Tech
Latest advances in neuro-rehab technology
Create your own music –
with THERA-music
Explore how the power of music can enhance physical training with this innovative software.
THERA-music is pure motivation
I’m sure you know this feeling - Your favourite song is playing during an exercise session and suddenly the training session flies by. Music has an extreme influence on motivation and perceived exertion.
The brand new music biofeedback from THERA-Trainer is based on that effect - but also goes one step further. With THERA-music, users can not only listen to music, they can influence it through their activity. They virtually create their own music during training.
Creating music through your own activity - how does this work?
For patients, using THERA-music is extremely simple. A THERA-Trainer tigo bike is connected to the THERA-music tablet. The patient selects a playlist (e.g. brass band music), starts the tigo, puts on the headphones and off they go. First they hear a slow beat, e.g., a tuba. The more actively the patient trains on the tigo, the fuller and more dynamic the music becomes - until at the end the whole band is playing. The effect of more activity can be experienced directly by the patient.
Put simply – THERA-Music is an enjoyable way of experiencing the effort you are putting into your training session on the tigo bike. Exercising on the tigo bike will never feel like a chore, but instead it will be a joyful experience.
A revolutionary technology
The research into this technology comes from Prof. Dr. Thomas Fritz. At the Max Planck Institute for Human Cognitive and
Brain Sciences in Leipzig, Germany. Professor Fritz and his team have been working intensively on the effect of music during exercise and the many benefits have all been scientifically proven.
For more information on THERA-music, the tigo bike or any other THERA-Trainer products, get in touch with the friendly team
at THERA-Trainer UK in Milton Keynes.
Tel.: 01908 564100
www.thera-music.com
Changing the game
for stroke survivors
Having been in the planning for two decades, eXRt Intelligent Healthcare has brought new and cutting-edge options to the market for stroke rehabilitation, bringing gamified physiotherapy together with AI to create better insight into remote rehab than ever before
NR Times meets CEO Dominic Holmes to learn more about the difference it is set to make to stroke survivors in their ongoing recovery.
“The research behind this dates back 20 years - we were waiting for the hardware technology to catch up”.
For many years, researchers at Ulster University have investigated stroke rehabilitation and the potential of digital, game-based technology in supporting recovery. But while the research was there, it is only more recently that the required hardware technology has entered the marketplace.
Through the launch of ReNeuro by eXRt Intelligent Healthcare, which brings together the latest cutting-edge gaming development with now readily-available wireless VR headset technology, the game is being changed for stroke survivors.
With its range of in-house developed games, all geared around rehab, and the use of artificial intelligence (AI) to determine whether rehabilitation is effective in more detail than ever before, ReNeuro has already demonstrated its efficacy with a patient trial, showing the potential of remote rehab in times prior to the pandemic - before it had become widely known or accepted within healthcare.
Now making inroads into the NHS and other healthcare providers, with plans for global expansion thereafter, eXRt is helping to up the ante for stroke rehabilitation, while increasing the options in home-based therapy.
“We believe we have a role within the care pathway, which is going to make the transition from clinical to home rehabilitation a lot easier, and rehab at home a lot better to engage with. We think this brings something very new for patients, and for the NHS and healthcare,” says CEO Dr Dominic Holmes.
From the initial research from Ulster, including being the focus of Dr Holmes’ PhD, it was established that gaming as a form of rehabilitation could hold significant potential for improving patient rehabilitation - but how to achieve that with the technology of the day was another challenge.
“Back then, the technology was clunky, heavy, it wasn’t suitable for patients. But we managed to get a lot of good data research, so we knew what we wanted to do. When technology started to catch up, that’s when we could really move forward,” says Dr Holmes.
“We were starting to realise that the problems for patients were two-fold. Firstly, they weren’t getting enough physiotherapy, NHS departments were overstretched even before COVID, and it has become worse over the years. But also, that some patients weren’t engaging enough.
“Gaming has become one of the biggest entertainment industries, so we thought, why not engage people in that way? By using gaming, we can let them have fun while doing their physiotherapy.”
Through Dr Holmes’ research, he recognised the crucial role AI could play in this domain - something which is now helping eXRt to really push boundaries in stroke rehab today.
“Using AI, we monitor, track movement behaviour. Image processing will track movements in their hands, down to their fine finger movements. We track that data and perform analysis on it,” says Dr Holmes.
“By doing this, we then have the ability to adapt each game to suit each individual person motor skills, which is really important when they’re doing it at home. If you’re playing an off the shelf game remotely but are having problems and finding it difficult, at some point, you’re not going to be able to play.
“But through AI, we could see the difficulties and switch and change things a little bit automatically, so we can overcome those difficulties and make it so you can continue to rehab successfully.
