Feedback, Sensory

反馈,感官
  • 文章类型: Journal Article
    背景:单侧无力患者的肢体功能恢复通常需要意志肌肉控制,对于患有严重损害的人来说,这通常是不存在的。镜像疗法-使用镜像盒将受损较少的肢体反射到受损较多的肢体上的干预措施-可以促进皮质脊髓的兴奋性,导致严重受损临床人群的康复增强。然而,镜盒对镜疗法施加限制,也就是说,所有的运动都是双边的,并且局限于很小的区域,阻碍复杂活动和多感官反馈的整合(例如,视觉触觉刺激)。这些限制可以通过虚拟现实来解决,但对皮质脊髓兴奋性的影响尚不清楚。
    目标:研究基于虚拟现实的单边镜像,镜像期间的复杂活动,镜像前的视觉触觉刺激会影响皮质脊髓的兴奋性。
    方法:没有已知神经系统疾病的参与者(n=17)佩戴了虚拟现实系统(NeuRRoVR),该系统显示了与他们的动作相匹配的虚拟化身的第一人称视角。经颅磁刺激在非优势手部肌肉中诱导的运动诱发电位用于评估四种情况下的皮质脊髓兴奋性:镜像,与先前的视觉触觉刺激(镜像+TACT)镜像,和控制。在镜像期间,每个参与者的优势肢体的运动被反映到虚拟化身的非优势肢体上,化身的优势肢体保持不动(即,单边镜像)。镜像+TACT条件与镜像条件相同,除了镜像之前是非优势肢体的视觉触觉刺激。在控制条件下,单侧镜像被禁用。在所有条件下,参与者进行了简单(flex/extendfinger)和复杂(堆栈虚拟块)的活动。
    结果:我们发现与无镜像相比,单侧镜像增加了皮质脊髓兴奋性(p<0.001),与镜像过程中的简单活动相比,复杂活动的兴奋性增加(p<0.001),镜像前的视觉触觉刺激降低了兴奋性(p=0.032)。我们还发现,这些功能并没有相互作用。
    结论:这项研究的发现揭示了镜像疗法的神经机制,并证明了虚拟现实可以增强镜像疗法的独特方式。研究结果对临床人群虚拟现实系统的康复设计具有重要意义。
    BACKGROUND: Restoration of limb function for individuals with unilateral weakness typically requires volitional muscle control, which is often not present for individuals with severe impairment. Mirror therapy-interventions using a mirror box to reflect the less-impaired limb onto the more-impaired limb-can facilitate corticospinal excitability, leading to enhanced recovery in severely impaired clinical populations. However, the mirror box applies limitations on mirror therapy, namely that all movements appear bilateral and are confined to a small area, impeding integration of complex activities and multisensory feedback (e.g., visuo-tactile stimulation). These limitations can be addressed with virtual reality, but the resulting effect on corticospinal excitability is unclear.
    OBJECTIVE: Examine how virtual reality-based unilateral mirroring, complex activities during mirroring, and visuo-tactile stimulation prior to mirroring affect corticospinal excitability.
    METHODS: Participants with no known neurological conditions (n = 17) donned a virtual reality system (NeuRRoVR) that displayed a first-person perspective of a virtual avatar that matched their motions. Transcranial magnetic stimulation-induced motor evoked potentials in the nondominant hand muscles were used to evaluate corticospinal excitability in four conditions: resting, mirroring, mirroring with prior visuo-tactile stimulation (mirroring + TACT), and control. During mirroring, the movements of each participant\'s dominant limb were reflected onto the nondominant limb of the virtual avatar, and the avatar\'s dominant limb was kept immobile (i.e., unilateral mirroring). The mirroring + TACT condition was the same as the mirroring condition, except that mirroring was preceded by visuo-tactile stimulation of the nondominant limb. During the control condition, unilateral mirroring was disabled. During all conditions, participants performed simple (flex/extend fingers) and complex (stack virtual blocks) activities.
    RESULTS: We found that unilateral mirroring increased corticospinal excitability compared to no mirroring (p < 0.001), complex activities increased excitability compared to simple activities during mirroring (p < 0.001), and visuo-tactile stimulation prior to mirroring decreased excitability (p = 0.032). We also found that these features did not interact with each other.
