Interchangeable Atomic Elements for Dexterous Upper Extremity Therapy

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Solution Overview

Problem

Current computer game-based solutions for upper extremity (UE) therapy in pediatric hemiplegia do not adequately address the need for practice of dexterous manual interaction with real-world physical objects, leading to suboptimal patient engagement and rehabilitation outcomes due to high costs and resource constraints.

Innovation Solution

A specially designed control device with geometric forms and sensing transducers that allows for intuitive interaction with a virtual world, providing tactile and visual feedback, enabling therapeutic UE movements and grasp interactions, and allowing for interchangeable atomic elements to adapt to various grasp modalities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If intensive therapy regimes are implemented to improve rehabilitation outcomes through neuroplasticity, then patient outcomes improve, but therapist capacity and patient engagement are overwhelmed

Engineering Contradiction:
Improverehabilitation outcomesVSAvoidpatient engagement
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system enables patients to perform therapy exercises independently through self-play video games, eliminating the need for continuous therapist supervision. Patients interact with virtual characters and environments that guide them through therapeutic movements, allowing high-dosage training without overwhelming therapist capacity

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

A video game intermediary system is introduced between the patient and therapy exercises. The game translates therapeutic movement requirements into engaging gameplay mechanics, where patients control virtual characters through their physical movements, making repetitive exercises enjoyable and sustaining long-term engagement

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If computer game-based solutions are used to maintain patient engagement, then patient motivation improves, but dexterous manual interaction with real-world objects is not adequately addressed

Engineering Contradiction:
Improvepatient engagementVSAvoidmanual interaction capability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The control device is segmented into multiple interchangeable atomic elements with different geometric shapes (spheres, cylinders, cubes, etc.). Each atom type requires different grasp modalities and hand configurations, enabling practice of diverse manual interaction skills while maintaining engagement through game variability

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adapts the game environment and tasks based on the atom currently held by the patient. Different atoms unlock different game interactions and virtual object manipulations, requiring the patient to adapt their grasp and manipulation strategies in real-time, thereby developing versatile manual interaction capabilities

Inventive Principle:
Principle #15Dynamics

3Reliability

If high-dosage therapy is provided to achieve neuroplasticity, then rehabilitation effectiveness improves, but resource constraints and cost are exceeded

Engineering Contradiction:
Improverehabilitation effectivenessVSAvoidresource consumption
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The system enables unsupervised high-dosage therapy by having patients independently interact with the control device and video game system. Multiple patients can simultaneously engage in therapy without requiring proportional increases in therapist resources, dramatically reducing the cost per therapy session while maintaining high training dosage

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system creates a virtual copy of the therapy environment where therapeutic exercises are replicated through video game scenarios. This virtual replication allows unlimited repetition of exercises without consuming additional physical therapy resources, enabling high-dosage training at minimal marginal cost

Inventive Principle:
Principle #26Copying

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances patient engagement and rehabilitation outcomes by providing a high-dosage, evidence-based therapy that mimics real-world interactions, improving cortical activation and neuroplasticity through immersive and interactive UE exercises.

Implementation Method 1

a touch detection and movement interpretation circuit with one or more sensing transducers operatively configured to transmit information on human touch and the movement of the control device to a computer

Methodology Applied
Scientific EffectTouch detection:

Implementation Method 2

one or more sensory output transducers operatively configured to provide feedback to a user regarding interactions with an electronically associated event

Methodology Applied
Scientific EffectTactile feedback:

Implementation Method 3

providing tactile and visual feedback

Methodology Applied
Scientific EffectVisual feedback:

Data Source

PatentUS11911651B1System, device and method for electronically mediated upper extremity therapy
Publication Date: 2024.02.27 BARRON ASSOCS
  • US11911651B1 patent drawing
  • US11911651B1 patent drawing
  • US11911651B1 patent drawing

AI summary

Embodiments of the presently described device, system and method support upper extremity therapy through a control device. In various embodiments, the control device is provided as a central hub with atomic elements extending outwardly thereof, and the control device can incorporate a movement interpretation circuit, a touch detection circuit and/or one or more sensory transducers. In various embodiments, the control device is interoperable with a valence, an external computing device and a display device. Embodiments of the external computing device are operable to render a graphical depiction of simulated objects in a virtual world upon receiving a transmission of sensed human grasping of one or more atomic elements.