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EMG system
The hardware of the EMG system consists of 15 EMG sensors used to obtain muscle activation data. A commercially available Application Programming Interface (API) was used to generate custom EMG recording software. The VR system hardware consists of a virtual reality headset used to display the immersive VR environment and a cable to link the headset to the dedicated computer where the virtual assessment task is stored. The software consists of 3D computer graphics software to create and run the VR task. Here, a modified Box and Block Test, adapted from the popular manual dexterity assessment26, was used as the assessment task. Interaction with the VR environment was permitted through the use of a software program designed to calculate the location where the table would spawn, start the task, spawn blocks, and save the data.
Motion capture system
The motion capture system hardware consists of the VR headset, the marker motion capture system, and the VR motion controller. The VR headset is equipped with hand-tracking ability through four built-in infrared cameras (72-120 Hz). These data were extracted from the device for kinematic analysis. The marker motion capture system consists of a server, cameras with a 60° field of view, red light emitting diode (LED) as markers, and a calibration object. To accurately capture the space, cameras will need to slightly overlap. During the experiment, a given capture area was surrounded by eight cameras (480 Hz), where four were at the ceiling and four were at the floor. This system was calibrated and aligned before the experiment. Marker motion capture systems may be preferred as they provide high-definition kinematic data for both clinical and research applications. The VR motion controller contains an optical hand-tracking module that captures the hand and finger movement. The controller has two 640 x 240 pixels near-infrared cameras (120 Hz), which are capable of tracking movement up to 60 cm from the device and in a 140 x 120° field of view. This device was attached to the VR headset or secured above the head during movement. 3D computer graphics development software was used to visualize hand tracking and collect data from the VR environment. Data from the markerless and marker motion capture systems was acquired and saved using custom software program scripts. Example software program scripts can be found at: https://www.dropbox.com/sh/7se5lih4noxj584/AACqFDZytpDm-L8jAULFwfTHa?dl=0.
Potential equipment substitutions
Wireless, bipolar, surface EMG electrodes are used in this protocol, however other EMG technologies (wired, etc.) could be substituted. If using standard commercially available sensors as described in the Table of Materials, the accompanying DAQ software can be used instead of the custom software scripts (sampling rate of 2,000 Hz). If alternative EMG sensors are used, then software compatible with that system should also be used.
Rather than linking the VR headset to the computer via cable, the VR headset has the capability to store the interactive environment within the headset. The implementation of the feature in future applications for take-home rehabilitation would be advantageous for the patient. The VR headset used here may be substituted for a different immersive VR headset. Prior to substitution, this would require validation of compatibility with the game development software.
Alternative development software may be used for the creation of the virtual environment and task described in this protocol. Additionally, other clinical assessments translated into VR may be used in place of the modified BBT illustrated here (e.g., the Action Research Arm Test (ARAT) or Graded Redefined Assessment of Strength, Sensation, and Prehension (GRASSP)). While the BBT can be used to assess a wide range of neurological injuries, the use of alternative clinical tasks would allow for evaluation of other movement disorders. The GRASSP, for example, is primarily used to assess patients with spinal cord injury, whereas the ARAT is most commonly used to assess hemiplegia due to cortical damage. Virtual assessments could also be administered without control by a software program script (i.e., standalone), but DAQ and control of the test administration would need to be accounted for. For skill assessment, a tangible Box and Block Test (BBT) could be used in place of the task developed in VR26. Use of real-world equipment would require alternative motion capture technology, in place of hand tracking recorded from a VR headset.
Alternate reliable marker or markerless motion capture may be used to track hand kinematics. For example, VR-based motion capture may be used to simplify the setup, while still obtaining necessary hand-tracking data to extract kinematic information. The marker motion capture system used here includes software to calibrate the experimental motion capture space and run the cameras (sampling rate of 480 Hz). Alternative motion capture technology should be used with the appropriate corresponding software.
Separate computers are illustrated in Figure 1, each running a different hardware component. A single high-performance computer can run all the software for data collection and VR. In the protocol described here, the use of three separate computers requires data synchronization. Syncing the data in time across devices is critical for EMG, kinematic, and force data to yield meaningful conclusions. Custom software program scripts using a built-in datetime function were used to record the universal time on each system at the beginning of the task. Critically, all computers must be connected to the same network for these scripts to function properly. After the starting time was recorded using datetime, the DAQ scripts utilized the tic and toc functions to increment time during the trial. These functions have a precision of approximately 0.000001s, potentially allowing for data to be recorded at 1,000 kHz. In our setup, the highest sampling frequency is 30 kHz, which is well below the maximum capabilities of this method for recording and syncing time across devices. A transmission control protocol/internet protocol (TCP-IP) messaging application29 developed in Python was used to transmit data between the VR environment and the DAQ application based on IP address.
In addition to ensuring time synchronization, it was of critical importance to sync data acquired at different sampling frequencies. Two of the computers were manually started to collect motion capture data (480 Hz) and record EMG data (2000 Hz). Prior studies have utilized custom synchronization circuits to send a common event between systems at trial landmarks (e.g., a sync pulse is sent when data recording begins, and again when recording ends)30. Here, the use of the software program's datetime, tic, and toc functions allows for synchronization without the need for added hardware. The commercially available TCP-IP messaging application used here also supported continuous communication across systems. This framework for syncing time and data collection frequencies across systems also worked to consistently organize data for advanced post hoc analysis.
