Haptic feedback appears as an alternative way of providing navigation assistance to people with disabilities. Still, few studies evaluate its use in the context of power wheelchair navigation, especially with regular users. In this paper, we propose to use a multi-actuator haptic handle to provide guidance while driving a power wheelchair. We conduct two user studies, investigating the use of two directional rendering schemes for guiding users. The first study involved 16 participants without disabilities and evaluated the impact of handle location (driving vs. non-driving hand) on navigation performance. The second study involved 14 regular power wheelchair users and evaluated the handle and its associated directional rendering schemes in terms of signal recognition and navigation performance. Overall, handle location did not have a significant effect on navigation, suggesting different possible uses for the device. Participants without disabilities were able to follow the haptic guidance effectively using both rendering schemes. In the second study, users showed greater difficulties with the task, with some deviating significantly from the target paths. Still, these results support the integration of haptic guidance for enhancing assisted power wheelchair navigation, and highlight the need for further investigations and developments in collaboration with users and therapists.
Objective.Assistive robots can be developed to restore or provide more autonomy for individuals with motor impairments. In particular, power wheelchairs can compensate lower-limb impairments, while robotic manipulators can compensate upper-limbs impairments. Recent studies have shown that Brain-Computer Interfaces (BCI) can be used to operate this type of devices. However, activities of daily living and long-term use in real-life contexts such as home require robustness and adaptability to complex, changing and cluttered environments which can be problematic given the neural signals that do not always allow a safe and efficient use. This article describes assist-as-needed sensor-based shared control (SC) methods relying on the blending of BCI and depth-sensor-based control.Approach.The proposed assistance targets the BCI-teleoperation of effectors for tasks that answer mobility and manipulation needs in a at-home context. The assistance provided by the proposed methods was evaluated through a wheelchair mobility and reach-and-grasp laboratory-based experiments in a controlled environment, as part of a clinical trial with a quadriplegic patient implanted with a wireless 64-channel ElectroCorticoGram recording implant named WIMAGINE.Main results.Results showed that the proposed methods can assist BCI users in both tasks. Indeed, the time to perform the tasks and the number of changes of mental tasks were reduced. Moreover, unwanted actions, such as wheelchair collisions with the environment, and gripper opening that could result in the fall of the object were avoided.Significance.The proposed methods are steps toward at-home use of BCI-teleoperated assistive robots. Indeed, the proposed SC methods improved the performance of the two assistive devices.Clinical trial, registration number: NCT02550522.
Power wheelchairs (PWCs) significantly enhance mobility for individuals with disabilities but are often challenging to master, requiring extensive training. Traditional training methods can be risky, resource-intensive, and difficult to implement. Virtual reality (VR) offers a safer, customizable, and effective alternative, as demonstrated in rehabilitation contexts. We developed a multisensory VR simulator incorporating vestibular feedback to enhance the sense of presence and mitigate cybersickness. Our studies show effective skill transfer from the virtual environment to real-world PWC use, validated with actual users in clinical trials. This demonstration highlights the capabilities of our mechanical simulator, featuring navigation scenes from previous trials and ongoing work with virtual agents. The simulator’s immersive and adaptive design addresses the challenges of PWC training, offering a practical and innovative solution for clinicians and users alike.
