Abstract

Robot-based rehabilitation is consolidated as a viable and efficient practice to speed up and improve the recovery of lost functions. Several studies highlight that patients are encouraged to undergo their therapies and feel more involved in the process when collaborating with a user-friendly robotic environment. Object manipulation is a crucial element of hand rehabilitation treatments; however, as a standalone process may result in being repetitive and unstimulating in the long run. In this view, robotic devices, like hand exoskeletons, do arise as an excellent tool to boost both therapy's outcome and patient participation, especially when paired with the advantages offered by interacting with virtual reality (VR). Indeed, virtual environments can simulate real-life manipulation tasks and real-time assign a score to the patient's performance, thus providing challenging exercises while promoting training with a reward-based system. Besides, they can be easily reconfigured to match the patient's needs by manipulating exercise intensity, e.g., Assistance-As-Needed (AAN) and the required tasks. Modern VR can also render interaction forces when paired to wearable devices to give the user some sort of proprioceptive force or tactile feedback. Motivated by these considerations, a Hand Exoskeleton System (HES) has been designed to be interfaced with a variable admittance control to achieve VR-based rehabilitation tasks. The exoskeleton assists the patient's movements according to force feedback and following a reference value calculated inside the VR. Whenever the patient grasps a virtual object, the HES provides the user with a force feedback sensation. In this paper, the virtual environment, developed within the Webots framework and rendering a HES digital-twin mapping and mimicking the actual HES motion, will be described in detail. Furthermore, the admittance control strategy, which continuously varies the control parameters to best render the force sensation and adapt to the user's motion intentions, will be investigated. The proposed approach has been tested on a single subject in the framework of a pilot study.

Highlights

  • Exoskeletons are a promising technology with a vast range of applications from the military to the industrial fields, from healthcare to injury prevention in physically stressful jobs

  • This section illustrates the overall interaction between the admittance controlled Hand Exoskeleton System (HES) and the developed Webots-based virtual reality (VR) environment

  • In order to evaluate the functionality of the whole system a pilot study composed of two distinct experiments has been setup: (i) in the first proposed scenario, the free motion mode has been considered; (ii) second, a trial with a graspable virtual object has been arranged

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Summary

Introduction

Exoskeletons are a promising technology with a vast range of applications from the military to the industrial fields, from healthcare to injury prevention in physically stressful jobs Such devices are used to support the human body but can be exploited to drive an external robot in a primary-replicas fashion (Huang et al, 2018; Petrenko et al, 2019) or in imitation learning. The previous exoskeleton already addressed the issue of mechanically reproducing complex finger kinematics with great accuracy exploiting a single-DOF rigid kinematism (Conti et al, 2017) This innovative device has been realized in the framework of the BMIFOCUS research project (funded by the Tuscany Region, Italy) on the basis of a previously developed prototype (Bartalucci et al, 2020). The HES has been redesigned to satisfy the new project requirements:

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