    CONCLUSIONS: The findings of this study shed light onto the neurological mechanisms of mirror therapy and demonstrate the unique ways in which virtual reality can augment mirror therapy. The findings have important implications for rehabilitation for design of virtual reality systems for clinical populations.
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  • 文章类型: English Abstract
    Stroke is an acute cerebrovascular disease in which sudden interruption of blood supply to the brain or rupture of cerebral blood vessels cause damage to brain cells and consequently impair the patient\'s motor and cognitive abilities. A novel rehabilitation training model integrating brain-computer interface (BCI) and virtual reality (VR) not only promotes the functional activation of brain networks, but also provides immersive and interesting contextual feedback for patients. In this paper, we designed a hand rehabilitation training system integrating multi-sensory stimulation feedback, BCI and VR, which guides patients\' motor imaginations through the tasks of the virtual scene, acquires patients\' motor intentions, and then carries out human-computer interactions under the virtual scene. At the same time, haptic feedback is incorporated to further increase the patients\' proprioceptive sensations, so as to realize the hand function rehabilitation training based on the multi-sensory stimulation feedback of vision, hearing, and haptic senses. In this study, we compared and analyzed the differences in power spectral density of different frequency bands within the EEG signal data before and after the incorporation of haptic feedback, and found that the motor brain area was significantly activated after the incorporation of haptic feedback, and the power spectral density of the motor brain area was significantly increased in the high gamma frequency band. The results of this study indicate that the rehabilitation training of patients with the VR-BCI hand function enhancement rehabilitation system incorporating multi-sensory stimulation can accelerate the two-way facilitation of sensory and motor conduction pathways, thus accelerating the rehabilitation process.
    脑卒中(stroke)是由于脑部血液供应突然中断或脑血管破裂,导致脑细胞损伤进而损害患者运动和认知能力的一种急性脑血管疾病。融合脑—机接口(BCI)和虚拟现实(VR)的新型康复训练模式,不仅能促进脑网络功能激活,而且能为患者提供沉浸感强、趣味性强的情境反馈。本文设计了融合多感官刺激反馈、BCI和VR的手部康复训练系统,通过虚拟场景的任务引导患者运动想象,获取患者运动意图,进而在虚拟场景下进行人机交互;同时,融入触觉反馈进一步增加患者本体感受,从而实现基于视、听、触觉多感官刺激反馈的手功能康复训练。本研究通过对比分析加入触觉反馈前后的脑电信号数据内不同频段功率谱密度的差异,发现加入触觉反馈后运动脑区被明显激活,运动脑区的功率谱密度在高γ频段有显著提升。研究结果说明,患者在融合多感官刺激的VR—BCI手功能增强康复系统中进行康复训练,能够加速感觉传导通路和运动传导通路的双向促通,从而加速康复进程。.
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  • 文章类型: Journal Article
    在不增加认知负担的情况下传达紧迫性的通知系统在人机交互中至关重要。触觉反馈系统,特别是那些利用振动反馈的人,已经成为一个令人信服的解决方案,能够根据应用提供所需的紧急程度。高风险应用程序需要评估关键通知期间引发的紧急程度。传统的感知紧迫性评估依赖于主观的自我报告和绩效指标,which,虽然有用,不是实时的,可能会分散手头的任务。相比之下,脑电图技术提供了一种直接的,非侵入式用户认知状态评估方法。利用深度学习,这项研究引入了一种新的方法来评估从单次试验脑电图数据感知的紧迫性,由上身的振动刺激引起,利用我们新收集的紧急振动数据集。所提出的模型将2D卷积神经网络与时间卷积网络相结合,以捕获时空EEG特征,优于几个已建立的EEG模型。所提出的模型通过在三个紧急类(非紧急,紧急,并且非常紧急)来自脑电图数据的单个试验。此外,可解释性分析表明,前额脑区,其次是中央大脑区域,在预测紧急程度方面最有影响力。后续神经统计分析显示,随着紧急程度的增加,theta频段(4-7Hz)的事件相关同步(ERS)增加。这与神经科学文献中的高唤醒和注意力有关。这项研究的局限性在于,所提出的模型的性能仅通过振动数据集进行了测试,这可能会影响调查结果的普遍性。
    Notification systems that convey urgency without adding cognitive burden are crucial in human-computer interaction. Haptic feedback systems, particularly those utilizing vibration feedback, have emerged as a compelling solution, capable of providing desirable levels of urgency depending on the application. High-risk applications require an evaluation of the urgency level elicited during critical notifications. Traditional evaluations of perceived urgency rely on subjective self-reporting and performance metrics, which, while useful, are not real-time and can be distracting from the task at hand. In contrast, EEG technology offers a direct, non-intrusive method of assessing the user\'s cognitive state. Leveraging deep learning, this study introduces a novel approach to evaluate perceived urgency from single-trial EEG data, induced by vibration stimuli on the upper body, utilizing our newly collected urgency-via-vibration dataset. The