Abstract Objective The objective of this study was to evaluate users’ driving performances with a Power Wheelchair (PWC) driving simulator in comparison to the same driving task in real conditions with a standard power wheelchair. Methods Three driving circuits of progressive difficulty levels (C1, C2, C3) that were elaborated to assess the driving performances with PWC in indoor situations, were used in this study. These circuits have been modeled in a 3D Virtual Environment to replicate the three driving task scenarios in Virtual Reality (VR). Users were asked to complete the three circuits with respect to two testing conditions during three successive sessions, i.e. in VR and on a real circuit (R). During each session, users completed the two conditions. Driving performances were evaluated using the number of collisions and time to complete the circuit. In addition, driving ability by Wheelchair Skill Test (WST) and mental load were assessed in both conditions. Cybersickness, user satisfaction and sense of presence were measured in VR. The conditions R and VR were randomized. Results Thirty-one participants with neurological disorders and expert wheelchair drivers were included in the study. The driving performances between VR and R conditions were statistically different for the C3 circuit but were not statistically different for the two easiest circuits C1 and C2. The results of the WST was not statistically different in C1, C2 and C3. The mental load was higher in VR than in R condition. The general sense of presence was reported as acceptable (mean value of 4.6 out of 6) for all the participants, and the cybersickness was reported as acceptable (SSQ mean value of 4.25 on the three circuits in VR condition). Conclusion Driving performances were statistically different in the most complicated circuit C3 with an increased number of collisions in VR, but were not statistically different for the two easiest circuits C1 and C2 in R and VR conditions. In addition, there were no significant adverse effects such as cybersickness. The results show the value of the simulator for driving training applications. Still, the mental load was higher in VR than in R condition, thus mitigating the potential for use with people with cognitive disorders. Further studies should be conducted to assess the quality of skill transfer for novice drivers from the simulator to the real world. Trial registration Ethical approval n$$^\circ$$ ∘ 2019-A001306-51 from Comité de Protection des Personnes Sud Mediterranée IV. Trial registered the 19/11/2019 on ClinicalTrials.gov in ID: NCT04171973.
Assistive devices are to be designed with the objective of use in daily-life as well as broad adoption by end users. In this context, it is necessary to tackle usability challenges by properly detecting and acting in accordance to user intents while minimizing the device installation complexity as well. In the case of physical assistive devices, using force/torque sensors is advantageous to detect user intent compared to EMG interfaces, but it remains difficult to correctly translate the detected intent into actuator motions. Focusing on upper-limb assistive robots, the user voluntary force is commonly used with a controller based on an admittance approach which leads to relatively poor reactivity and requires the user to develop force throughout the movement which can lead to fatigue, particularly for people with upper-limb impairments. This work proposes a Force-Triggered (FT) controller which can initiate and maintain movement only from short force impulses. The user voluntary forces are retrieved from total interaction forces by subtracting the passive component measured beforehand during a calibration phase. This paper presents the design of the proposed FT controller and its preliminary testing on pick-and-place tasks compared to an admittance strategy. This experiment was performed with one participant without impairment, equipped with an upper-limb exoskeleton prototype designed from recommendations of physical medicine therapists. This preliminary work highlights the potential of the proposed FT controller. Also, it provides directions for future work and clinical trials with end-users to assess the proposed FT approach usability while used alone or in the form of an hybrid controller between FT and admittance strategies.
Immersive environments provide opportunities to learn and transfer skills to real life. This opens up new areas of application, such as rehabilitation, where people with neurological disabilities can learn to drive a power wheelchair (PWC) through the development of immersive simulators. To expose these specific users to daily-life study interaction situations, it is important to ensure realistic interactions with the virtual humans that populate the simulated environment, as PWC users should learn to drive and navigate under everyday conditions. While non-verbal pedestrian-pedestrian interactions have been extensively studied, understanding pedestrian-PWC user interactions during locomotion is still an open research area. Our study aimed to investigate the regulation of interpersonal distance (i.e., proxemics) between a pedestrian and a PWC user in real and virtual situations. We designed 2 experiments in which 1) participants had to reach a goal by walking (respectively driving a PWC) and avoid a static PWC confederate (respectively a standing confederate) and 2) participants had to walk to a goal and avoid a static confederate seated on a PWC in real and virtual conditions. Our results showed that interpersonal distances were significantly different whether the pedestrian avoided the PWC user or vice versa. We also showed an influence of the orientation of the person to be avoided. We discuss these findings with respect to pedestrian-pedestrian interactions, as well as their implications for the design of virtual humans interacting with PWC users for rehabilitation applications. In particular, we proposed a proof of concept by adapting existing microscopic crowd simulation algorithms to consider the specificity of pedestrian-PWC user interactions.
