Posts Tagged Elasticity

[ARTICLE] Elasticity improves handgrip performance and user experience during visuomotor control – Full Text


Passive rehabilitation devices, providing motivation and feedback, potentially offer an automated and low-cost therapy method, and can be used as simple human–machine interfaces. Here, we ask whether there is any advantage for a hand-training device to be elastic, as opposed to rigid, in terms of performance and preference. To address this question, we have developed a highly sensitive and portable digital handgrip, promoting independent and repetitive rehabilitation of grasp function based around a novel elastic force and position sensing structure. A usability study was performed on 66 healthy subjects to assess the effect of elastic versus rigid handgrip control during various visuomotor tracking tasks. The results indicate that, for tasks relying either on feedforward or on feedback control, novice users perform significantly better with the elastic handgrip, compared with the rigid equivalent (11% relative improvement, 9–14% mean range; p < 0.01). Furthermore, there was a threefold increase in the number of subjects who preferred elastic compared with rigid handgrip interaction. Our results suggest that device compliance is an important design consideration for grip training devices.

1. Introduction

Interaction with the environment involves the exchange of forces while manipulation requires skillful force control and is a sensitive measure of motor condition [1,2]. For hand and finger training, this motivates isometric training based on force control without the need to support overt movements, for example using a force-sensing handle such as Tyromotion’s Pablo device ( Grip force control can also be used for human–machine interfaces and teleoperation applications, e.g. control of surgical robotics [3], and as a tool to study ergonomics and handgrip design [4]. Furthermore, grip strength is a pervasive clinical outcome supported by dynamometry-based isometric measurements (using the Jamar handgrip) [5,6]. Isometric training has been shown to enable the learning of force fields applied on virtual movements associated with the exerted isometric force and that this learning transferred to real (isotonic) movements [7,8]. However, such systems for isometric control or strength do not support the kinematic aspect of training which is an intrinsic part of manipulation and activities of daily living (ADLs) [9].

Grasping of objects involves grip aperture modulation and shaping of the hand, and often involves interaction with soft objects or manipulation [10]. This suggests that grip training should involve learning to shape one’s hand across a range of joint angles similar to natural grasping tasks. Moreover, allowing the stretching of muscles can reduce collagen build-up in the joints and prevent further biomechanical issues such as contractures [11]. The MusicGlove system promotes finger individuation through finger tapping [12], while Neofect’s Smartglove can measure overt movements of the digits using bend sensors [13], with both interfacing to virtual environments for training. A recent study in 12 chronic stroke patients with moderate hemiparesis comparing two weeks of movement-based training using the MusicGlove system to both isometric grip training and conventional therapy showed superior functional outcomes [12].

While skilful force control is critical to efficient manipulation, it may be helped by using additional joint position sensing. Indeed, proprioception can be divided into both static and dynamic components, and relies on various types of mechanoreceptors and skin afferents, including muscle spindles, Golgi tendon organs and skin stretch senses [14]. The different afferents respond in a variety of ways to different stimuli, for example muscle spindle receptors signal both the length and rate of change of muscles hence contributing to both the static and dynamic components [15]. The static component senses the stationary limb while the dynamic component involves the estimation of limb position and velocity during either volitionally generated active movements or passively induced motions. In fact, active movement itself as opposed to endpoint postures is thought to provide the greatest acuity for localization [16]. Therefore, elastic as opposed to isometric interaction will provide additional coordinated kinaesthetic information facilitating control and learning by playing a vital role during the planning and execution of voluntary movements [17,18]. A recent study comparing virtual learning based on isometric force information demonstrated the beneficial effect of additional elastic deformation on control and learning [19]. Damage to the neural circuits mediating proprioceptive function, e.g. due to an infarction in thalamic or parietal brain areas, can impair a patient’s ability during goal-directed movement, prehension, accurate aiming, reaching and tracking movements [20,21]. This can occur in up to half of stroke patients and therefore technology that can stimulate proprioceptive feedback during active training are essential.

The vast majority of ADLs require a functioning hand. This explains why individuals with complete loss of movement capabilities select recovering arm and hand function as their number one priority for improving their quality of life [22]. Unfortunately, 77% of stroke survivors are affected by arm–hand weakness and poor control [23], while impaired hand function is also common in other neurological diseases such as cerebral palsy and multiple sclerosis. Hand function is also commonly impaired as a consequence of rheumatological and orthopaedic conditions such as symptomatic hand arthritis which is estimated to affect over 300 million worldwide [24]. The only intervention shown to improve arm function is repetitive, task-specific exercise, but this is limited by the cost and availability of physiotherapists [25,26]. To address this issue, we are developing affordable devices to promote independent training of hand function from the ward to the home. These simple devices provide accessible functional rehabilitation by working on improving hand function through the use of engaging virtual therapy games controlled via sensors. With such devices, it is possible to train hand functions through individuated finger movements or whole hand grip force control [27].

So how can one train using both force control and hand kinaesthesia with a passive device using no actuators? To manipulate objects such as a soft ball, one has to control the force which is coupled to motion through the object’s elasticity. Similarly, we have created an elastic handle with a spring mechanism in series with a force transducer yielding force-sensing coupled with movement deformation. In a recent study, we showed that this sensitive mechanism enables even severely impaired patients to interact with a mobile tablet PC who would otherwise be unable to use such technology by conventional means, i.e. swiping, tapping and tilting [28].

This device has enabled us to study the effect of elasticity and resulting proprioceptive information on grip control. We have carried out a usability study with 66 healthy individuals, contrasting the elastic behaviour that this handgrip affords to isometric-equivalent interaction during visuomotor tracking tasks. We used two types of tasks, namely, one relying predominantly on feedforward information while the other relies on continuous sensory feedback. The digital handgrip and mobile-based virtual therapy platform used for this experiment are described in the next section, followed by the description of the visuomotor tasks and experimental protocols. The results presented in the following section reveal advantages of the elastic interaction over pure isometric information for grip control, alongside the influence of different factors on performance and preferences during the different interaction modalities.

Continue —> Elasticity improves handgrip performance and user experience during visuomotor control | Open Science

Figure 1.

Figure 1. Overview of the interactive handgrip and mobile virtual training package including the motor behaviours the handgrip affords, alongside a photo of a patient using the digital handgrip and screenshots of some of the training games that have been developed.

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