proposed model combines a 2D convolutional neural network with a temporal convolutional network to capture spatial and temporal EEG features, outperforming several established EEG models. The proposed model achieves an average classification accuracy of 83% through leave-one-subject-out cross-validation across three urgency classes (not urgent, urgent, and very urgent) from a single trial of EEG data. Furthermore, explainability analysis showed that the prefrontal brain region, followed by the central brain region, are the most influential in predicting the urgency level. A follow-up neural statistical analysis revealed an increase in event-related synchronization (ERS) in the theta frequency band (4-7 Hz) with the increased level of urgency, which is associated with high arousal and attention in the neuroscience literature. A limitation of this study is that the proposed model\'s performance was tested only the urgency-via-vibration dataset, which may affect the generalizability of the findings.
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  • 文章类型: Journal Article
    目的:本研究通过检查对听觉反馈的实时扰动的适应性来调查感觉运动关系的发展。
    方法:记录了声学信号,而学龄前儿童和加拿大法语的成年人则产生了前圆形元音/ø/的几种发音,因此F2逐渐上移至最大40%。
    结果:研究结果表明,尽管学龄前儿童对扰动的反馈产生了整体相似的反应,他们的试验间变异性显著高于成人.此外,而成年人的适应程度与知觉分类功能的斜率呈正相关,在基线条件下,儿童的适应量与其产品的变异性相关.这些模式表明,在儿童中观察到的不成熟的运动控制,这有助于增加他们语音产生的可变性,在塑造适应性行为方面发挥作用,因为它允许孩子探索发音/声学空间并学习感觉运动关系。
    OBJECTIVE: This study investigates the development of sensorimotor relationships by examining adaptation to real-time perturbations of auditory feedback.
    METHODS: Acoustic signals were recorded while preschoolers and adult speakers of Canadian French produced several utterances of the front rounded vowel /ø/ for which F2 was gradually shifted up to a maximum of 40%.
    RESULTS: The findings indicate that, although preschool-aged children produced overall similar responses to the perturbed feedback, they displayed significantly more trial-to-trial variability than adults. Furthermore, whereas the magnitude of the adaptation in adults was positively correlated with the slope of the perceptual categorical function, the amount of adaptation in children was linked to the variability of their productions in the baseline condition. These patterns suggest that the immature motor control observed in children, which contributes to increased variability in their speech production, plays a role in shaping adaptive behavior, as it allows children to explore articulatory/acoustic spaces and learn sensorimotor relationships.
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  • 文章类型: Journal Article
    通过触觉接口集成触觉反馈增强了虚拟和增强现实中的体验。然而,电触觉系统,直接刺激机械感受器,通常由于装置和手指之间的压力变化而产生不一致的触觉结果。在这项研究中,我们提出了一个透明的电触觉屏幕与压敏晶体管的集成,确保高度一致的定量触觉感觉。这些晶体管有效地校准由触摸压力引起的触觉变化。此外,我们探索通过电磁波干扰实现的远距离触觉刺激。我们使用体感诱发电位验证了触觉感知,监测体感皮层反应。我们的触觉屏幕可以刺激各种电触觉,并展示各种触觉模式,包括摩尔斯电码和盲文,当与便携式智能设备集成时,提供更身临其境的体验。此外,电场的干扰允许触觉刺激促进不同的刺激定位在较低的电流密度,延伸范围超出与我们的屏幕的电极直接接触。
    Integrating tactile feedback through haptic interfaces enhances experiences in virtual and augmented reality. However, electrotactile systems, which stimulate mechanoreceptors directly, often yield inconsistent tactile results due to variations in pressure between the device and the finger. In this study, we present the integration of a transparent electrotactile screen with pressure-sensitive transistors, ensuring highly consistent quantitative haptic sensations. These transistors effectively calibrate tactile variations caused by touch pressure. Additionally, we explore remote-distance tactile stimulations achieved through the interference of electromagnetic waves. We validated tactile perception using somatosensory evoked potentials, monitoring the somatosensory cortex response. Our haptic screen can stimulate diverse electrotactile sensations and demonstrate various tactile patterns, including Morse code and Braille, when integrated with portable smart devices, delivering a more immersive experience. Furthermore, interference of electric fields allows haptic stimulation to facilitate diverse stimulus positioning at lower current densities, extending the reach beyond direct contact with electrodes of our screen.
