical Engineering, New Jersey Institute of
Technology, Newark, NJ
2. Children’s Specialized Hospital Outpatient Center, New Jersey
11 1 2
1
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Objective
� Describe the NJIT-RAVR system, which combines adaptive robotics with complex virtual reality (VR) simulations for the rehabilitation of upper extremity impairments and function in children with cerebral palsy (CP).
� Examine the feasibility of this system in the context of two pilot studies.
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Outline
� Background
� Methods
� Hardware
� Simulations
� Participants
� Training procedure and measurements
� Results
� Kinematics
� Clinical
� Conclusion
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Background
� Cerebral palsy (CP), a neurodevelopmental disorder of motor control, does impact play and self-care activities such as eating and dressing [Morris C. (2007)] [Reid D. (2004)].
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Massed Practice
� Important variables in learning and relearning motor skills and in changing neural architecture are the quantity, duration and intensity of training sessions. This suggests the need to shift to more intense, active training protocols. [Merians et, al 2006, Damiano PL, 2009].
� Achieve massed intense practice through :
� Constraint induced movement therapy (CIMT)
� Virtual reality (VR) therapy
� Robotic interactive therapy
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CIMT
� CIMT is currently being used in children to accomplish the goals of intensive massed practice and shaping.
� It has demonstrated the ability to produce major and sustained improvement in motor function in children with spastic hemiplegia secondary to CP. [Charles J. R., Wolf S. L., Schneider J. A., Gordon A. M. (2006)].
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� VR therapy has the capability to create� an intensive and interactive massed
practice [Sveistrup H. (2004)]
� motivating environment
� enable age appropriate play/participation
� increase sense of self-efficacy [Reid D. T. (2002 )]
Virtual Reality Therapy
� The therapist can manipulate the practice intensity and feedback to create individualized treatments [Rizzo A., Kim G. (2005 )].
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� Robotic therapy is another rehabilitative approach which hold promise, however limited studies have been done on kids.
� Recently Fasoli et al (2008) have done massed practice training in a group of children with UE hemiplegia secondary to CP, they used simple virtual environment with assist as needed robotic facilitation, they reported improvements in QUEST and Fugl-Myer assessment scores.
Robotic Interactive Therapy
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Hypothesis
� We hypothesize that combining robotic facilitation with rich VE’s will facilitate massed practice and
corresponding improvements in motor function in
children with UE hemiplegia secondary to CP.
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Hardware
� HapticMaster Robotic Arm
� Force-controlled hapticinterface
� Haptic effects can be generated
� Has 6 degrees of freedom (X, Y, and Z, Pitch, Yaw and Roll) when Ring Gimbalis added
� Force, velocity and position are measured in real time
� Acquisition rate is up to 1000Hz
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Hardware
� Forearm and hand based volarsplints
� Seating system: Leckey chair
a ba b
Leckey
Chair
Picture
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Simulations
� Games’ Design
� Bubble Explosion
� Cup Reach
� HammerHM
� CarRaceHM
� Falling Objects
� PilingUpHM
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Participants
� Four Children with spastic hemiplegia secondary to
Cerebral Palsy (CP).
� Inclusion Criteria: The subjects has to � be cognitively able to follow instructions
� tolerate 90 degrees of passive shoulder flexion
� actively supinate 5 degrees.
Subject # Age sex cognition diagnosisdominant
Hand
S1 8y M5yrs old (mild mental
retardation)left hemi RIGHT
S2 16y M Within normal range right hemi LEFT
S3 10y1m M Within normal range left hemi RIGHT
S4 7y7m F Within normal range right hemi LEFT
� The first two subjects took the therapy few weeks before the
other group. The seating system and simulations were
updated based on the findings from the first group.
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Training procedure
� Participants used the NJIT-RAVR System for one hour, three days a week for three weeks.
� Subjects performed four sets of ten reaches utilizing the BubbleExplosion simulation to initiate each session for performance testing purposes.
� The subjects played a combination of three or four of the other simulations depending on therapeutic goals, and subject’s tolerances and preferences for the remainder of the sixty minutesession.