This article describes the robotic assistive technologies developed for users of electrically powered wheelchairs, within the framework of the European Union’s Interreg ADAPT (Assistive Devices for Empowering Disabled People Through Robotic Technologies) project. In particular, special attention is devoted to the integration of advanced sensing modalities and the design of new shared control algorithms. In response to the clinical needs identified by our medical partners, two novel smart wheelchairs with complementary capabilities and a virtual reality (VR)-based wheelchair simulator have been developed. These systems have been validated via extensive experimental campaigns in France and the United Kingdom.
NeuroMuscular Disorders (NMDs) may induce difficulties to perform daily life activities in autonomy. For people with NMDs affecting the upper-limb mobility, Dynamic Arm Supports (DASs) turn out to be relevant assistive devices. In particular, active DASs benefit from an external power source to support severely impaired people. However, commercially available active devices are controlled with push buttons, which add cognitive load and discomfort. To alleviate this issue, we propose a new force-based assistive control framework. In this preliminary work, we focus on the computation of a feedforward force to compensate upper-limb gravity. Four strategies based on a biomechanical model of the upper limb, tuned using anthropometric measurements, are proposed and evaluated. The first one is based on the potential energy of the upper-limb, the second one makes a compromise between the shoulder and elbow torques, the third one minimizes the sum of the squared user joint torques and the last one uses a probabilistic approach to minimize the expected torque norm in the presence of model uncertainties. These strategies have been evaluated quantitatively through an experiment including nine participants with an active DAS prototype. The activity of six muscles was measured and used to compute the Mean Effort Index (MEI) which represents the global effort required to maintain the pose. A statistical analysis shows that the four strategies significantly lower the MEI (p-value < 0.001).
This paper presents a generic power wheelchair dynamic model. As a first contribution, this paper proposes to use a generic model composed of a geometric model and a lumped model in order to be compliant with a wide range of existing commercially available wheelchairs. In this model, a set of essential parameters are enough to accurately replicate the dynamic behavior of a wheelchair. As a second contribution, this paper presents an identification method of a n-wheel type power wheelchair. The presented model is restricted to the sagittal plane only, which is sufficient to study the reliability of the identification and validation methods. Moreover, a Motion Cueing Algorithm based on the proposed model controls a simulator mechanical platform. The generic model has been then validated through a user study with 18 able-bodied participants evaluating the self-motion perception with our multisensory power wheelchair driving simulator. Results show that the simplified model is sufficient to provide accurate sensations to the user with respect to their experience while driving a power wheelchair.
PURPOSE In France, tens of thousands of people use a wheelchair. Driving powered wheelchairs (PWCs) present risks for users and their families. The risk of collision in PWC driver increases with severity of disability and may reduce their independence to drive. The European ADAPT project has developed a robotic assistance add-on for PWCs to prevent collisions and improve their driving performance. MATERIALS AND METHODS The aim of the SWADAPT2 study is to assess the benefit of this robotic assistance add-on arranged on a Standard Quickie Salsa M2 PWC in a population of PWC drivers with neurological disorders and driving difficulties. Eighteen (18) participants tested the system on three circuits of increasing difficulty, with and without the robotic assistance add-on. RESULTS The benefit of the robotic assistance add-on was important especially on the more difficult circuits without impacting cognitive load or driving speed. The number of collisions was significantly reduced when using robotic assistance add-on from 2.16 to 0.36 on circuit 2 (p = 0.009) and from 7.3 to 1.33 on circuit 3 (p = 0.0009). Task load demand was not increased with the assistance. CONCLUSION Finally, this system seems to be indicated to assist and improve driving safety for PWC drivers in driving difficulty. Evaluation was performed in controlled environments; therefore, further evaluation in real-world scenarios is needed to reach technology readiness.
