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"Nef, Tobias"
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Three-dimensional, task-specific robot therapy of the arm after stroke: a multicentre, parallel-group randomised trial
2014
Arm hemiparesis secondary to stroke is common and disabling. We aimed to assess whether robotic training of an affected arm with ARMin—an exoskeleton robot that allows task-specific training in three dimensions—reduces motor impairment more effectively than does conventional therapy.
In a prospective, multicentre, parallel-group randomised trial, we enrolled patients who had had motor impairment for more than 6 months and moderate-to-severe arm paresis after a cerebrovascular accident who met our eligibility criteria from four centres in Switzerland. Eligible patients were randomly assigned (1:1) to receive robotic or conventional therapy using a centre-stratified randomisation procedure. For both groups, therapy was given for at least 45 min three times a week for 8 weeks (total 24 sessions). The primary outcome was change in score on the arm (upper extremity) section of the Fugl-Meyer assessment (FMA-UE). Assessors tested patients immediately before therapy, after 4 weeks of therapy, at the end of therapy, and 16 weeks and 34 weeks after start of therapy. Assessors were masked to treatment allocation, but patients, therapists, and data analysts were unmasked. Analyses were by modified intention to treat. This study is registered with ClinicalTrials.gov, number NCT00719433.
Between May 4, 2009, and Sept 3, 2012, 143 individuals were tested for eligibility, of whom 77 were eligible and agreed to participate. 38 patients assigned to robotic therapy and 35 assigned to conventional therapy were included in analyses. Patients assigned to robotic therapy had significantly greater improvements in motor function in the affected arm over the course of the study as measured by FMA-UE than did those assigned to conventional therapy (F=4·1, p=0·041; mean difference in score 0·78 points, 95% CI 0·03–1·53). No serious adverse events related to the study occurred.
Neurorehabilitation therapy including task-oriented training with an exoskeleton robot can enhance improvement of motor function in a chronically impaired paretic arm after stroke more effectively than conventional therapy. However, the absolute difference between effects of robotic and conventional therapy in our study was small and of weak significance, which leaves the clinical relevance in question.
Swiss National Science Foundation and Bangerter-Rhyner Stiftung.
Journal Article
ARMin: a robot for patient-cooperative arm therapy
by
Mihelj, Matjaz
,
Riener, Robert
,
Nef, Tobias
in
Arm Injuries - rehabilitation
,
Equipment Design
,
Humans
2007
Task-oriented, repetitive and intensive arm training can enhance arm rehabilitation in patients with paralyzed upper extremities due to lesions of the central nervous system. There is evidence that the training duration is a key factor for the therapy progress. Robot-supported therapy can improve the rehabilitation allowing more intensive training. This paper presents the kinematics, the control and the therapy modes of the arm therapy robot ARMin. It is a haptic display with semi-exoskeleton kinematics with four active and two passive degrees of freedom. Equipped with position, force and torque sensors the device can deliver patient-cooperative arm therapy taking into account the activity of the patient and supporting him/her only as much as needed. The haptic display is combined with an audiovisual display that is used to present the movement and the movement task to the patient. It is assumed that the patient-cooperative therapy approach combined with a multimodal display can increase the patient's motivation and activity and, therefore, the therapeutic progress.
Journal Article
Wearables in the home-based assessment of abnormal movements in Parkinson’s disease: a systematic review of the literature
by
Faraci, Francesca D
,
Bassetti Claudio L A
,
Gnarra Oriella
in
Literature reviews
,
Movement disorders
,
Neurodegenerative diseases
2022
At present, the standard practices for home-based assessments of abnormal movements in Parkinson’s disease (PD) are based either on subjective tools or on objective measures that often fail to capture day-to-day fluctuations and long-term information in real-life conditions in a way that patient’s compliance and privacy are secured. The employment of wearable technologies in PD represents a great paradigm shift in healthcare remote diagnostics and therapeutics monitoring. However, their applicability in everyday clinical practice seems to be still limited. We carried out a systematic search across the Medline Database. In total, 246 publications, published until 1 June 2020, were identified. Among them, 26 reports met the inclusion criteria and were included in the present review. We focused more on clinically relevant aspects of wearables’ application including feasibility and efficacy of the assessment, the number, type and body position of the wearable devices, type of PD motor symptom, environment and duration of assessments and validation methodology. The aim of this review is to provide a systematic overview of the current knowledge and state-of-the-art of the home-based assessment of motor symptoms and fluctuations in PD patients using wearable technology, highlighting current problems and laying foundations for future works.
Journal Article
Visuo-acoustic stimulation that helps you to relax: A virtual reality setup for patients in the intensive care unit
2017
After prolonged stay in an intensive care unit (ICU) patients often complain about cognitive impairments that affect health-related quality of life after discharge. The aim of this proof-of-concept study was to test the feasibility and effects of controlled visual and acoustic stimulation in a virtual reality (VR) setup in the ICU. The VR setup consisted of a head-mounted display in combination with an eye tracker and sensors to assess vital signs. The stimulation consisted of videos featuring natural scenes and was tested in 37 healthy participants in the ICU. The VR stimulation led to a reduction of heart rate (p = 0. 049) and blood pressure (p = 0.044). Fixation/saccade ratio (p < 0.001) was increased when a visual target was presented superimposed on the videos (reduced search activity), reflecting enhanced visual processing. Overall, the VR stimulation had a relaxing effect as shown in vital markers of physical stress and participants explored less when attending the target. Our study indicates that VR stimulation in ICU settings is feasible and beneficial for critically ill patients.
