Virtual support
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.