The mobility of people with motor disabilities combined with sensory or cognitive disabilities, sometimes leads to safety issues that make independent travel impossible. In this context, teams based in Rennes in the west of France have been working together for several years to design two devices: - an power wheelchair simulator to promote learning to drive in an immersive virtual environment - a driving assistance module that can be added to an power wheelchair to pass and avoid obstacles. This transdisciplinary work was made possible by the geographical and human proximity of the scientific, technical and clinical teams in order to best meet the needs of the end users who were integrated into this co-design approach. This article describes the evolution of this work and future prospects.
Feedback solutions are a privileged form of assistance in order to increase mobility and independence of people with both motor and visual impairments. Indeed, it empowers the ability of the person to make decisions and take actions based on the provided information. Moreover, it maintains the use of the walker, and thus the residual locomotor skills. We here propose the SWALKIT, an open-source, cost-efficient, lightweight, easy to install and generic augmented walker kit. The SWALKIT can be equipped on any walker without requiring modifications of the structure or advanced technical knowledge. Vibrotactile feedback is provided through the handles to indicate the proximity of obstacles on the way of the user. The open source project is reproducible thanks to the online repository https://github.com/IH2A/Swalkit. In this paper, we present the design of the SWALKIT based on a user-centered approach following target users and therapists guidelines. Then, we present a technical validation study performed with 14 able-bodied blindfolded participants on a cardboard circuit. They were asked to use a standard walker with and without activation of the SWALKIT system. Results of this pilot study showed the efficiency and reliability of the proposed solution. Finally, we provide feedback after 2 months of daily life use by a target user.
Power wheelchairs are one of the main solutions for people with reduced mobility to maintain or regain autonomy and a comfortable and fulfilling life. However, driving a power wheelchair in a safe way is a difficult task that often requires training methods based on real-life situations. Although these methods are widely used in occupational therapy, they are often too complex to implement and unsuitable for some people with major difficulties. In this context, we collaborated with clinicians to develop a Virtual Reality based power wheelchair simulator. This simulator is an innovative training tool adapted to any type of situations and impairments. In this paper, we present a clinical study in which 29 power wheelchair regular users were asked to complete a clinically validated task designed by clinicians within two conditions: driving in a virtual environment with our simulator and driving in real conditions with a real power wheelchair. The objective of this study is to compare performances between the two conditions and to evaluate the Quality of Experience provided by our simulator in terms of Sense of Presence and Cybersickness. Results show that participants complete the tasks in a similar amount of time for both real and virtual conditions, using respectively a real power wheelchair and our simulator. Results also show that our simulator provides a high level of Sense of Presence and provokes only slight to moderate Cybersickness discomforts resulting in a valuable Quality of Experience.
Objectives The objective of this study is to highlight the effect of a robotic driver assistance module of powered wheelchair (PWC), using infrared sensors and accessorizing a commercial wheelchair) on the reduction of the number of collisions in standardized circuit in a population with neurological disorders by comparing driving performance with and without assistance. Methods This is a prospective, single-center, controlled, repeated measure design, single-blind pilot study including patients with neurological disabilities who are usual drivers of electric wheelchairs. The main criterion for evaluating the device is the number of collisions with and without the assistance of a prototype anti-collision system on three circuits of increasing complexity. Travel times, cognitive load, driving performance, and user satisfaction are also analyzed. Results 23 Patients, 11 women and 12 men with a mean age of 48 years old completed the study. There was a statistically significant reduction in the number of collisions on the most complex circuit: 61% experienced collisions without assistance versus 39% with assistance (p = 0.038). Conclusion This study concludes that the PWC driving assistance module is efficient in terms of safety without reducing the speed of movement in a population of people with disabilities who are habitual wheelchair drivers. The prospects are therefore to conduct tests on a target population with driving failure or difficulty who could benefit from this device so as to allow them to travel independently and safely.
