Posts Tagged health

[WEB SITE] Lightweight Robotic Exoskeleton Approved By FDA | Popular Science

POWER WALKING INTO THE FUTURE

The Indego exoskeleton, which was approved by the FDA today

The Indego exoskeleton, which was approved by the FDA today

The Indego robotic exoskeleton has received approval from the FDA. The device, which is 26 pounds and designed to be easy to put on and take off from a wheelchair, was tested in an extensive clinical trial, assessing its safety on a variety of indoor and outdoor surfaces.

“It is particularly gratifying because it is the first thing that has come out of my lab that has become a product that people can purchase, which hopefully will make a significant improvement in their quality of life,” Vanderbilt engineering professor Michael Goldfarb said in a statement.

Indego is strapped tightly around the torso, with rigid supports attaching to the hip, knee, and foot. Battery-powered, computer-controlled electric motors drive the joints, and the wearer navigates the device similar to a Segway, according to the engineers. Lean forward and the exoskeleton walks forward, lean back for a while and it will sit down.

Indego, which has been available in Europe since November, is the second exoskeleton to gain FDA approval in the U.S. The first, ReWalk was approved in 2014. Indego’s selling point is its weight–almost 20 pounds lighter than ReWalk–and its functional electrical stimulation, which sends little electrical pulses to the paralyzed muscles. Those pulses could help lessen muscle atrophy and improve circulation. Now, Parker Hannifin, the manufacturer, needs to show that the device can reduce the secondary medical conditions often caused by lower-body paralysis, in order to convince insurance companies to cover the $80,000 device. According to the Wall Street Journal, the company plans a commercial launch for Indego in the U.S. “in the coming months.”

Source: Lightweight Robotic Exoskeleton Approved By FDA | Popular Science

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[ARTICLE] Energy Expenditure and Exercise Intensity of Interactive Video Gaming in Individuals Poststroke

Abstract

Background. Off-the-shelf activity-promoting video games (AVGs) are proposed as a tool for promoting regular physical activity among individuals poststroke.

Objective. To characterize the energy expenditure (EE), exercise intensity, and energy metabolism of individuals poststroke, while playing AVGs in different positions, from different consoles, and to compare the performance with comfortable walking and with able-bodied individuals.

Methods. Eleven poststroke and 8 able-bodied participants played in standing Wii-Boxing Xbox-Boxing, Wii-Run and Penguin, and also Wii-Boxing in sitting. EE (expressed as metabolic equivalents [METs]); exercise intensity (expressed as %predicted maximal heart rate [HR]), rate of perceived exertion (RPE), and respiratory exchange ratio (RER) were used to characterize the games. Results. Participants’ poststroke EE ranged from 1.81 ± 0.74 to 3.46 ± 1.3 METs and was lower compared with able-bodied participants for Xbox-Boxing (P = .001), Wii-Boxing in standing (P = .01), Run (P < .001), and Penguin (P = .001). Participants’ poststroke exercise intensity ranged from 49.8 ± 9.3 to 64.7 ± 9.3 %predicted maximal HR and was lower compared with able-bodied participants for Xbox-Boxing (P = .007) and Run (P = .005). For participants poststroke, EE of walking at a comfortable did not differ from boxing games in standing or Run. For able-bodied participants only, the EE for Xbox-Boxing was higher than Wii-Boxing (6.5 ± 2.6 vs 4.4 ± 1.1, P = .02). EE was higher in standing versus sitting for poststroke (P = .04) and able-bodied (P = .03) participants. There were no significant group differences for RPEs. RER of playing in sitting approached anaerobic metabolism.

Conclusions. Playing upper extremity (ie, Boxing) or mobility (ie, Run) AVGs in standing resulted in moderate EE and intensity for participants poststroke. EE was lower for poststroke than for able-bodied participants.

via Energy Expenditure and Exercise Intensity of Interactive Video Gaming in Individuals Poststroke.

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