Journal Article
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
by
Schlee, Winfried
,
Tarnanas, Ioannis
,
Mosimann, Urs
in
Activities of daily living
,
Alzheimer's disease
,
Cognition & reasoning
2013
Dementia is a multifaceted disorder that impairs cognitive functions, such as memory, language, and executive functions necessary to plan, organize, and prioritize tasks required for goal-directed behaviors. In most cases, individuals with dementia experience difficulties interacting with physical and social environments. The purpose of this study was to establish ecological validity and initial construct validity of a fire evacuation Virtual Reality Day-Out Task (VR-DOT) environment based on performance profiles as a screening tool for early dementia.
The objectives were (1) to examine the relationships among the performances of 3 groups of participants in the VR-DOT and traditional neuropsychological tests employed to assess executive functions, and (2) to compare the performance of participants with mild Alzheimer's-type dementia (AD) to those with amnestic single-domain mild cognitive impairment (MCI) and healthy controls in the VR-DOT and traditional neuropsychological tests used to assess executive functions. We hypothesized that the 2 cognitively impaired groups would have distinct performance profiles and show significantly impaired independent functioning in ADL compared to the healthy controls.
The study population included 3 groups: 72 healthy control elderly participants, 65 amnestic MCI participants, and 68 mild AD participants. A natural user interface framework based on a fire evacuation VR-DOT environment was used for assessing physical and cognitive abilities of seniors over 3 years. VR-DOT focuses on the subtle errors and patterns in performing everyday activities and has the advantage of not depending on a subjective rating of an individual person. We further assessed functional capacity by both neuropsychological tests (including measures of attention, memory, working memory, executive functions, language, and depression). We also evaluated performance in finger tapping, grip strength, stride length, gait speed, and chair stands separately and while performing VR-DOTs in order to correlate performance in these measures with VR-DOTs because performance while navigating a virtual environment is a valid and reliable indicator of cognitive decline in elderly persons.
The mild AD group was more impaired than the amnestic MCI group, and both were more impaired than healthy controls. The novel VR-DOT functional index correlated strongly with standard cognitive and functional measurements, such as mini-mental state examination (MMSE; rho=0.26, P=.01) and Bristol Activities of Daily Living (ADL) scale scores (rho=0.32, P=.001).
Functional impairment is a defining characteristic of predementia and is partly dependent on the degree of cognitive impairment. The novel virtual reality measures of functional ability seem more sensitive to functional impairment than qualitative measures in predementia, thus accurately differentiating from healthy controls. We conclude that VR-DOT is an effective tool for discriminating predementia and mild AD from controls by detecting differences in terms of errors, omissions, and perseverations while measuring ADL functional ability.
Journal Article
Smartphone-Based Auditory Motion Stimulation for Hemispatial Neglect: Development and Usability Study (Preprint)
BackgroundHemispatial neglect affects approximately 33% of patients after acute stroke and is linked to poor recovery. Auditory motion stimulation, particularly using spatial cues, can enhance spatial awareness and has shown promise in experimental settings. ObjectiveThis study aimed to develop and evaluate Neglect Radio, a smartphone app that delivers auditory motion stimulation, focusing on sound realism and usability in healthy volunteers. MethodsTwo auditory motion rendering methods, dynamic stereo volume control and standardized head-related transfer functions (HRTFs), were implemented in a mobile app streaming public radio content. In an online study, 37 healthy volunteers rated spatial realism (0-100 scale) of 5 audio sources in 3 conditions: static stereo, volume control motion, and HRTF-based motion. Independent samples 1-tailed t tests compared realism scores. Ten participants tested the app for 15 minutes and completed the System Usability Scale (SUS). ResultsHRTF-based audio was rated as being significantly more realistic than volume control (t72=3.722; P<.001), and both motion conditions scored significantly higher than static stereo. The mean SUS score was 86.5 (SD 6.9), exceeding the 68-point threshold for above-average usability and a rating of “excellent.” ConclusionsNeglect Radio successfully produced realistic spatial auditory motion and achieved excellent usability ratings in healthy participants. This smartphone-based platform is scalable, accessible, and engaging, with potential to complement hemispatial neglect rehabilitation. However, clinical efficacy in stroke patients with hemispatial neglect has not yet been evaluated and requires confirmation in controlled trials.
