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Rares Boian

Bio: Rares Boian is an academic researcher from Rutgers University. The author has contributed to research in topics: Haptic technology & Virtual reality. The author has an hindex of 21, co-authored 31 publications receiving 3452 citations.

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Journal ArticleDOI
01 Sep 2001
TL;DR: A personal computer (PC)-based desktop virtual reality (VR) system was developed for rehabilitating hand function in stroke patients that uses two input devices, a CyberGlove and a Rutgers Master II-ND force feedback glove, allowing user interaction with a virtual environment.
Abstract: A personal computer (PC)-based desktop virtual reality (VR) system was developed for rehabilitating hand function in stroke patients. The system uses two input devices, a CyberGlove and a Rutgers Master II-ND (RMII) force feedback glove, allowing user interaction with a virtual environment. This consists of four rehabilitation routines, each designed to exercise one specific parameter of hand movement: range, speed, fractionation or strength. The use of performance-based target levels is designed to increase patient motivation and individualize exercise difficulty to a patient's current state. Pilot clinical trials have been performed using the above system combined with noncomputer tasks, such as pegboard insertion or tracing of 2D patterns. Three chronic stroke patients used this rehabilitation protocol daily for two weeks. Objective measurements showed that each patient showed improvement on most of the hand parameters over the course of the training. Subjective evaluation by the patients was also positive. This technical report focuses on this newly developed technology for VR rehabilitation.

747 citations

Journal ArticleDOI
TL;DR: The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke.
Abstract: Background and Purpose . Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in which practice intensity and feedback can be manipulated to create individualized treatments to retrain movement. Case Description . Three patients (ML, LE, and DK), who were in the chronic phase following stroke, participated in a 2-week training program (3½ hours a day) including dexterity tasks on real objects and VR exercises. The VR simulations were targeted for range of motion, movement speed, fractionation, and force production. Outcomes . ML's function was the most impaired at the beginning of the intervention, but showed improvement in the thumb and fingers in range of motion and speed of movement. LE improved in fractionation and range of motion of his thumb and fingers. DK made the greatest gains, showing improvement in range of motion and strength of the thumb, velocity of the thumb and fingers, and fractionation. Two of the 3 patients improved on the Jebsen Test of Hand Function. Discussion . The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke.

590 citations

Journal ArticleDOI
TL;DR: The Rutgers Master II-ND glove as discussed by the authors provides force feedback up to 16 N each to the thumb, index, middle, and ring fingertips using custom pneumatic actuators arranged in a direct-drive configuration in the palm.
Abstract: The Rutgers Master II-ND glove is a haptic interface designed for dextrous interactions with virtual environments. The glove provides force feedback up to 16 N each to the thumb, index, middle, and ring fingertips. It uses custom pneumatic actuators arranged in a direct-drive configuration in the palm. Unlike commercial haptic gloves, the direct-drive actuators make unnecessary cables and pulleys, resulting in a more compact and lighter structure. The force-feedback structure also serves as position measuring exoskeleton, by integrating noncontact Hall-effect and infrared sensors. The glove is connected to a haptic-control interface that reads its sensors and servos its actuators. The interface has pneumatic servovalves, signal conditioning electronics, A/D/A boards, power supply and an imbedded Pentium PC. This distributed computing assures much faster control bandwidth than would otherwise be possible. Communication with the host PC is done over an RS232 line. Comparative data with the CyberGrasp commercial haptic glove is presented.

583 citations

Journal ArticleDOI
TL;DR: It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke, so computerized exercise systems may be a way to maximize both the patients’ and the clinicians’ time.
Abstract: Objective. To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Methods. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive computer games for 13 days of training, weekend breaks, and pretests and posttests. Each subject trained for about 2 to 2.5 h per day. Outcome measures consisted of changes in the computerized measures of thumb and finger range of motion, thumb and finger velocity, fractionation (the ability to move fingers independently), thumb and finger strength, the Jebsen Test of Hand Function, and a Kinematic reach to grasp test. Results. Subjects as a group improved in fractionation of the fingers, thumb and finger range of motion, and thumb and finger speed, retaining those gains at the 1-week retention test. Transfer of these improvements was demonstrated through changes in the Jebsen Test of Hand Function and a decrease after the therapy in the overall time from hand peak velocity to the moment when an object was lifted from the table. Conclusions. It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke. Computerized exercise systems may be a way to maximize both the patients’ and the clinicians’ time. The data in this study add support to the proposal to explore novel technologies for incorporation into current practice.

