Haptic-Enabled Hand Rehabilitation in Stroke Patients: A Scoping Review
Abstract
:1. Introduction
2. Methods
2.1. Context
2.2. Type of Studies
2.3. Concept
2.4. Search Strategy
2.5. Databases
3. Results
3.1. Technology to Support Hand Rehabilitation
3.2. Outcomes
3.3. Outcome Classification
3.4. User’s Perspective
4. Discussion
5. Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
Appendix A
- Robotics/
- Exoskeleton device/
- Man-Machine Systems/
- Orthotic Devices/
- Self-Help Devices/
- Automation/
- Therapy, Computer-Assisted/
- (electromechanical or “electro mechanical” or mechanical or mechanised or mechanized or driven or “assistive device*”).tw,kw.
- (robot* or automat* or “computer aided” or “computer assisted” or “power assist*”).tw,kw.
- (orthos* or orthotic*).tw,kw.
- or/1–10 [Robotic Concept]
- Computer Simulation/
- software/
- Mobile Applications/
- Video Games/
- Computers/
- exp Microcomputers/
- exp Cell Phones/
- Games, Experimental/
- (“virtual realit*” or VR).tw,kw.
- simulat*.tw,kw.
- ((interactiv* or virtual) adj2 technolog*).tw,kw.
- “augmented realit*”.tw,kw.
- (smartphone* or “smart-phone*”).tw,kw.
- ((mobile or cell or smart) adj2 phone*).tw,kw.
- (iphone* or android* or ipad*).tw,kw.
- (“personal digital assistant*” or “handheld computer*” or “handheld device*”).tw,kw.
- (“mobile app” or “mobile application”).tw,kw.
- (“serious game*” or “serious gaming”).tw,kw.
- or/12–29 [Virtual Reality Concept]
- Wearable Electronic Devices/
- Touch/
- exp Touch Perception/
- haptic*.tw,kw.
- biofeedback.tw,kw.
- (tactile or tactual).tw,kw.
- ((force or tactile or touch) adj2 (feedback or perception)).tw,kw.
- “sensory substitution”.tw,kw.
- (“electro-tactile” or “electro tactile” or electrotactile).tw,kw.
- (“electro-vibration” or “electro vibration” or electrovibration).tw,kw.
- ((vibrat* or servo or stepper) adj2 (motor or motors)).tw,kw.
- “wire actuator*”.tw,kw.
- piezoelectric*.tw,kw.
- pneumatic*.tw,kw.
- “shape memory alloy*”.tw,kw.
- solenoid*.tw,kw.
- “electro-active polymer*”.tw,kw.
- electrode*.tw,kw.
- (vibrotactile or vibration).tw,kw.
- wearable*.tw,kw.
- or/31–50 [Haptic Concept]
- (technolog* adj2 assist*).tw,kw.
- or/11,30,51–52 [Technological assistance concept]
- Hand/
- wrist/
- (hand* or wrist* or finger* or thumb*).tw,kw.
- or/54–56 [Hand Concept]
- exp cerebrovascular disorders/ or brain injury, chronic/
- (stroke* or cva or poststroke or “post stroke”).tw,kw.
- (cerebrovasc* or cerebral vascular).tw,kw.
- (cerebral or cerebellar or brain* or vertebrobasilar).tw,kw.
- (infarct* or isch?emi* or thrombo$ or emboli* or apoplexy).tw,kw.
- and/61–62
- (cerebral or brain or subarachnoid).tw,kw.
- (haemorrhage or hemorrhage or haematoma or hematoma or bleed*).tw,kw.
- and/64–65
- hemiplegia/ or exp paresis/
- (hempar* or hemipleg* or brain injur*).tw,kw.
- or/58–60,63,66–68 [Stroke Concept]
- and/53,57,69
- (rehabilitat* or rehab or “occupational therap*” or physiotherap* or “physical therap*”).tw,kw.