Journal Article
An Overview of Wearable Haptic Technologies and Their Performance in Virtual Object Exploration
by
van Wegen, Myla
,
Krack, Paul
,
Pastore-Wapp, Manuela
in
Augmented reality
,
Deformation
,
Experiments
2023
We often interact with our environment through manual handling of objects and exploration of their properties. Object properties (OP), such as texture, stiffness, size, shape, temperature, weight, and orientation provide necessary information to successfully perform interactions. The human haptic perception system plays a key role in this. As virtual reality (VR) has been a growing field of interest with many applications, adding haptic feedback to virtual experiences is another step towards more realistic virtual interactions. However, integrating haptics in a realistic manner, requires complex technological solutions and actual user-testing in virtual environments (VEs) for verification. This review provides a comprehensive overview of recent wearable haptic devices (HDs) categorized by the OP exploration for which they have been verified in a VE. We found 13 studies which specifically addressed user-testing of wearable HDs in healthy subjects. We map and discuss the different technological solutions for different OP exploration which are useful for the design of future haptic object interactions in VR, and provide future recommendations.
Journal Article
A robotic system to train activities of daily living in a virtual environment
by
Riener, Robert
,
Guidali, Marco
,
Broggi, Simon
in
Activities of Daily Living
,
Adult
,
Arm - physiopathology
2011
In the past decade, several arm rehabilitation robots have been developed to assist neurological patients during therapy. Early devices were limited in their number of degrees of freedom and range of motion, whereas newer robots such as the ARMin robot can support the entire arm. Often, these devices are combined with virtual environments to integrate motivating game-like scenarios. Several studies have shown a positive effect of game-playing on therapy outcome by increasing motivation. In addition, we assume that practicing highly functional movements can further enhance therapy outcome by facilitating the transfer of motor abilities acquired in therapy to daily life. Therefore, we present a rehabilitation system that enables the training of activities of daily living (ADL) with the support of an assistive robot. Important ADL tasks have been identified and implemented in a virtual environment. A patient-cooperative control strategy with adaptable freedom in timing and space was developed to assist the patient during the task. The technical feasibility and usability of the system was evaluated with seven healthy subjects and three chronic stroke patients.
Journal Article
A Usability Pilot Study of a Sensor-Guided Interactive System for Dexterity Training in Parkinson’s Disease
by
Pastore-Wapp, Manuela
,
Single, Michael
,
Vanbellingen, Tim
in
accelerometer
,
Activities of daily living
,
Adult
2025
This pilot study aimed to evaluate the usability of a new, feedback-based dexterity training system in people with Parkinson’s disease (PwPD) and healthy adults. Seven PwPD and seven healthy adults participated in the study. The System Usability Scale (SUS) and the Post-Study System Usability Questionnaire Version 3 (PSSUQ) were used to assess usability. Additionally, the feedback shown as a counter, detected through newly developed algorithms, was evaluated by comparing the device-detected repetitions during six exercises to those counted by a supervisor. High median SUS scores of 92.5 were obtained in both PwPD (IQR = 81.25–98.75) and healthy adults (IQR = 87.5–93.75, maximum score 100, minimum score 0). Similarly, high PSSUQ median scores were achieved after the session (1.14, IQR = 1.00–1.33, PD; 1.08, IQR = 1.00–1.58, healthy adults, maximum score 1, minimum score 7). PwPD completed 648 repetitions, with 551 (85%) correctly recognized by the system. For healthy adults, 883 out of 913 (97%) repetitions were classified as right. The present study showed high usability and high perceived user satisfaction for the new training system in all study participants. The system effectively detects exercise repetition rates but requires further refinement to enhance accuracy for specific pinch grip exercises.
Journal Article
Evaluation of a novel Serious Game based assessment tool for patients with Alzheimer’s disease
by
Wyss, Patric
,
Müri, René M.
,
Mitache, Andrei V.
in
Activities of daily living
,
Acuity
,
Adults
2017
Despite growing interest in developing ecological assessment of difficulties in patients with Alzheimer's disease new methods assessing the cognitive difficulties related to functional activities are missing. To complete current evaluation, the use of Serious Games can be a promising approach as it offers the possibility to recreate a virtual environment with daily living activities and a precise and complete cognitive evaluation. The aim of the present study was to evaluate the usability and the screening potential of a new ecological tool for assessment of cognitive functions in patients with Alzheimer's disease. Eighteen patients with Alzheimer's disease and twenty healthy controls participated to the study. They were asked to complete six daily living virtual tasks assessing several cognitive functions: three navigation tasks, one shopping task, one cooking task and one table preparation task following a one-day scenario. Usability of the game was evaluated through a questionnaire and through the analysis of the computer interactions for the two groups. Furthermore, the performances in terms of time to achieve the task and percentage of completion on the several tasks were recorded. Results indicate that both groups subjectively found the game user friendly and they were objectively able to play the game without computer interactions difficulties. Comparison of the performances between the two groups indicated a significant difference in terms of percentage of achievement of the several tasks and in terms of time they needed to achieve the several tasks. This study suggests that this new Serious Game based assessment tool is a user-friendly and ecological method to evaluate the cognitive abilities related to the difficulties patients can encounter in daily living activities and can be used as a screening tool as it allowed to distinguish Alzheimer's patient's performance from healthy controls.
Journal Article