249 citations

Journal ArticleDOI
TL;DR: A VR-based system using a CyberGlove and a Rutgers Master II-ND haptic glove was used to rehabilitate four post-stroke patients in the chronic phase, showing gains in thumb range, speed, fractionation and strength.
Abstract: A VR-based system using a CyberGlove and a Rutgers Master II-ND haptic glove was used to rehabilitate four post-stroke patients in the chronic phase Each patient had to perform a variety of VR exercises to reduce impairments in their finger range of motion, speed, fractionation and strength Patients exercised for about two hours per day, five days a week for three weeks Results showed that three of the patients had gains in thumb range (50-140%) and finger speed (10-15%) over the three weeks trial All four patients had significant improvement in finger fractionation (40-118%) Gains in finger strength were modest, due in part to an unexpected hardware malfunction Two of the patients were measured against one-month post intervention and showed good retention Evaluation using the Jebsen Test of Hand Function showed a reduction of 23-28% in time completion for two of the patients (the ones with the higher degrees of impairment) A prehension task was performed 9-40% faster for three of the patients after the intervention illustrating transfer of their improvement to a functional task

174 citations


Cited by
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Journal ArticleDOI
TL;DR: This review will focus on arm movements and address the following questions: What is motor learning, do patients with hemiparesis have a learning deficit, and are approaches based on motor learning principles useful for rehabilitation?
Abstract: Purpose of reviewMuch of neurorehabilitation rests on the assumption that patients can improve with practice. This review will focus on arm movements and address the following questions: (i) What is motor learning? (ii) Do patients with hemiparesis have a learning deficit? (iii) Is recovery after in

1,113 citations

Journal ArticleDOI
TL;DR: The current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed and movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks.
Abstract: In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.

1,094 citations

Journal ArticleDOI
TL;DR: There is increasing interest in using robotic devices to assist in movement training following neurologic injuries such as stroke and spinal cord injury, and this review summarizes techniques for implementing assistive strategies, including impedance-, counterbalance-, and EMG- based controllers, as well as adaptive controllers that modify control parameters based on ongoing participant performance.
Abstract: There is increasing interest in using robotic devices to assist in movement training following neurologic injuries such as stroke and spinal cord injury. This paper reviews control strategies for robotic therapy devices. Several categories of strategies have been proposed, including, assistive, challenge-based, haptic simulation, and coaching. The greatest amount of work has been done on developing assistive strategies, and thus the majority of this review summarizes techniques for implementing assistive strategies, including impedance-, counterbalance-, and EMG- based controllers, as well as adaptive controllers that modify control parameters based on ongoing participant performance. Clinical evidence regarding the relative effectiveness of different types of robotic therapy controllers is limited, but there is initial evidence that some control strategies are more effective than others. It is also now apparent there may be mechanisms by which some robotic control approaches might actually decrease the recovery possible with comparable, non-robotic forms of training. In future research, there is a need for head-to-head comparison of control algorithms in randomized, controlled clinical trials, and for improved models of human motor recovery to provide a more rational framework for designing robotic therapy control strategies.

992 citations

Journal ArticleDOI
TL;DR: It is found that robot-aided therapy of the proximal upper limb improves short- and long-term motor control of the paretic shoulder and elbow in subacute and chronic patients; however, it is found no consistent influence on functional abilities.
Abstract: Spinal orthoses are common in the treatment of various conditions that affect the spine. They encompass both the spine and pelvis and thus have implications for pelvic and lower-limb motion during walking in addition to a direct effect on spinal motion. The role of the spine in walking is largely ill-defined, and the consequences of restricted spinal motion on walking have yet to be explored. This study investigated the effect of spinal restriction on gait in able-bodied persons. Gait analyses were performed on 10 able-bodied subjects as they walked at five different speeds that were distributed across their comfortable range of speeds. Data were collected during walking with and without spinal restriction by a fiberglass body jacket, which is similar to a thoracolumbosacral orthosis (TLSO). With spinal restriction, peak-to-peak (PP) pelvic obliquity and rotation were significantly reduced across all walking speeds (p < 0.001), while PP pelvic tilt was significantly reduced at only the fastest walking speeds (p = 0.017). PP hip abduction-adduction motion was significantly reduced with spinal restriction across all speeds (p < 0.001), while PP hip flexion-extension significantly increased at only the slow and very slow speeds (p < 0.001 and p = 0.023, respectively). A better understanding of the effects of restricted spinal motion on gait may help clinicians predict and avoid development of additional problems from TLSO use or surgical restriction of spinal motion. An awareness of these issues will enable clinicians to monitor patients for problems that may result from decreased spine and pelvic motion.

895 citations

Journal ArticleDOI
TL;DR: Evidence that the use of virtual reality and interactive video gaming was not more beneficial than conventional therapy approaches in improving upper limb function is found and the evidence remains mostly low quality when rated using the GRADE system.
Abstract: Published version made available following 12 month embargo from the date of publication [12 Feb 2015] according to publisher policy. Accessed 10/03/2015. Published version available from 13 February 2016.

878 citations