Title: Feasibility and Effectiveness of a Soft Exoskeleton for Pediatric Rehabilitation
Exoskeletons have the potential to improve outcomes for rehabilitation clients. For these devices to be effective, rehabilitation professionals and end users must be involved throughout the design process, so the devices meet the broad needs of users. In this article, we present a model to guide the design of rehabilitation devices. This model is user-centered and focuses on users’ functional, expressive, aesthetic, and accessibility needs (FEA2) for devices.We then summarize the results of the first studies evaluating the feasibility and effectiveness of the Playskin Lift soft exoskeleton for pediatric populations utilized for intervention in the natural environment. The exoskeleton was feasible for daily use by families in the natural environment. For infants and toddlers with physical disabilities, the exoskeleton assisted reaching and play performance within a single session when it was worn and improved independent reaching function and play activity after months of daily intervention with the exoskeleton. more »« less
Alireza Golgouneh, Eric Beaudette
(, International Symposium on Wearable Computers Design Exhibition)
null
(Ed.)
Upper limb mobility impairments affect individuals at all life stages. Exoskeletons can assist in rehabilitation as well as performing Activities of Daily Living (ADL). Most commercial assistive devices still rely on rigid robotics with constrained biomechanical degrees of freedom that may even increase user exertion. Therefore, this paper discusses the iterative design and development of a novel hybrid pneumatic actuation and Shape Memory Alloy (SMA) based wearable soft exoskeleton to assist in shoulder abduction and horizontal flexion/extension movements, with integrated soft strain sensing to track shoulder joint motion. The garment development was done in two stages which involved creating (1) SMA actuators integrated with soft sensing, and (2) integrating pneumatic actuation. The final soft exoskeleton design was developed based on the insights gained from two prior prototypes in terms of wearability, usability, comfort, and functional specifications (i.e., placement and number) of the sensors and actuators. The final exoskeleton is a modular, multilayer garment which uses a hybrid and customizable actuation strategy (SMA and inflatable pneumatic bladder).
Li, Bai; Greenspan, Ben; Mascitelli, Thomas; Raccuglia, Michael; Denner, Kayleigh; Duda, Raymond; Lobo, Michele A.
(, 2019 Design of Medical Devices Conference)
null
(Ed.)
Many children have an upper extremity disability leaving them unable to explore the environment around them. Hard exoskeletons can provide support to lift a child’s arms up against gravity, but these devices are generally large and obtrusive leading to low adherence. Children often prefer to have limited arm function rather than wearing such a device. Our lab has previously designed a passive soft exoskeleton to lift children’s arms, but this did not allow for user control and was limited in the length and weight of arm it could support. Building off of this research, we have created the preliminary design for a user-controlled pneumatic soft exoskeleton that may allow users to independently raise and lower their arms.
Ye, Yang; Shi, Yangming; Lee, Youngjae; Burks, Garret; Srinivasan, Divya; Du, Jing
(, ASCE Construction Research Congress (CRC) 2022)
Exoskeleton as a human augmentation technology has shown a great potential for transforming the future civil engineering operations. However, the inappropriate use of exoskeleton could cause injuries and damages if the user is not well trained. An effective procedural and operational training will make users more aware of the capabilities, restrictions and risks associated with exoskeleton in civil engineering operations. At present, the low availability and high cost of exoskeleton systems make hands-on training less feasible. In addition, different designs of exoskeleton correspond with different activation procedures, muscular engagement and motion boundaries, posing further challenges to exoskeleton training. We propose an “sensation transfer” approach that migrates the physical experience of wearing a real exoskeleton system to first-time users via a passive haptic system in an immersive virtual environment. The body motion and muscular engagement data of 15 experienced exoskeleton users were recorded and replayed in a virtual reality environment. Then a set of haptic devices on key parts of the body (shoulders, elbows, hands, and waist) generate different patterns of haptic cues depending on the trainees’ accuracy of mimicking the actions. The sensation transfer method will enhance the haptic learning experience and therefore accelerate the training.
