Patients need to know current and available options for prosthetic devices. Devices are categorized depending on the region of amputation and their purpose. Retrospection on the history of prosthetic devices leading into modern ones allows for an interpretation of successes and necessary improvements moving forward. One promising avenue for prostheses is the development of neuroprostheses that much more closely resemble some of the functionality taken for granted in natural limbs. Proprioception, more commonly known as the ‘sixth sense’, would be a very desirable characteristic of these devices and is the subject of current research efforts. In the meantime, it is necessary to help patients evaluate what products are out there that identify more strongly with their individualized preferences.
Following a study conducted in 1991 supporting that kinesthetic information affects visual processing information when moving an arm in extrapersonal space, this research aims to suggest utilizing virtual-reality (VR) technology will lead to more accurate and faster data acquisition (Helms Tillery, et al.) [1]. The previous methods for conducting such research used ultrasonic systems of ultrasound emitters and microphones to track distance from the speed of sound. This method made the experimentation process long and spatial data difficult to synthesize. The purpose of this paper is to show the progress I have made in the efforts to capture spatial data using VR technology to enhance the previous research that has been done in the field of neuroscience. The experimental setup was completed using the Oculus Quest 2 VR headset and included hand controllers. The experiment simulation was created using Unity game engine to build a 3D VR world which can be used interactively with the Oculus. The result of this simulation allows the user to interact with a ball in the VR environment without seeing the body of the user. The VR simulation is able to be used in combination with real-time motion capture cameras to capture live spatial data of the user during trials, though spatial data from the VR environment has not been able to be collected.
The effect of neuromodulation on proprioceptive sensitivity was assessed using transcutaneous electrical nerve stimulation (TENS), which has been shown to have beneficial effects on human cognitive and sensorimotor performance in other contexts. In this pilot study the effects of two frequencies (30hz and 300hz) and three electrode configurations were examined. No effect of electrode configuration was found, however sensitivity with 30hz stimulation was significantly lower than with 300hz stimulation (which was similar to sensitivity without stimulation). Although TENS was shown to modulate proprioceptive sensitivity, additional experiments are required to determine if TENS can produce enhancement rather than depression of sensitivity which would have positive implications for rehabilitation of proprioceptive deficits arising from stroke and other disorders.
Methods such as vibratory sensory substitution have shown promise for providing prosthesis users with a sense of contact and have proved helpful in completing motor tasks. In this thesis, two experiments were conducted to determine whether vibratory cues could be useful in discriminating between sizes. In the first experiment, subjects were asked to grasp a series of hidden virtual blocks of varying sizes with vibrations on the fingertips as indication of contact and compare the size of consecutive boxes. Vibratory haptic feedback significantly increased the accuracy of size discrimination over objects with only visual indication of contact, though accuracy was not as great as for typical grasping tasks with physical blocks. In the second, subjects were asked to adjust their virtual finger position around a series of virtual boxes with vibratory feedback on the fingertips using either finger movement or EMG. It was found that EMG control allowed for significantly less accuracy in size discrimination, implying that, while proprioceptive feedback alone is not enough to determine size, direct kinesthetic information about finger position is still needed.