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  • 文章类型: Journal Article
    本文提出了实时测量和减少眼睛剂量的医生和助手进行透视引导动脉穿刺。测量了30例经透视引导的猪双侧股动脉穿刺的眼睛剂量率。使用无听觉和视觉反馈的实时辐射剂量计进行了15次荧光透视引导穿刺,其他15次穿刺是使用具有10年以上经验的介入心脏病学家佩戴在额头上的视觉和听觉反馈的实时辐射剂量计进行的。在使用具有听觉反馈的实时辐射剂量计进行动脉穿刺期间,医师眼睛的平均辐射剂量率为0.07mSv/h(n=15),而在没有视觉和听觉反馈的情况下为0.18mSv/h(n=15)。使用该装置的眼睛的减少百分比为61%。在助手的情况下,眼睛的减少为33%(n=15)。实时视觉和听觉反馈剂量计降低了医生和助手的眼睛剂量率,也帮助他远离X射线源。实时辐射剂量计可以是测量和减少眼睛剂量的有效工具。通过使用具有视觉和听觉反馈的实时辐射剂量计,可以显着降低医师和助手的辐射眼剂量率。实时辐射剂量计不仅有助于测量,而且有助于实时最小化医生和助手的辐射剂量率。
    This paper proposes measurement and reduction of eye dose in real time for the physician and the assistant performing fluoroscopy guided arterial puncture. Eye dose rates were measured for 30 fluoroscopy-guided punctures of bilateral femoral arteries in pigs. Fifteen fluoroscopy-guided punctures were performed using real time radiation dosimeter without auditory and visual feedback and other fifteen punctures were done using real time radiation dosimeter with visual and auditory feedback worn on forehead by an interventional cardiologist having experience of more than 10 years. The mean radiation dose rate for eyes of physician during arterial puncturing with real time radiation dosimeter with auditory feedback was 0.07 mSv/h (n = 15) whereas it was 0.18 mSv/h (n = 15) without visual and auditory feedback. The percentage of reduction with the device was 61% for eyes. In case of assistant the reduction was 33% for eyes (n = 15). The real time visual and auditory feedback dosimeter has reduced the eye dose rate of the physician and assistant and also helped him staying away from the X-ray source. Real time radiation dosimeters can be an effective tool to measure and reduce the dose to the eyes. The radiation eye dose rate for physician and assistant was significantly reduced by using real time radiation dosimeter with visual and auditory feedback. The real time radiation dosimeter not only helps in measuring but also help in minimizing the radiation dose rate for the physician and assistant in real time.
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  • 文章类型: Journal Article
    在具有人工智能的机器人技术中模拟触觉感觉神经以实现高级感觉功能非常有趣。然而,这样的设备仍然笨重,缺乏可靠的能力来使具有本体感受反馈的突触设备功能化。这里,我们报告了一种通过整合压力激活的有机电化学突触晶体管和人工机械感受器而获得的具有低工作偏置(-0.6V)的人工有机传入神经。神经机器人的树突状整合功能是为了感知物体的定向运动,通过利用分布式和并行网络进一步降低控制复杂性。用人工传入神经组装的智能机器人,结合闭环反馈程序,可以在发生物体打滑时快速实施打滑识别和预防措施。通过深度学习模型处理尖峰编码信号后,触觉模式的时空特征得到很好的区分,具有较高的识别精度。这项工作代表了模仿突触行为的突破,这对于下一代智能神经机器人和低功耗仿生电子产品至关重要。
    The emulation of tactile sensory nerves to achieve advanced sensory functions in robotics with artificial intelligence is of great interest. However, such devices remain bulky and lack reliable competence to functionalize further synaptic devices with proprioceptive feedback. Here, we report an artificial organic afferent nerve with low operating bias (-0.6 V) achieved by integrating a pressure-activated organic electrochemical synaptic transistor and artificial mechanoreceptors. The dendritic integration function for neurorobotics is achieved to perceive directional movement of object, further reducing the control complexity by exploiting the distributed and parallel networks. An intelligent robot assembled with artificial afferent nerve, coupled with a closed-loop feedback program is demonstrated to rapidly implement slip recognition and prevention actions upon occurrence of object slippage. The spatiotemporal features of tactile patterns are well differentiated with a high recognition accuracy after processing spike-encoded signals with deep learning model. This work represents a breakthrough in mimicking synaptic behaviors, which is essential for next-generation intelligent neurorobotics and low-power biomimetic electronics.