Kaelin, Vera C; Valizadeh, Mina; Salgado, Zurisadai; Parde, Natalie; Khetani, Mary A
(, Journal of Medical Internet Research)
Background In the last decade, there has been a rapid increase in research on the use of artificial intelligence (AI) to improve child and youth participation in daily life activities, which is a key rehabilitation outcome. However, existing reviews place variable focus on participation, are narrow in scope, and are restricted to select diagnoses, hindering interpretability regarding the existing scope of AI applications that target the participation of children and youth in a pediatric rehabilitation setting. Objective The aim of this scoping review is to examine how AI is integrated into pediatric rehabilitation interventions targeting the participation of children and youth with disabilities or other diagnosed health conditions in valued activities. Methods We conducted a comprehensive literature search using established Applied Health Sciences and Computer Science databases. Two independent researchers screened and selected the studies based on a systematic procedure. Inclusion criteria were as follows: participation was an explicit study aim or outcome or the targeted focus of the AI application; AI was applied as part of the provided and tested intervention; children or youth with a disability or other diagnosed health conditions were the focus of either the study or AI application or both; and the study was published in English. Data were mapped according to the types of AI, the mode of delivery, the type of personalization, and whether the intervention addressed individual goal-setting. Results The literature search identified 3029 documents, of which 94 met the inclusion criteria. Most of the included studies used multiple applications of AI with the highest prevalence of robotics (72/94, 77%) and human-machine interaction (51/94, 54%). Regarding mode of delivery, most of the included studies described an intervention delivered in-person (84/94, 89%), and only 11% (10/94) were delivered remotely. Most interventions were tailored to groups of individuals (93/94, 99%). Only 1% (1/94) of interventions was tailored to patients’ individually reported participation needs, and only one intervention (1/94, 1%) described individual goal-setting as part of their therapy process or intervention planning. Conclusions There is an increasing amount of research on interventions using AI to target the participation of children and youth with disabilities or other diagnosed health conditions, supporting the potential of using AI in pediatric rehabilitation. On the basis of our results, 3 major gaps for further research and development were identified: a lack of remotely delivered participation-focused interventions using AI; a lack of individual goal-setting integrated in interventions; and a lack of interventions tailored to individually reported participation needs of children, youth, or families.
Ochieze, Chukwuemeka; Zare, Soroush; Sun, Ye
(, Progress in Biomedical Engineering)
Abstract Wearable robotics, also called exoskeletons, have been engineered for human-centered assistance for decades. They provide assistive technologies for maintaining and improving patients’ natural capabilities towards self-independence and also enable new therapy solutions for rehabilitation towards pervasive health. Upper limb exoskeletons can significantly enhance human manipulation with environments, which is crucial to patients’ independence, self-esteem, and quality of life. For long-term use in both in-hospital and at-home settings, there are still needs for new technologies with high comfort, biocompatibility, and operability. The recent progress in soft robotics has initiated soft exoskeletons (also called exosuits), which are based on controllable and compliant materials and structures. Remarkable literature reviews have been performed for rigid exoskeletons ranging from robot design to different practical applications. Due to the emerging state, few have been focused on soft upper limb exoskeletons. This paper aims to provide a systematic review of the recent progress in wearable upper limb robotics including both rigid and soft exoskeletons with a focus on their designs and applications in various pervasive healthcare settings. The technical needs for wearable robots are carefully reviewed and the assistance and rehabilitation that can be enhanced by wearable robotics are particularly discussed. The knowledge from rigid wearable robots may provide practical experience and inspire new ideas for soft exoskeleton designs. We also discuss the challenges and opportunities of wearable assistive robotics for pervasive health.
Lobo, Michele A., and Li, Bai. Feasibility and Effectiveness of a Soft Exoskeleton for Pediatric Rehabilitation. Retrieved from https://par.nsf.gov/biblio/10285969. International Symposium on Wearable Robotics: WeRob2020: Wearable Robotics: Challenges and Trends . Web. doi:10.1007/978-3-030-69547-7_53.
Lobo, Michele A., & Li, Bai. Feasibility and Effectiveness of a Soft Exoskeleton for Pediatric Rehabilitation. International Symposium on Wearable Robotics: WeRob2020: Wearable Robotics: Challenges and Trends, (). Retrieved from https://par.nsf.gov/biblio/10285969. https://doi.org/10.1007/978-3-030-69547-7_53
Lobo, Michele A., and Li, Bai.
"Feasibility and Effectiveness of a Soft Exoskeleton for Pediatric Rehabilitation". International Symposium on Wearable Robotics: WeRob2020: Wearable Robotics: Challenges and Trends (). Country unknown/Code not available. https://doi.org/10.1007/978-3-030-69547-7_53.https://par.nsf.gov/biblio/10285969.
@article{osti_10285969,
place = {Country unknown/Code not available},
title = {Feasibility and Effectiveness of a Soft Exoskeleton for Pediatric Rehabilitation},
url = {https://par.nsf.gov/biblio/10285969},
DOI = {10.1007/978-3-030-69547-7_53},
abstractNote = {Exoskeletons have the potential to improve outcomes for rehabilitation clients. For these devices to be effective, rehabilitation professionals and end users must be involved throughout the design process, so the devices meet the broad needs of users. In this article, we present a model to guide the design of rehabilitation devices. This model is user-centered and focuses on users’ functional, expressive, aesthetic, and accessibility needs (FEA2) for devices.We then summarize the results of the first studies evaluating the feasibility and effectiveness of the Playskin Lift soft exoskeleton for pediatric populations utilized for intervention in the natural environment. The exoskeleton was feasible for daily use by families in the natural environment. For infants and toddlers with physical disabilities, the exoskeleton assisted reaching and play performance within a single session when it was worn and improved independent reaching function and play activity after months of daily intervention with the exoskeleton.},
journal = {International Symposium on Wearable Robotics: WeRob2020: Wearable Robotics: Challenges and Trends},
author = {Lobo, Michele A. and Li, Bai},
editor = {Moreno, J.C. et}
}
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