- exp Physical Therapy Modalities/
- exp Occupational Therapy/
- or/71–73 [Rehabilitation Concept]
- 70 and 74
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Number of Technology | Combinations | Description | Ref ID |
---|---|---|---|
Two Technologies | Haptic and gaming | A system that can physically assist or resist the user in playing the therapy games. For example, in Breakout Therapy, the force feedback joystick physically assists in hand movement by predicting the trajectory of the ball after each rebound | [37] |
Haptics and robotics | Special robot handle generating cutaneous sensory inputs for the middle and index fingers, the thumb, or the palm of the subject + InMotion2 robot | [31] | |
Haptic system enabling classification of the signals for the real-time identification of a command; exoskeleton of a hand (robotic orthosis) + BCI system consisted of an EEG, encephalograph, and a personal computer | [32] | ||
Haptic 3 DoF robot: a singly actuated 3 DoF device for assisting in reaching movements in three dimensions across the user’s workspace | [27] | ||
Haptic Master to correct trajectory performance guided by extra proprioceptive feedback | [28] | ||
A magnetic plate that is equipped with a force sensor that gauges how hard the fingers press + Vibrotactile glove system designed with light fabric for greater wearability, which is a finger training system in which users interact with the computer | [30] | ||
An industrial robot (5 DoF desktop robot with position-based control) converted into a novel sensory system incorporating force feedback combined with a graphical interface | [29] | ||
The ARMin III exoskeleton, which can apply torques directly to each of the 6 DOF of the arm (3 shoulder torques, elbow, flexion–extension, supination–pronation, wrist flexion–extension). The robot applies haptic walls that are exponentially related to each individual joint’s error from its ideal position | [26] | ||
Haptics and VR | A CyberGlove and a Rutgers Master II (RMII) haptic glove. The two sensing gloves are integrated with VR exercises running on the PC host. RMII glove applies forces to help the patient open the hand before switching to the target of the exercise | [51] | |
A semi-immersive workbench that uses stereographic shuttered glasses, a 3D image displayed above the tabletop was observed by the user. The system has also a haptic game selection menu | [52] | ||
2 PHANToM devices placed perpendicular to each other for the pinch movement and reconfigured to provide hepatic feedback for the pinch task. Haptic feedback was provided for the thumb and index finger, so that the participants felt they were lifting a real cube with mass | [53] | ||
The PneuGlove used in conjunction with a VR environment (the virtual hand is controlled by the user, who attempts to open the hand sufficiently to grasp the objects displayed), to provide haptic feedback in addition to the assistance of finger extension | [33] | ||
Four VR hand exercises developed using the WorldToolKit graphics library. Rutgers Master II glove, a compact haptic interface, was used to apply force to the user’s fingertips. It uses non-contact position sensors to measure the fingertip position in relation to the palm | [34] | ||
VR environments designed for impairment and task-specific training using discrete tasks. Augmented feedback was provided in the form of sensory feedback using haptic cues | [36] | ||
An immersive VR environment based on the classic story of Alice in Wonderland + The PneuGlove system provides pneumatic assistance to digit extension to help with hand opening or resistance to finger flexion to provide haptic feedback | [35] | ||
Visual and haptic feedbacks were implemented using the Handshake proSENSE Toolbox. The haptic device is focused on a single finger haptic display, in which the force is exerted at the fingertip. | [54] | ||
VR tasks were formulated to ensure that pinch movements were required to complete each task and that the patients experienced finger strengthening. Here, 2 Novint Falcon devices operated in coordination to simulate the haptic perceptions of 2 fingertips (perceived the reaction force of the surface and/or the weight of the box). | [55] | ||
Three Technologies | Haptics, Robotics and VR | CyberGlove Haptic MASTER, a 3 DoF, admittance controlled (force-controlled) robot + Simulations for the hand alone, the arm alone, and the hand and arm together using Virtools software package with the VRPack plug-in + haptic guidance of arm movement in 3D space that is adaptive in real-time as well as on a trial-by-trial basis | [56] |
PHANTOM robot and the WREX swiveling wrist support + Virtual Reality Robotic and Optical Operations Machine (VRROOM) + Forces only applied by the robot during the Error Augmentation treatment phase | [57] | ||
CyberGrasp, an exoskeleton device placed on the dorsum of the hand which allows for multiplane arm motion while exerting an extensor force on each individual finger + the virtual piano trainer + CyberGrasp, a force-reflecting exoskeleton that fits over a CyberGlove data glove | [58] | ||
Haptic Master, a 3 DoF admittance controlled (force-controlled) robot + A haptic system with force feedback available only for pronation/supination + VR environments enabling multiplane movements against gravity in a 3D workspace | [59] | ||
Haptic MASTER + using Virtools software package with the VRPack plug-in + CyberGrasp to facilitate individual finger movement by resisting flexion of the adjacent fingers in patients with more pronounced deficits allowing for individual movement of each finger. | [56] | ||