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  • 文章类型: Journal Article
    肢体状态的准确估计对于运动计划和执行是必要的。虽然状态估计需要前馈和反馈信息,我们在这里关注后者。现有文献表明,整合视觉和本体感受反馈可以改善对静态肢体位置的估计。然而,视觉和本体感受反馈延迟的差异表明,当肢体运动时,多感觉整合可能是不利的。我们通过使用长期的多感官整合的最大似然估计模型对基于反馈的状态估计进行建模来形式化该假设,我们更新了它来解释感官延迟。我们的模型预测,当肢体被动移动时,多感觉整合的益处在很大程度上丧失。我们在人类受试者的一系列实验中测试了这一假设,这些实验比较了在运动结束时静态估计肢体位置或在运动中点动态估计肢体位置时,视觉或本体感受反馈产生的干扰程度。在静态情况下,我们观察到了显著的干扰:一种模态中的不一致反馈基于另一种模态系统的感觉估计有偏差.然而,在动态情况下没有观察到干扰:参与者可以忽略来自一种模态的感觉反馈,并准确地再现由另一种模态指示的运动.一起,这些发现表明,根据肢体是静止还是移动,用于计算状态估计的感觉反馈会有所不同。虽然前者可能倾向于多式联运,后者更有可能基于单一感官模式的反馈。显著性陈述肢体状态的估计涉及前馈和反馈信息。虽然当肢体静止时,基于反馈的估计已经得到了很好的研究,尚不清楚类似的感觉处理是否支持移动时的肢体位置估计。使用计算模型和行为实验,我们表明,在静态情况下,基于反馈的状态估计可能涉及多感官整合,但它可能是基于一个单一的模式,当肢体移动。我们建议这种差异可能源于视觉和本体感受反馈的延迟。
    The accurate estimation of limb state is necessary for movement planning and execution. While state estimation requires both feedforward and feedback information, we focus here on the latter. Prior literature has shown that integrating visual and proprioceptive feedback improves estimates of static limb position. However, differences in visual and proprioceptive feedback delays suggest that multisensory integration could be disadvantageous when the limb is moving. We formalized this hypothesis by modeling feedback-based state estimation using the long-standing maximum likelihood estimation model of multisensory integration, which we updated to account for sensory delays. Our model predicted that the benefit of multisensory integration was largely lost when the limb was passively moving. We tested this hypothesis in a series of experiments in human subjects that compared the degree of interference created by discrepant visual or proprioceptive feedback when estimating limb position either statically at the end of the movement or dynamically at movement midpoint. In the static case, we observed significant interference: discrepant feedback in one modality systematically biased sensory estimates based on the other modality. However, no interference was seen in the dynamic case: participants could ignore sensory feedback from one modality and accurately reproduce the motion indicated by the other modality. Together, these findings suggest that the sensory feedback used to compute a state estimate differs depending on whether the limb is stationary or moving. While the former may tend toward multimodal integration, the latter is more likely to be based on feedback from a single sensory modality.