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Methods
� Kinematic Measurements
� Bubble explosion activity was
used for kinematic pretesting
and post testing
� End point of the robot
� Electromagnetic sensor
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Clinical Measurements
� Melbourne Assessment of Unilateral Upper Limb Function
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Results
S1 day 1 S1 day 9
-0.20
0.2-0.1 0 0.1
-0.1
0
0.1
GR day2
-0.20
0.2-0.1 0 0.1
-0.1
0
0.1
GR day9S2 day 1 S2 day 9
S3 day 1 S3 day 9
S4 day 1 S4 day 9
Kinematics results based on robot recording during
Bubble Explosion simulation
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Results
Kinematics results based on robot recording
during Bubble Explosion simulation
Percent
ImprovementDuration (s) Path Length (m) Smoothness
S1 6.53% 13.46% 21.09%
S2 32.30% 4.39% 49.26%
S3 67.01% 64.25% 93.87%
S4 0.94% 18.02% -0.99%
S1 day 1 S1 day 9
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Tangential Velocity
S3 S3
S4 S4
S1 S1
S2 S2
0 0.2 0.4 0.6 0 0.2 0.4 0.6
day1 day9
NJIT_RAVR Therapy
Tangential Velocity is the instantaneous linear velocity of a body moving in a circular path; its direction is tangential to the circular path at the point in question
Displacement (m)
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0
0.2
0.4
0.6
0.8
Pre-training
Post-training
S1 S2 S3 S4
Cu
mP
ath
(m)
Cup
0
1
2
3
S1 S2 S3 S4
Pre-training
Post-training
x103
Sm
oo
thn
ess
�Duration: average time to reach each cup in seconds.
The smaller value, the better performance.
�CumPath: average path length to reach each cup in
meters. The smaller value, the better performance.
�Smoothness: the score that indicate how smooth (less
jerk) the subject moves during the trial. The smaller
value, the better performance.
0
2
4
6
8
10
S1 S2 S3 S4
Pre-training
Post-training
Dura
tio
n (
s)
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Results
� Clinical Assessment
Melbourne assessment
Reach
Forward time
(s)
Reach
sideways
Time (s)
Hand to
Mouth Time
(s)
Pre Post Pre Post Pre Post Pre Post
S1 40.2% 42.6% 1.9 1.2 n/a 1.4 n/a n/a
S2 74.6% 75.4% 3.6 2.9 3.7 2.3 15.1 10.7
S3 76.2% 77.1% 4.5 1.5 2.4 1.8 2.2 1.6
S4 59.8% 67.2% 2.9 1.5 2.2 0.8 5.4 4.6
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Conclusion
� The two feasibility studies showed that the 4 subjects who completed 9 hours of training without ill effects, do demonstrated improvement, at the impairment level and the functional level.
� The approach of NJIT-RAVR system offers many advantages :
� Therapeutic tasks can be modified to match subject’s need and interest.
� The robot can be used to assist the subject to perform and learn new
challenging tasks.
� assistance levels provided by the robot can increase, allowing subjects to
complete the number of repetitions necessary to facilitate beneficial cortical
adaptations.
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References
� Morris C. (2007).Definition and classification of cerebral palsy: a historical perspective. Dev Med Child Neurol Suppl, 109, 3-7.
� Reid D. (2004). The influence of virtual reality on playfulness in children with cerebral palsy: a pilot study. Occup Ther Int., 11, 131-144.
� Merians AS, Poizner H, Boian R, Burdea G, and Adamovich S, (2006). Sensorimotortraining in a virtual reality environment: does it improve functional recovery poststroke?, Neurorehabilitation and Neural Repair, 20 (2), 252-67 .
� Damiano PL (2009). Rehabilitative Therapies in Cerebral Palsy: The Good, the Not As Good, and the Possible, Journal of Child Neurology.
� Charles J. R., Wolf S. L., Schneider J. A., Gordon A. M. (2006). Efficacy of a child-friendly form of constraint-induced movement therapy in hemiplegic cerebral palsy: a randomized control trial. Dev Med Child Neurol, 48, 635-642.
� Sveistrup H. (2004). Motor rehabilitation using virtual reality. J Neuroeng Rehabil, 1, 10.
� Reid D. T. (2002). Benefits of a virtual play rehabilitation environment for children with cerebral palsy on perceptions of self-efficacy: a pilot study. Pediatr Rehabil, 5, 141-148.
� Rizzo A., Kim G. (2005). A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence, 14, 2005.
� Fasoli SE, Fragala-Pinkham M, Hughes R, Hogan N, Krebs HI, Stein J (2008). Upper limb robotic therapy for children with hemiplegia, American Journal of Physical Medicine and Medicine Rehabilitation, 87, 926-936.
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Acknowledgements
� Project is sponsored by the National Institute on Disability andRehabilitation Research RERC on Technology for Children with Orthopedic Disabilities (Grant # H133E050011)
� Special thanks to Children’s Specialized Hospital Outpatient Center at New Brunswick, Hamilton, and Toms River NJ
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Thank you!
Questions?
New Jersey Institute of Technology
Department of Biomedical Engineering
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Bubble Explosion
Back
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Bubble Explosion
Back
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Cup Reach
Back
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Cup Reach
Back
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HammerHM
Back
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HammerHM
Back
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HammerHM (measurand)
Back
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CarRaceHM
Back
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CarRaceHM
Back
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FallingObjects
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FallingObjects
Back
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PilingUpHM
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PilingUpHM
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