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Motor imagery (MI) based on brain computer interfaces (BCIs) have been widely applied for upper limb motor rehabilitation. Due to the fact that a large number of disabled people need to restore or improve walking ability, it is also important to investigate the use of MI-based BCIs for lower limb motor rehabilitation. The brain activity of lower limb MI is more difficult to detect because of low reliability...
The paper describes human-interactive robot that supports gait training base on autonomous evaluation and navigation of human body movements. Robotic intervention in gait training is a promising method for prospective rehabilitation. In literature, gait training platforms such as power assisting limbs and body supporting mobile platforms have been studied well. These types of platforms, however, mainly...
A Kinect-based feedback system is developed for static balance ability training in this study. It includes three parts: (1) a series of demonstrations of training movements, (2) evaluation of user's gesture, and (3) real time feedback. We tested the feasibility of our feedback system to improve static balance ability with twelve participants. The participants learned and performed three movements...
This work presents an electroencephalography (EEG)-based Brain-computer Interface (BCI) that decodes cerebral activities to control a lower-limb gait training exoskeleton. Motor imagery (MI) of flexion and extension of both legs was distinguished from the EEG correlates. We executed experiments with 5 able-bodied individuals under a realistic rehabilitation scenario. The Power Spectral Density (PSD)...
The perceived distance estimation in an immersive virtual reality system is generally underestimated to the actual distance. Approaches had been found to provide users with better dimensional perception. One method used in head-mounted displays is to interact by walking with visual feedback, but it is not suitable for a CAVE-like system, like imseCAVE, with confined spaces for walking. A verbal corrective...
In gait training for walking rehabilitation, it is essential to maintain a good balance during walking (i.e., both legs equally loaded). Therefore, scales are frequently used in order to feed back the load of the lower limbs to the trainee. However, in this situation, the trainee has to look down to check whether the scale and the trainee's walking posture is affected in an undesirable manner. In...
As one of the several characteristics of hemiplegic patients after stroke, the patients conduct sit-to-stand and stand-to-sit (STS) motion using their unaffected leg. The purpose of this study is to develop a STS motion support system for helping the patients decrease the difference of the usage ratio between the affected side and the unaffected side, and increase the usage of the affected leg. The...
The increase in care-receiver/caregiver ratio is becoming a social problem in Japan, one factor in which is the increase in the number of falls in the elderly. The purpose of this study is to develop a balance training ability system for fall prevention. To effectively improve balance ability while walking, dynamic training specialized for somatic sensation is useful. We developed a system that greatly...
In open-ended domains, robots must continuously learn new object categories. When the training sets are created offline, it is not possible to ensure their representativeness with respect to the object categories and features the system will find when operating online. In the Bag of Words model, visual codebooks are usually constructed from training sets created offline. This might lead to non-discriminative...
There is an initial body of work that compared the effectiveness of robotic strategies that amplify or reduce movement errors on motor learning. However, these comparative studies still show inconclusive results, probably because they searched for the robotic strategy that enhances learning, independently of the subjects' skill level and the specific characteristics of the task to be learned. Some...
One of the limitations of most virtual reality (VR) systems is that users cannot physically walk through large virtual environments. Many solutions have been proposed to this problem, including locomotion devices such as the Virtusphere. Such devices allow the user to employ moderately natural walking motions without physically moving through space, but may actually be difficult to use at first due...
Inaccurate visual sampling and foot placement may lead to unsafe walking. Virtual environments, challenging obstacle negotiation, may be used to investigate the relationship between the point of gaze and stepping accuracy. A measurement of the point of gaze during walking can be obtained using a remote eye-tracker. The assessment of its performance and limits of applicability is essential to define...
Training and visualizing operational culture is important since understanding culture is a significant aspect of mission planning and execution. Serious games and 3D simulations provide efficient training and battlefield visualization in a safe and relatively inexpensive immersive environment. The research presented in this paper was initiated by the CAMO project (Cultural Awareness in Military Operations)...
The ability to generate motor adaptations in response to a perturbation is directly related to the capacity of a person to process the feedback related to the perturbation and to generate an adequate motor plan in response. In this work, we investigated the possibility to generate motor adaptations in response to perturbations in the pelvis trajectory in a pool of healthy subjects. Subjects experienced...
The manual intervention before the birth dates is very important to reduce the dystocia rate and enhance the survival rate of calves effectively. Information acquisition of the cows' basic sow-activity modes and regulars is one of judgments of manual intervention critical points. Now, the mainstream way has limitations that external sensors are used to obtain information by attaching to the specific...
We present a novel approach to the design of codebooks in patch-based, bag-of-feature visual scene recognition problems. The Sequential Input Space Carving (SISC) approach we present achieves compact codebooks in a fraction of the computation time needed by the k-means clustering method usually employed in this setting. We demonstrate the performance of the SISC using several recognition tasks including...
The majority of falls occur during walking. This begs the question, “Why are most balance training exercises performed when standing still?” Visual feedback for balance training is becoming more prevalent in rehabilitation, but is often performed while standing still. Five subjects have completed an eight week intervention study, part of an ongoing randomized controlled clinical trial. All subjects...
Gait disorders and their resultant adverse effects are a major health problem. The aim of this retrospective analysis was to explore the efficacy of a 5-week VR clinical service to improve gait and mobility in subjects with a history of falls, mobility or stability dysfunction. 60 subjects received 15 sessions (3/week) of progressive intensive treadmill training while negotiating virtual obstacles...
Those who work in risky areas need to have proper training which may allow them to know how to behave in case of need. The training needs to mimic risk scenarios, where the individuals may exercise proper procedures. It is also necessary that such individuals get to know the surrounding of their specific work place, so that they can be able to use proper escape routes, even under stress. Virtual Reality,...
A posture training paradigm with visual biofeedback is presented for physical rehabilitation following posture disorders (e.g. Pusher Syndrome). The objectives of the current study were: to calculate centre of pressure (CoP) using Wii balance board, to calculate centre of mass (CoM) using Microsoft Kinect sensor, and conceptual design of visual postural-feedback paradigm so that the user can improve...
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