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  • 文章类型: Journal Article
    背景:通过提供人工感觉反馈来关闭使用者及其假体之间的控制回路是完全恢复失去的感觉-运动功能的基本步骤。
    方法:我们提出了一种新颖的方法,可以使用8个振动电机的单个阵列(紧凑型解决方案)提供有关两个自由度的人工本体感受反馈。在一个在线闭环控制任务的新方法提供的性能进行了比较,使用传统的方法,其中使用8个和4个振动马达的两个阵列(每个自由度一个阵列)传达相同的信息,分别。新方法采用高斯插值来调制单个振动电机阵列的强度分布(紧凑反馈),通过调整高斯的平均值和标准偏差来传达手腕旋转和手孔径,分别。十名身体健全的参与者和四名经桡骨截肢者通过利用具有紧凑和常规的振动触觉反馈的模式识别来控制Hannes假手(测试条件),进行了目标成就控制测试。第二组10名身体健全的参与者在控制条件下进行了相同的实验,具有视觉和听觉反馈以及无反馈。
    结果:传统和紧凑的方法导致相似的定位精度,时间和路径效率,和总审判时间。与控制条件的比较表明,振动反馈是直观和有用的,但也强调了附带反馈源的力量。值得注意的是,截肢者的表现与健全的参与者相似。
    结论:因此,该研究表明,新颖的反馈策略传达了有关假体运动的有用信息,同时减少了电动机的数量而又不影响性能。这是朝着将这种接口完全集成到临床使用的假肢接受腔中的重要一步。
    BACKGROUND: Closing the control loop between users and their prostheses by providing artificial sensory feedback is a fundamental step toward the full restoration of lost sensory-motor functions.
    METHODS: We propose a novel approach to provide artificial proprioceptive feedback about two degrees of freedom using a single array of 8 vibration motors (compact solution). The performance afforded by the novel method during an online closed-loop control task was compared to that achieved using the conventional approach, in which the same information was conveyed using two arrays of 8 and 4 vibromotors (one array per degree of freedom), respectively. The new method employed Gaussian interpolation to modulate the intensity profile across a single array of vibration motors (compact feedback) to convey wrist rotation and hand aperture by adjusting the mean and standard deviation of the Gaussian, respectively. Ten able-bodied participants and four transradial amputees performed a target achievement control test by utilizing pattern recognition with compact and conventional vibrotactile feedback to control the Hannes prosthetic hand (test conditions). A second group of ten able-bodied participants performed the same experiment in control conditions with visual and auditory feedback as well as no-feedback.
    RESULTS: Conventional and compact approaches resulted in similar positioning accuracy, time and path efficiency, and total trial time. The comparison with control condition revealed that vibrational feedback was intuitive and useful, but also underlined the power of incidental feedback sources. Notably, amputee participants achieved similar performance to that of able-bodied participants.
    CONCLUSIONS: The study therefore shows that the novel feedback strategy conveys useful information about prosthesis movements while reducing the number of motors without compromising performance. This is an important step toward the full integration of such an interface into a prosthesis socket for clinical use.
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  • 文章类型: Journal Article
    在触觉传感中,解码从传入触觉信号到传出运动命令的旅程是一个重大挑战,主要是由于在主动触摸过程中难以捕获群体级传入神经信号。这项研究通过使用微神经成像数据将有限元手模型与神经动力学模型集成在一起,以基于接触生物力学和膜转导动力学来预测神经反应。这项研究特别关注触觉及其直接转化为运动动作。在体内实验期间对肌肉协同作用的评估揭示了连接触觉信号和肌肉激活的转导功能。这些功能提出了类似的感觉运动策略,用于受物体大小和重量影响的抓握。通过在肌腱驱动的仿生手上恢复类似人的感觉运动性能来验证解码的转导机制。这项研究促进了我们对将触觉转化为运动动作的理解,为假肢设计提供有价值的见解,机器人,以及具有神经形态触觉反馈的下一代假肢的开发。
    In tactile sensing, decoding the journey from afferent tactile signals to efferent motor commands is a significant challenge primarily due to the difficulty in capturing population-level afferent nerve signals during active touch. This study integrates a finite element hand model with a neural dynamic model by using microneurography data to predict neural responses based on contact biomechanics and membrane transduction dynamics. This research focuses specifically on tactile sensation and its direct translation into motor actions. Evaluations of muscle synergy during in -vivo experiments revealed transduction functions linking tactile signals and muscle activation. These functions suggest similar sensorimotor strategies for grasping influenced by object size and weight. The decoded transduction mechanism was validated by restoring human-like sensorimotor performance on a tendon-driven biomimetic hand. This research advances our understanding of translating tactile sensation into motor actions, offering valuable insights into prosthetic design, robotics, and the development of next-generation prosthetics with neuromorphic tactile feedback.
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