The experimental protocol described here is extremely customizable to address the variable needs of clinical or research groups, with the potential to be applied in both clinical and at-home/remote settings. While we have described an assessment of muscle activity and kinematics using a modified BBT in VR, a similar setup can be used for different clinical tests and may even be simplified for reduced data sets. For example, EMG and force sensors can be excluded if only kinematic data is needed. Acquisition of kinematic data only would simply require the use of a motion capture system. Additional hardware, such as electroencephalography or electrocardiography, could also be included to record extra data. In place of standard surface EMG electrodes, high-density surface or intramuscular EMG may be used to record more precise muscle activity data31,32. Furthermore, other functional clinical tests, such as the ARAT or GRASSP, may be used to evaluate motor deficits in different patient populations. While the setup described here is primarily intended for research purposes to better quantify movement deficits in VR, we aim to develop a similar setup to allow for remote patient monitoring and rehabilitation. We expect that this protocol will be easily adapted using standard consumer VR goggles equipped with hand motion tracking, in combination with a wearable EMG recording device. In future studies, we aim to further develop this protocol for at-home use by incorporating a low-cost, wearable, high-density EMG sleeve that is currently being developed.
Compared to traditional physical or occupational therapy in a clinic or rehabilitation center, VR rehabilitation offers many potential benefits. While the protocol described here is intended to be used primarily for research purposes, virtual evaluation methods can potentially be implemented remotely and using off-the-shelf devices, without the need for expensive, specialized medical equipment. Additionally, VR systems are able to quantitatively track hand movements to provide insights into motion quality, which may not be feasible with standard assessment33,34. The comparability of movements in VR versus real-world tasks remains a topic of intensive study and future insights will affect how VR can be used for rehabilitation. The procedure described here is a flexible setup that uses VR to guide standardized movements and obtain individual kinematic and EMG data. Data obtained from studies utilizing the described setup may also provide insights into how individuals move in the virtual environment, and potential mechanisms by which some subjects find VR to be more immersive. This is of critical importance when adapting real-life clinical assessments into a VR environment.
Several steps in the setup and execution of this protocol must be carefully monitored to obtain high-quality, accurate data. Of primary importance is proper EMG sensor placement. Clean, accurate EMG data with a high signal-to-noise requires the sensors to be placed on sanitized, hair-free skin above the belly of the selected muscle27. Similarly, if a marker motion capture system is used, markers must be precisely placed on bony landmarks to capture reliable data for calculating the joint angles of interest. Compared to the EMG sensors, there is some flexibility in the orientation of motion capture markers, but a minimum of three non-colinear points should always be used to define the location of a rigid body in space35. Certain techniques for calculating joint angles, such as model-based inverse kinematics, will require exact marker placement. If using this method, experimental marker locations should match that of the model36. Musculoskeletal modeling software developed for the calculation of inverse kinematics usually includes built-in computational functions for matching the model and experimental marker locations. OpenSim, a platform developed by Stanford University37, is commonly used for this type of analysis. Both EMG sensor and marker security should be monitored throughout the task to ensure high-quality data is recorded.
If the data obtained from this protocol is noisy, troubleshooting should focus on consideration of several steps. First, poor EMG sensor placement can produce noisy data and should be verified. To mitigate this problem, skin preparation prior to EMG sensor attachment is important, as previously discussed. Additionally, low-quality motion capture data may result if the markers move out of range of the cameras. A brief loss of tracked points can be resolved through interpolation, but if markers continue to fail to transmit accurate positional data, more severe underlying issues may exist. If a single marker is repeatedly dropping out, this may indicate that the marker is either obscured by the subject's movement or is moving out of the camera's range. Furthermore, faulty camera calibration may cause several markers to fail. In this scenario, it is best to fully recalibrate the motion capture system after removing the subject and test equipment from the experimental space. Additionally, sufficient lighting should be used, since low-light environments may impede the acquisition of high-quality motion capture data.
The described protocol has several limitations. First, the setup illustrated here requires the use of multiple motion capture cameras. However, the intent of this protocol is to collect high-resolution data to better quantify movement deficits in VR prior to the development of fully remote clinical assessments that may be completed by the patient alone. Additionally, tasks performed in VR lack tactile feedback. This is important to note since tactile feedback alone can alter the magnitude of grip force38,39. This may affect muscle activation or kinematics when a task is executed in a virtual environment instead of using tangible equipment. If tactile feedback is believed to be of critical importance (e.g., if patients are also experiencing sensory deficits), the use of haptic robots may be included to mimic tactile feedback. Despite this limitation, we anticipate that data obtained from the setup described here will be crucial in quantifying changes in kinematics and muscle activity in VR-only tasks for patients with movement disorders. This will aid in adapting such clinical tests for at-home use. An additional limitation of this protocol is that a single block is presented at a time during the test. In the standard BBT, 150 wooden blocks are placed in one compartment of the box to start with. This modified BBT was designed to increase the reproducibility of the recorded motion capture and EMG data by simulating one block that respawns in the same virtual location. As such, the modified BBT implemented in VR is likely a more simplified task. In future studies, it will be important for the modified BBT in VR to be consistent with the setup of standard BBT to ensure content validity.