Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.

New motor rehabilitation therapies include virtual reality (VR) and robotic technologies. In limb rehabilitation, limb posture is required to (1) provide a limb realistic representation in VR games and (2) assess the patient improvement. When exoskeleton devices are used in the therapy, the measurem...

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Autores:
Cortez, Camilo
Ardanza, Aitor
Molina Rueda, F.
Cuesta Gomez, A.
Unzueta, L.
Epelde, G.
Ruiz Salguero, Oscar
De Mauro, A.
Florez, Julian
Tipo de recurso:
Fecha de publicación:
2014
Institución:
Universidad EAFIT
Repositorio:
Repositorio EAFIT
Idioma:
eng
OAI Identifier:
oai:repository.eafit.edu.co:10784/9207
Acceso en línea:
http://hdl.handle.net/10784/9207
Palabra clave:
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Acceso abierto
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spelling 2016-09-26T19:55:23Z2014-07-082016-09-26T19:55:23Z2314-6141http://hdl.handle.net/10784/920710.1155/2014/821908New motor rehabilitation therapies include virtual reality (VR) and robotic technologies. In limb rehabilitation, limb posture is required to (1) provide a limb realistic representation in VR games and (2) assess the patient improvement. When exoskeleton devices are used in the therapy, the measurements of their joint angles cannot be directly used to represent the posture of the patient limb, since the human and exoskeleton kinematic models differ. In response to this shortcoming, we propose a method to estimate the posture of the human limb attached to the exoskeleton. We use the exoskeleton joint angles measurements and the constraints of the exoskeleton on the limb to estimate the human limb joints angles. This paper presents (a) the mathematical formulation and solution to the problem, (b) the implementation of the proposed solution on a commercial exoskeleton system for the upper limb rehabilitation, (c) its integration into a rehabilitation VR game platform, and (d) the quantitative assessment of the method during elbow and wrist analytic training. Results show that this method properly estimates the limb posture to (i) animate avatars that represent the patient in VR games and (ii) obtain kinematic data for the patient assessment during elbow and wrist analytic rehabilitation.application/pdfengHindawi Publishing Corp.BioMed Research International, Volume 2014, pp 1-18https://www.hindawi.com/journals/bmri/2014/821908/Acceso abiertohttp://purl.org/coar/access_right/c_abf2Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.info:eu-repo/semantics/articlearticleinfo:eu-repo/semantics/publishedVersionpublishedVersionArtículohttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Universidad EAFIT. Departamento de Ingeniería MecánicaCortez, CamiloArdanza, AitorMolina Rueda, F.Cuesta Gomez, A.Unzueta, L.Epelde, G.Ruiz Salguero, OscarDe Mauro, A.Florez, JulianUniversidad EAFIT. Departamento de Ingeniería Mecánica. Grupo de Investigación CAD CAM CAE, Carrera 49 7 Sur-50, Medellín, Colombia.Laboratorio CAD/CAM/CAEBioMed Research InternationalBioMed Research International2014118ORIGINALUpper-Limb-Posture-Estimation.pdfUpper-Limb-Posture-Estimation.pdfapplication/pdf5269134https://repository.eafit.edu.co/bitstreams/8f65711f-5cf2-4850-bba9-e88e9f20b034/download5a5528ad79f97e2da82889b1c8930466MD52821908.pdf821908.pdfapplication/pdf5269134https://repository.eafit.edu.co/bitstreams/07b61adf-46e4-4681-93aa-ac3aee73122f/download5a5528ad79f97e2da82889b1c8930466MD54LICENSElicense.txtlicense.txttext/plain; charset=utf-82556https://repository.eafit.edu.co/bitstreams/1d0f64ee-f50a-4651-a849-0f64ee9c732b/download76025f86b095439b7ac65b367055d40cMD5310784/9207oai:repository.eafit.edu.co:10784/92072022-11-08 11:17:30.229open.accesshttps://repository.eafit.edu.coRepositorio Institucional Universidad EAFITrepositorio@eafit.edu.co
dc.title.eng.fl_str_mv Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
title Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
spellingShingle Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
title_short Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
title_full Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
title_fullStr Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
title_full_unstemmed Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
title_sort Upper Limb Posture Estimation in Robotic and Virtual Reality-based Rehabilitation.
dc.creator.fl_str_mv Cortez, Camilo
Ardanza, Aitor
Molina Rueda, F.
Cuesta Gomez, A.
Unzueta, L.
Epelde, G.
Ruiz Salguero, Oscar
De Mauro, A.
Florez, Julian
dc.contributor.department.spa.fl_str_mv Universidad EAFIT. Departamento de Ingeniería Mecánica
dc.contributor.author.none.fl_str_mv Cortez, Camilo
Ardanza, Aitor
Molina Rueda, F.
Cuesta Gomez, A.
Unzueta, L.
Epelde, G.
Ruiz Salguero, Oscar
De Mauro, A.
Florez, Julian
dc.contributor.affiliation.spa.fl_str_mv Universidad EAFIT. Departamento de Ingeniería Mecánica. Grupo de Investigación CAD CAM CAE, Carrera 49 7 Sur-50, Medellín, Colombia.
dc.contributor.researchgroup.spa.fl_str_mv Laboratorio CAD/CAM/CAE
description New motor rehabilitation therapies include virtual reality (VR) and robotic technologies. In limb rehabilitation, limb posture is required to (1) provide a limb realistic representation in VR games and (2) assess the patient improvement. When exoskeleton devices are used in the therapy, the measurements of their joint angles cannot be directly used to represent the posture of the patient limb, since the human and exoskeleton kinematic models differ. In response to this shortcoming, we propose a method to estimate the posture of the human limb attached to the exoskeleton. We use the exoskeleton joint angles measurements and the constraints of the exoskeleton on the limb to estimate the human limb joints angles. This paper presents (a) the mathematical formulation and solution to the problem, (b) the implementation of the proposed solution on a commercial exoskeleton system for the upper limb rehabilitation, (c) its integration into a rehabilitation VR game platform, and (d) the quantitative assessment of the method during elbow and wrist analytic training. Results show that this method properly estimates the limb posture to (i) animate avatars that represent the patient in VR games and (ii) obtain kinematic data for the patient assessment during elbow and wrist analytic rehabilitation.
publishDate 2014
dc.date.issued.none.fl_str_mv 2014-07-08
dc.date.available.none.fl_str_mv 2016-09-26T19:55:23Z
dc.date.accessioned.none.fl_str_mv 2016-09-26T19:55:23Z
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url http://hdl.handle.net/10784/9207
dc.language.iso.eng.fl_str_mv eng
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dc.relation.ispartof.spa.fl_str_mv BioMed Research International, Volume 2014, pp 1-18
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