NJIT RAVR system consists of CyberGlove combined with the Haptic Master + Virtual piano trainer + the robotic arm provides tracking of multiplane movements against gravity in a 3D workspace | [60] | ||
NJIT-RAVR system using a CyberGlove and a Haptic Master + NJIT Track0Glove system + VR simulations for customized motor training | [61] | ||
NJIT RAVR System including Haptic Master to produce haptic effects, such as spring, damper and constant force and to create haptic objects like blocks, cylinders and spheres as well as walls, floors, ramps and complex surfaces + A suite of simulations for training shoulder, elbow, wrist and finger movements using the Virtools software package | [62] | ||
RMII glove is an exoskeleton device that applies force to the user’s fingertips and uses noncontact position sensors to measure the fingertip position in relation to the palm + the CyberGlove, a sensorized structure worn on the hand + VR simulations consist of four exercises: range, speed, fractionation, and strength | [63] | ||
Haptic Master robot coupled to the Grasp Assistance robot—via a 3 passive DoF gimbal + interactive virtual worlds (e.g., cleaning the table) + haptic feedback when touching the object | [64] | ||
Haptic Master that can move in the virtual learning environment by means of an avatar that is shown on the screen + haptic feedback can be provided to either support or challenge the participants | [65] | ||
Haptic Master’s to program the robot to produce haptic objects + VR gaming simulations that translates movement of both the upper arm and the hand | [66] | ||
A 6 DoF PHANTOM Premium 3.0 robot + a haptics/graphics display combining a projected stereo, head-tracked rendering on a semi-silvered mirror overlay display with a robotic system that can record wrist position, track movements and generate force feedback + A cinema-quality digital projector combined with LCD shutter glasses | [67] | ||
Haptics, Robotics and Gaming | Arm Coordination Training 3D system providing a haptic interface to simulate various loading conditions while subjects performed arm reaching movements with avatar and game feedback + haptic feedback consisting of a simulated viscous environment that prevented subjects from moving on the haptic table + Air Hockey 3D game | [38] | |
FINGER robotic exoskeleton providing 2 levels of assistance + Musical computer game in the style of Guitar Hero | [68] | ||
Haptics, VR and Gaming | Four hand exercises simulations developed with WorldToolKit (Sense 8) + Rutgers Master II-ND (RMII) force feedback glove prototype + Simple games that provided frequent feedback about the success of the action as well as the quality of the performance to encourage participation and concentration | [69] | |
Four hand exercises simulations developed with WorldToolKit (Sense 8) + RMII glove has a dedicated electropneumatic control interface to provide force feedback to the patient’s fingers + simple video games developed with WorldToolKit (Sense8) graphics library | [69] | ||
PHANToM haptic device + Reachin 3.0. Reachin API, a 3D model programming (haptic interface) + grasping and reaching game. | [70] | ||
4 hand exercise simulations developed with the WorldTool Kit graphics library + Rutgers Master II-ND (RMII), a force feedback prototype glove + games designed to exercise one parameter of finger movement at a time | [39] | ||
PHANToM devices + tasks displayed using a desktop personal computer and shutter glasses (StereoGraphics) to provide a three-dimensional view of stimuli + Reaching, Ball Shooting, Rotation and Pinch games | [71] | ||
Four Technologies | Haptics, Robotics, VR and Gaming | A desk-mounted robot + a haptic stylus. + a semi-immersive workbench + 3D Bricks game | [72] |
Amadeo, A 5 DoF hand rehabilitation robotic device named + incorporated Real-time force and position signals + highly repetitive functional VR tasks + Flying bird and Spaceship games | [73] | ||
Amadeo, A 5 DoF hand rehabilitation robotic device named + 2D, one 3D VR-based RGS and a 2D transferring virtual environment + Flying bird | [74] | ||
CyberGlove + haptic (force), visual and auditory feedback + 3D graphics were displayed on a flat personal computer screen using only shadows and perspective cues to give the illusion of depth. + computer games using graphics feedback to encourage participation and concentration | [75] | ||
Haptic Master + 3 more DoF can be added to the arm by using a gimbal, with force feedback available only pronation/supination + Stimulated unimanual “virtual mirror” + Piano Trainer, Space Pong, Plasma pong, bird hunt and Hammer games | [76] |
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Choukou, M.-A.; Mbabaali, S.; Bani Hani, J.; Cooke, C. Haptic-Enabled Hand Rehabilitation in Stroke Patients: A Scoping Review. Appl. Sci. 2021, 11, 3712. https://doi.org/10.3390/app11083712
Choukou M-A, Mbabaali S, Bani Hani J, Cooke C. Haptic-Enabled Hand Rehabilitation in Stroke Patients: A Scoping Review. Applied Sciences. 2021; 11(8):3712. https://doi.org/10.3390/app11083712
Chicago/Turabian StyleChoukou, Mohamed-Amine, Sophia Mbabaali, Jasem Bani Hani, and Carol Cooke. 2021. "Haptic-Enabled Hand Rehabilitation in Stroke Patients: A Scoping Review" Applied Sciences 11, no. 8: 3712. https://doi.org/10.3390/app11083712
APA StyleChoukou, M. -A., Mbabaali, S., Bani Hani, J., & Cooke, C. (2021). Haptic-Enabled Hand Rehabilitation in Stroke Patients: A Scoping Review. Applied Sciences, 11(8), 3712. https://doi.org/10.3390/app11083712