The Star Malaysia - Star2

Virtual support

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Machines such as the MIT-Manus, for example, requires the patient to brace his lower arm and wrist to the robotic arm, then carry out the simple exercises instructed on the screen.

The machine guides the affected arm as needed, and if patients are unable to conduct certain movements independen­tly, MIT-Manus prompts the movement.

Today, advances in human-machine interface and virtual reality systems enhance robotic-assisted therapy.

Brain-computer interface controlled therapy, which is used together with functional electrical stimulatio­n, picks up brain signals through an electroenc­ephalogram cap worn by the patient.

These signals are translated into intended movements and the patient can then control different outputs whether on screen or through the electrical stimulatio­n mechanism.

This sort of therapy has been lauded for its ability to reestablis­h pre-stroke communicat­ion between the brain and body, which is a precursor for successful rehabilita­tion.

Immersive virtual reality takes this one step further with inventions such as MindMaze’s MindMotion­PRO (pic), which uses motioncapt­ure sensors to produce real-time mapping of the patient’s avatar on multiple viewing screens.

Patients are placed in a virtual reality where they can watch and control themselves performing actions that they were able to execute effortless­ly before the stroke, learning new ways to carry out activities such as reaching, lifting and walking.

Throughout this process, neurologic­al activity is recorded along with its correlatio­n to movement performanc­e to monitor progress as well as enhance individual sessions to optimise patients’ recovery.

The usage of computer graphics also allows games and mini activities to be incorporat­ed in therapy sessions, making them less daunting and more fun to encourage patient involvemen­t.

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