Interactive Virtual Ankle Movement Controlled by Wrist sEMG Improves Motor Imagery: An Exploratory Study

被引:2
作者
Xiao, Yanqing [1 ]
Bai, Hongming [2 ,3 ]
Gao, Yang [2 ,3 ]
Hu, Ben [2 ,3 ]
Zheng, Jia [4 ]
Cai, Xiaoe [5 ]
Rao, Jiasheng [1 ]
Li, Xiaoguang [6 ]
Hao, Aimin
机构
[1] Beihang Univ, Beijing Adv Innovat Ctr Biomed Engn, Sch Biol Sci & Med Engn, Beijing Key Lab Biomat & Neural Regenerat, Beijing 100191, Peoples R China
[2] Beihang Univ, State Key Lab Virtual Real Technol & Syst, Beijing 100191, Peoples R China
[3] Chinese Acad Med Sci, Res Unit Virtual Body & Virtual Surg 2019RU004, Beijing 100050, Peoples R China
[4] Capital Med Univ, Beijing Childrens Hosp, Beijing 100045, Peoples R China
[5] Beijing Haidian Hosp, Dept Rehabil Med, Beijing 100080, Peoples R China
[6] Capital Med Univ, Sch Basic Med Sci, Dept Neurobiol, Beijing 100069, Peoples R China
基金
中国国家自然科学基金;
关键词
Training; Stroke (medical condition); Wrist; Muscles; Legged locomotion; Biological system modeling; Real-time systems; VR-based stroke rehabilitation training; motor imagery; sEMG-based virtual feedback; FUNCTIONAL RECOVERY; ROBOTIC DEVICE; STROKE; REHABILITATION; EMBODIMENT; VALIDITY; THREATS; ANGLES; LEGS; HAND;
D O I
10.1109/TVCG.2023.3294342
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Virtual reality (VR) techniques can significantly enhance motor imagery training by creating a strong illusion of action for central sensory stimulation. In this article, we establish a precedent by using surface electromyography (sEMG) of contralateral wrist movement to trigger virtual ankle movement through an improved data-driven approach with a continuous sEMG signal for fast and accurate intention recognition. Our developed VR interactive system can provide feedback training for stroke patients in the early stages, even if there is no active ankle movement. Our objectives are to evaluate: 1) the effects of VR immersion mode on body illusion, kinesthetic illusion, and motor imagery performance in stroke patients; 2) the effects of motivation and attention when utilizing wrist sEMG as a trigger signal for virtual ankle motion; 3) the acute effects on motor function in stroke patients. Through a series of well-designed experiments, we have found that, compared to the 2D condition, VR significantly increases the degree of kinesthetic illusion and body ownership of the patients, and improves their motor imagery performance and motor memory. When compared to conditions without feedback, using contralateral wrist sEMG signals as trigger signals for virtual ankle movement enhances patients' sustained attention and motivation during repetitive tasks. Furthermore, the combination of VR and feedback has an acute impact on motor function. Our exploratory study suggests that the sEMG-based immersive virtual interactive feedback provides an effective option for active rehabilitation training for severe hemiplegia patients in the early stages, with great potential for clinical application.
引用
收藏
页码:5507 / 5524
页数:18
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