Characterizing Healthy & Post-Stroke Neuromotor Behavior During 6D Upper-Limb Isometric Gaming: Implications for Design of End-Effector Rehabilitation Robot Interfaces
Ajay Anand, Gabriel Parra, Chad A. Berghoff, and Laura A. Hallock

TL;DR
This study analyzes neuromotor behavior during 6D isometric gaming with a rehabilitation robot, revealing how interface design influences behavior, detecting pathological features in force data, and developing a model to classify healthy versus post-stroke neuromotor patterns.
Contribution
It introduces a novel HMM-based classification method using sEMG signals, assesses the impact of interface design on user behavior, and characterizes neuromotor differences between healthy and post-stroke users.
Findings
Task constraints influence user behavior.
Pathological features are detectable in force data.
HMM models effectively classify neuromotor states.
Abstract
Successful robot-mediated rehabilitation requires designing games and robot interventions that promote healthy motor practice. However, the interplay between a given user's neuromotor behavior, the gaming interface, and the physical robot makes designing system elements -- and even characterizing what behaviors are "healthy" or pathological -- challenging. We leverage our OpenRobotRehab 1.0 open access data set to assess the characteristics of 13 healthy and 2 post-stroke users' force output, muscle activations, and game performance while executing isometric trajectory tracking tasks using an end-effector rehabilitation robot. We present an assessment of how subtle aspects of interface design impact user behavior; an analysis of how pathological neuromotor behaviors are reflected in end-effector force dynamics; and a novel hidden Markov model (HMM)-based neuromotor behavior…
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Taxonomy
TopicsStroke Rehabilitation and Recovery · Motor Control and Adaptation · EEG and Brain-Computer Interfaces