This paper presents "SpheriCol", a new driving assistance system for power wheelchair users. The ROS-based aid system combines spherical images from a twin-fisheye camera and range measurements from on-board exteroceptive sensors, to synthesize different augmented views of the surrounding environment. Experiments with a Quickie Salsa wheelchair show that SpheriCol improves situational awareness and supports user's decision in challenging maneuvers, such as passing through a door or corridor centering.
People with severe disabilities often rely on power wheelchairs for moving around. However, if their driving abilities are affected by their condition, driving a power wheelchair can become very dangerous, both for themselves and the surrounding environment. This article proposes the use of wearable vibrotactile haptics for wheelchair navigation assistance. We use one or two haptic armbands, each composed of four evenly-spaced vibrotactile actuators, for providing different navigation information to power wheelchair users. With respect to other available solutions, our approach provides rich navigation information while always leaving the patient in control of the wheelchair motion. Moreover, our armbands can be easily adapted for different limbs and can be used by all those patients who are unable to safely maneuver a kinesthetic interface. The results of two human subjects studies show the viability and effectiveness of the proposed technique with respect to not providing any environmental cue. Collisions were reduced by 49% when using the vibrotactile armbands. Moreover, most subjects expressed a preference for receiving haptic feedback and found the armbands comfortable to wear and use.
Objectives: The objective of this study is to highlight the interest of a robotic driver assistance module of Powered Wheelchair (PWC), using infrared sensors and accessorizing a commercial wheelchair, on the reduction of the number of collisions in circuit standardized, in a population with neurological disorders using an electric wheelchair, by comparing driving performance with and without assistance. Methods: This is a prospective, single-center, controlled, randomized, single-blind pilot study including patients with neurological disabilities who are usual drivers of electric wheelchairs. The main criterion for evaluating the device is the number of collisions without and with the assistance of a prototype anti-collision system on 3 circuits of increasing complexity. Travel times, cognitive load, driving performance and user satisfaction are also analyzed. Results: 23 patients completed the study. There is a statistically significant reduction in the number of collisions on the most complex circuit. Conclusions: this study therefore concludes that the PWC driving assistance module is efficient in terms of safety without reducing the speed of movement in a population of people with disabilities who are habitual wheelchair drivers. The prospects are therefore to conduct tests on the target population with driving failure or difficulty who could benefit from this device in order to allow them to travel independently in safety.
Autonomy and the ability to maintain social activities can be challenging for people with disabilities experiencing reduced mobility. In the case of disabilities that impact mobility, power wheelchairs can help such people retain or regain autonomy. Nonetheless, driving a power wheelchair is a complex task that requires a combination of cognitive, visual and visuo-spatial abilities. In practice, people need to pass prior ability tests and driving training before being prescribed a power wheelchair by their therapist. Still, conventional training in occupational therapy can be insufficient for some people with severe cognitive and/or visio-spatial functions. As such, these people are often prevented from obtaining a power wheelchair prescription from their therapist due to safety concerns. In this context, driving simulators might be efficient and promising tools to provide alternative, adaptive, flexible, and safe training. In previous work, we proposed a Virtual Reality (VR) driving simula-integrating vestibular feedback to simulate wheelchair motion sensations. The performance and acceptability of a VR simulator rely on satisfying user Quality of Experience (QoE). Therefore, our simulator is designed to give the user a high Sense of Presence (SoP) and low Cyber-sickness. This paper presents a pilot study assessing the impact of the vestibular feedback provided on user QoE. Participants were asked to perform a driving task whilst in the simulator under two conditions: with and without vestibular feedback. User QoE is assessed through subjective questionnaires measuring user SoP and cyber-sickness. The results show that vestibular feedback activation increases SoP and decreases cyber-sickness. This study constitutes a mandatory step before clinical trials and, as such, only enrolled people without disabilities.