Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Friday, May 22, 2020

VR gets touchy-feely with electronic skin – a game-changer for stroke rehabilitation and prosthetics to gaming and social media

And with this you could probably program the EXACT amount of 

enriched environment talked about by Dr. Dale Corbett in 2011,

needed for your sensation recovery and also your sensorimotor recovery.

Enriched Environment Promoted Cognitive Function via Bilateral Synaptic Remodeling After Cerebral Ischemia

Maybe even better than the Szechuan pepper that sends the equivalent of 50 light taps to the brain per second?  

This could easily create all the different types of sensation that Margaret Yekutiel wrote a whole book about in 2001, 'Sensory Re-Education of the Hand After Stroke'? Or didn't you know about that book? 19 years and you are THAT FUCKING INCOMPETENT?

VR gets touchy-feely with electronic skin – a game-changer for stroke rehabilitation and prosthetics to gaming and social media

John Rogers, a professor of bioengineering at Northwestern University in the United States, says that virtual reality (VR) technology is all very well. But while it can offer a deeply immersive experience, that experience is constrained: it is just an audiovisual one. What if physical sensation could be added to that?
Electronic skins offer wearers a deeply immersive experience. Photo: Getty Images

“Electronic skins” – which add tactile sensation to virtual reality experiences – have been prototyped before, but using clunky electrodes and typically offering far from the instantaneous feedback required to make the touch experience feel as real as the visual one. But late last year, Rogers unveiled – after a decade of work – a wireless, battery-free silicon gel smart skin that allows the real-time recreation of a realistic touch sensation as transmitted from another device.
Pioneering gloves can offer a virtual touch. Photo: Getty Images
Pioneering gloves can offer a virtual touch. Photo: Getty Images
That could prove a game-changer for, say, stroke rehabilitation or prosthetics, but also the VR technologies used in gaming, social media and entertainment, or in prototype design and development. People will be able to feel a virtual touch in a way that feels authentic. The sensations felt by one person could be played back on another, or on a crowd of people.
It is certainly a step on from the myriad (and often blurred) spins on VR that also have made developmental advances in recent years – most notably the likes of augmented reality (AR), in which a real-world environment is enhanced by computer-generated information, and MR, or mixed reality, which merges physical and digital objects in real time. To date, MR has been used by golf spectators, in the teaching of anatomy and in the creation of lifelike holographic “people”.
“The idea [for the smart skin] originally had medical uses in mind, but obviously the tech is applicable to VR,” says Rogers, who is now working on a thinner, lighter version of his electronic skin, with a greater wireless range, too. Inevitably, this has received interest from VR developers. “That’s a space we’re planning to work in ourselves now. Skin sensation is the only mode of physical interaction with our environment, and when you think of human interaction, nothing is more intimate or communicative. So there’s a compelling need to bring that to VR.”
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Virtual reality haptics – as the field of bringing touch to VR is called – already offers a less realistic form of touch sensation than the kind Rogers’ smart skin promises. Start-ups such as Plexus, Kaaya Tech, Exiii and HaptX have developed the likes of gloves, and even full-body motion capture suits, wearable computer interfaces that provide haptic feedback – through subtle vibrations – to their wearers. Or, as the marketing for Teslasuit puts it, the ability “to simulate experience and accelerate mastery in the physical world”.
How do these devices typically work? They house many actuators – which convert a signal into mechanical motion – that deliver variable frequencies, patterns and intensities to reflect certain stimuli; whether, for instance, the virtual environment is hot or cold, wet or dry, rough or smooth. There are limits, though: while Rogers is working on actuators that could mimic a twisting and other distinct physical sensations, he points out that recreating force – say, the sensation of being punched – will require a different, for the moment unclear, approach.
VR haptics are likely to be a game-changer in the world of training. Photo: Getty Images
VR haptics are likely to be a game-changer in the world of training. Photo: Getty Images
According to Alexander Padhaiski, partner in VR consultancy The Parallel, which has worked with Teslasuit, VR haptics are likely to find their initial primary role in training: VR training has been shown to lead to much greater retention than classroom-based training, and even leads to the building of muscle memory. Trainers are a limited and expensive resource, too – but their input can be embedded in a simulation to allow users to train alone. Such an advance could be especially valuable in high-stakes industries in which errors cost millions, or maybe lives; but could equally just as well be used to, for example, train people in certain sports.
“The tech is still very much in its infancy, but making VR haptic is really a no-brainer,” says Padhaiski, whose VR projects have included one with London-based Chinese artist Jacky Tsai. “VR has had problems – causing dizziness, for example – because of the differences between what the brain is processing visually and what the body feels. We need to be able to express in the body what a VR user sees in their headset. That will allow us to be able to simulate scenarios much more accurately.”
Haptic VR is likely to also see the advent of “virtual products”. At the moment, VR temporarily replaces the physical with the virtual to some or other end; but, as Exiii has proposed, the future could bring, for example, a virtual piano that only exists in virtual space but that actually feels like a physical piano when played. Digital objects could appear nearly the same as physical ones.
Much as digital cameras replaced film cameras because they offered new and distinct advantages, so virtual objects would, relative to physical ones, save on space and transport costs, be endlessly upgradeable and offer insights through data capture, too.
Just how quickly this all comes is, of course, another matter. As Padhaiski points out, the adoption rate for VR technologies to date has been considerably slower than people imagine; slower, too, than the industry expected.
For businesses to use VR is certainly challenging – and many have taken it on superficially, so to appear cutting-edge rather than actually be so. “But there’s no question that, especially with developments like haptics, the potential for VR is huge,” he says. “And the coming decade will see real change in its use.”
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