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In This Article

  • Summary
  • Abstract
  • Introduction
  • Protocol
  • Representative Results
  • Discussion
  • Acknowledgements
  • Materials
  • References
  • Reprints and Permissions

Summary

The protocol described here aims to enhance the quantitative evaluation of upper limb deficits, with the goal of developing additional technology for remote assessment both in the clinic and at home. Virtual reality and biosensor technologies are combined with standard clinical techniques to provide insights into the functioning of the neuromuscular system.

Abstract

The ability to move allows us to interact with the world. When this ability is impaired, it can significantly reduce one's quality of life and independence and may lead to complications. The importance of remote patient evaluation and rehabilitation has recently grown due to limited access to in-person services. For example, the COVID-19 pandemic unexpectedly resulted in strict regulations, reducing access to non-emergent healthcare services. Additionally, remote care offers an opportunity to address healthcare disparities in rural, underserved, and low-income areas where access to services remains limited.

Improving accessibility through remote care options would limit the number of hospital or specialist visits and render routine care more affordable. Finally, the use of readily available commercial consumer electronics for at-home care can enhance patient outcomes due to improved quantitative observation of symptoms, treatment efficacy, and therapy dosage. While remote care is a promising means to address these issues, there is a crucial need to quantitatively characterize motor impairment for such applications. The following protocol seeks to address this knowledge gap to enable clinicians and researchers to obtain high-resolution data on complex movement and underlying muscle activity. The ultimate goal is to develop a protocol for remote administration of functional clinical tests.

Here, participants were instructed to perform a medically-inspired Box and Block task (BBT), which is frequently used to assess hand function. This task requires subjects to transport standardized cubes between two compartments separated by a barrier. We implemented a modified BBT in virtual reality to demonstrate the potential of developing remote assessment protocols. Muscle activation was captured for each subject using surface electromyography. This protocol allowed for the acquisition of high-quality data to better characterize movement impairment in a detailed and quantitative manner. Ultimately, these data have the potential to be used to develop protocols for virtual rehabilitation and remote patient monitoring.

Introduction

Movement is how we interact with the world. While everyday activities such as picking up a glass of water or walking to work may seem simple, even these movements rely on complex signaling between the central nervous system, muscles, and limbs1. As such, personal independence and quality of life are highly correlated to the level of an individual's limb function2,3. Neurological damage, as in spinal cord injury (SCI) or peripheral nerve injury, can result in permanent motor deficits, thereby diminishing one's ability to execute even simple activities of daily living

Protocol

Experimental procedures were approved by the West Virginia University Institutional Review Board (IRB), protocol # 1311129283, and adhered to the principles of the Declaration of Helsinki. Risks from this protocol are minor but it is necessary to explain all procedures and potential risks to participants and written, informed consent was acquired with documentation approved by the institutional ethical review board.

1. System characteristics and design

Representative Results

EMG, kinematic, and force data obtained from subjects using this protocol can be used to characterize movements across repetitions of the same task, as well as during different tasks. Data shown here represent results from healthy control participants to demonstrate the feasibility of this setup. Representative EMG profiles recorded from a healthy subject performing the modified BBT in VR are shown in Figure 3. High muscle activation of the anterior deltoid (DELT_A) can be seen, suggesting t.......

Discussion

EMG system
The hardware of the EMG system consists of 15 EMG sensors used to obtain muscle activation data. A commercially available Application Programming Interface (API) was used to generate custom EMG recording software. The VR system hardware consists of a virtual reality headset used to display the immersive VR environment and a cable to link the headset to the dedicated computer where the virtual assessment task is stored. The software consists of 3D computer graphics software to create and .......

Acknowledgements

This work was supported by the Office of the Assistant Secretary of Defense for Health Affairs through the Restoring Warfighters with Neuromusculoskeletal Injuries Research Program (RESTORE) under Award No. W81XWH-21-1-0138. Opinions, interpretations, conclusions, and recommendations are those of the authors and are not necessarily endorsed by the Department of Defense.

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Materials

NameCompanyCatalog NumberComments
Armless ChairN/AA chair for subjects to sit in should be armless so that their arms are not interfered with.
ComputerDell TechnologiesThree computers were used to accompany the data acquisition equipment.
Leap Motion ControllerUltraleapOptical hand tracking module that captures the hand and finger movement. The controller has two 640 x 240-pixel near-infrared cameras (120 Hz), which are capable of tracking movement up to 60 cm from the device and in a 140 x 120° field of view. This device was attached to the VR headset or secured above the head during movement.
MATLABMathWorks, Inc. Programming platform used to develop custom data acquisition software
Oculus Quest 2MetaImmersive virtual reality headset equipped with hand tracking ability through 4 infrared build-in cameras (72-120 Hz). Can be substituted with other similar devices (ex. HTC Vive, HP Reverb, Playstation VR).
Oculus Quest 2 Link cableMetaUsed to connect the headset to the computer where the VR game was stored
PhaseSpace Motion CapturePhaseSpace, Inc.Markered motion capture system, consisting of a server, cameras with 60° field of view, red light emitting diode (LED) as markers, and a calibration object
Trigno Wireless SystemDelsys, Inc.By Delsys Inc., includes EMG, accelerometer, force sensors, a base station, and collection software. The Trigno-MATLAB Application Programming Interface (API) was used to develop custom recording software.
UnReal Engine 4Epic GamesSoftware used to create and run the modified Box and Block Task in VR

References

  1. Rosenbaum, D. A. . Human motor control. , (2010).
  2. Kalsi-Ryan, S., Curt, A., Fehlings, M., Verrier, M. Assessment of the hand in tetraplegia using the Graded Redefined Assessment of Strength, Sensibility and....

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Virtual RealityModified Box And Block TestMotion CaptureMuscle ActivitySurface ElectromyographyRemote AssessmentRemote RehabilitationMotor ImpairmentHand FunctionQuantitative Evaluation

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