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 prosthetic user


Characterization, Experimental Validation and Pilot User Study of the Vibro-Inertial Bionic Enhancement System (VIBES)

Ivani, Alessia S., Barontini, Federica, Catalano, Manuel G., Grioli, Giorgio, Bianchi, Matteo, Bicchi, Antonio

arXiv.org Artificial Intelligence

This study presents the characterization and validation of the VIBES, a wearable vibrotactile device that provides high-frequency tactile information embedded in a prosthetic socket. A psychophysical characterization involving ten able-bodied participants is performed to compute the Just Noticeable Difference (JND) related to the discrimination of vibrotactile cues delivered on the skin in two forearm positions, with the goal of optimising vibrotactile actuator position to maximise perceptual response. Furthermore, system performance is validated and tested both with ten able-bodied participants and one prosthesis user considering three tasks. More specifically, in the Active Texture Identification, Slippage and Fragile Object Experiments, we investigate if the VIBES could enhance users' roughness discrimination and manual usability and dexterity. Finally, we test the effect of the vibrotactile system on prosthetic embodiment in a Rubber Hand Illusion (RHI) task. Results show the system's effectiveness in conveying contact and texture cues, making it a potential tool to restore sensory feedback and enhance the embodiment in prosthetic users.


VIBES: Vibro-Inertial Bionic Enhancement System in a Prosthetic Socket

Ivani, Alessia Silvia, Barontini, Federica, Catalano, Manuel G., Grioli, Giorgio, Bianchi, Matteo, Bicchi, Antonio

arXiv.org Artificial Intelligence

The use of vibrotactile feedback is of growing interest in the field of prosthetics, but few devices fully integrate this technology in the prosthesis to transmit high-frequency contact information (such as surface roughness and first contact) arising from the interaction of the prosthetic device with external items. This study describes a wearable vibrotactile system for high-frequency tactile information embedded in the prosthetic socket. The device consists of two compact planar vibrotactile actuators in direct contact with the user's skin to transmit tactile cues. These stimuli are directly related to the acceleration profiles recorded with two IMUS placed on the distal phalanx of a soft under-actuated robotic prosthesis (SoftHand Pro). We characterized the system from a psychophysical point of view with fifteen able-bodied participants by computing participants' Just Noticeable Difference (JND) related to the discrimination of vibrotactile cues delivered on the index finger, which are associated with the exploration of different sandpapers. Moreover, we performed a pilot experiment with one SoftHand Pro prosthesis user by designing a task, i.e. Active Texture Identification, to investigate if our feedback could enhance users' roughness discrimination. Results indicate that the device can effectively convey contact and texture cues, which users can readily detect and distinguish.


An Experimental Setup to Test Obstacle-dealing Capabilities of Prosthetic Feet

Pace, Anna, Proksch, Lukas, Grioli, Giorgio, Aszmann, Oskar C., Bicchi, Antonio, Catalano, Manuel G.

arXiv.org Artificial Intelligence

Small obstacles on the ground often lead to a fall when caught with commercial prosthetic feet. Despite some recently developed feet can actively control the ankle angle, for instance over slopes, their flat and rigid sole remains a cause of instability on uneven grounds. Soft robotic feet were recently proposed to tackle that issue; however, they lack consistent experimental validation. Therefore, this paper describes the experimental setup realized to test soft and rigid prosthetic feet with lower-limb prosthetic users. It includes a wooden walkway and differently shaped obstacles. It was preliminary validated with an able-bodied subject, the same subject walking on commercial prostheses through modified walking boots, and with a prosthetic user. They performed walking firstly on even ground, and secondly on even ground stepping on one of the obstacles. Results in terms of vertical ground reaction force and knee moments in both the sagittal and frontal planes show how the poor performance of commonly used prostheses is exacerbated in case of obstacles. The prosthetic user, indeed, noticeably relies on the sound leg to compensate for the stiff and unstable interaction of the prosthetic limb with the obstacle. Therefore, since the limitations of non-adaptive prosthetic feet in obstacle-dealing emerge from the experiments, as expected, this study justifies the use of the setup for investigating the performance of soft feet on uneven grounds and obstacle negotiation.


Diffusion Models Enable Zero-Shot Pose Estimation for Lower-Limb Prosthetic Users

Zhou, Tianxun, Iskandar, Muhammad Nur Shahril, Chiam, Keng-Hwee

arXiv.org Artificial Intelligence

The application of 2D markerless gait analysis has garnered increasing interest and application within clinical settings. However, its effectiveness in the realm of lower-limb amputees has remained less than optimal. In response, this study introduces an innovative zero-shot method employing image generation diffusion models to achieve markerless pose estimation for lower-limb prosthetics, presenting a promising solution to gait analysis for this specific population. Our approach demonstrates an enhancement in detecting key points on prosthetic limbs over existing methods, and enables clinicians to gain invaluable insights into the kinematics of lower-limb amputees across the gait cycle. The outcomes obtained not only serve as a proof-of-concept for the feasibility of this zero-shot approach but also underscore its potential in advancing rehabilitation through gait analysis for this unique population.


AI Helps Amputees Walk With a Robotic Knee

IEEE Spectrum Robotics

A movie montage for modern artificial intelligence might show a computer playing millions of games of chess or Go against itself to learn how to win. Now, researchers are exploring how the reinforcement learning technique that helped DeepMind's AlphaZero conquer the chess and Go could tackle an even more complex task--training a robotic knee to help amputees walk smoothly. This new application of AI based on reinforcement learning--an automated version of classic trial-and-error--has shown promise in small clinical experiments involving one able-bodied person and one amputee whose leg was cut off above the knee. Normally, human technicians spend hours working with amputees to manually adjust robotic limbs to work well with each person's style of walking. By comparison, the reinforcement learning technique automatically tuned a robotic knee, enabling the prosthetic wearers to walk smoothly on level ground within 10 minutes.