“You’ll find in physiotherapy that some exercises may be painful for patients, or they might not be doing it correctly. But through AI, we can see that and make the changes to their rehab to improve this.”
From these findings, eXRt was born, bringing together the expertise of Dr Holmes in research and healthcare technology development with that of Dr Darryl Charles in AI and gaming development. Together, they led the creation of a new business with the ambition of redefining rehab for people recovering from stroke.
Embarking on a study which concluded in March 2020 - only days before the UK went into lockdown - the potential eXRt held was clear.
“We wanted to assess how effective this could be used in patients’ homes, could they use it themselves without any major interventions from a physiotherapist or technical support team, that was at the root of everything,” says Dr Holmes.
“The results were fantastic. We saw we were able to give participants an extra 26 minutes of physiotherapy per day, and after six months, we saw a 50 percent reported an increase in improvements to Quality of life such as their mood, mobility and self-care.”
eXRt was formally launched in October 2021 as an Ulster University spin out company, with its suite of stroke rehabilitation games ready to be used on VR headsets both in clinical and at-home settings.
Guided by the University’s dedicated Research and Innovation team at Ulster, eXRt founders were given support in harnessing their extensive research into a valuable service for patients at home and beyond.
“These improvements continue, we’re constantly adding to it on the strength of further feedback from a leading healthcare provider with the needs of the end user in mind. We’re in the process of adding video chat functionality so patients can also have remote physiotherapy appointments,” says Dr Holmes.
Going forward, the business is now looking to see the role its technology can play in the care pathway, optimising it for therapists and patients alike.
“After a stroke, a person will have a wide range of medical appointments and therapies, but through our take on physiotherapy, you’re increasing the dose of that in a way that is accessible and engaging to patients,” says Dr Holmes.
“And the real beauty of it is that a physiotherapist doesn’t need to be present. Therapists can spend more of their time with people who really need the in-person support, and see more patients.
“People who are suitable for remote physio can benefit from that, with the appropriate supervision. We imagine that once they are in hospital, patients will be introduced to ReNeuro, and then they can take it home to continue their rehabilitation. If it's in a clinical setting, you can have a try and they can be trained in how to use it. It makes that transition between clinical and home so much easier.”
Now, eXRt is looking at potential adoption across the NHS and private healthcare, as well as into other conditions too
“There is a lot of interest, and we are talking to the NHS and private healthcare about what we can do for stroke patients, our longer-term ambition is to alsolook at other health areas that we could support and benefit from ReNeuro,” says Dr Holmes.
“We are looking at brain injury and other neurological disorders, such as Parkinson’s, where exercise can be beneficial, and physiotherapy is important.
“We are also doing a project at the moment on healthy ageing, to help older people have a more active life, so they’re less likely to have other health problems. The exciting part about eXRt is that is can be applied to a number of issues experienced by our ageing population, improving mobility and giving individuals improved quality of life.”
“Our main goal is to initially supply the UK healthcare systems such as the NHS, but we do see ourselves ultimately being global. As we grow as a business we plan to target the US market in the hope that patients in the US can also benefit from ReNeuro.
“We’re concentrating on the UK currently and are excited about the potential to make a difference in patients’ lives in our own country.”
ArmMotus™ EMU
next-gen rehabtech changing
the game for patients
Through the launch of the robot hailed as having the potential to change neuro-rehab as we know it, Fourier Intelligence is stepping up options for patients in their recovery further still. NR Times learns more about its pioneering device.
“It makes rehab fun - you don’t realise how much work you’re doing”
Through the use of the ArmMotus™ EMU, neuro-rehab is being redefined for people around the world who are living with brain injury, spinal cord injury and neurological conditions, with its revolutionary approach to recovery helping to change lives.
The ArmMotus™ EMU - the world’s first 3D back-drivable upper limb rehabilitation robot - is designed to support upper limb rehabilitation, and through its ability to engage patients in games, created especially to advance their recovery potential, it can chart their progress like never before.
In a unique approach to rehab robotics, the ArmMotus™ EMU - created by global rehabtech leader Fourier Intelligence - used a games-based approach, combined with artificial intelligence, to precisely measure every movement trajectory, strength, cognitive ability, ROM and motor control ability, and then generate a report after each training period.
This gives unparalleled insight for the therapist into the progress and current ability of the patient, enabling them to deliver more bespoke rehabilitation and a more personalised approach.
Unveiled last year, the ArmMotus™ EMU has become a highly significant introduction into the rehab robotics market, with the device being hailed as helping to redefine the future. The upper limb device has also since won many awards – the iF Award, the Red Dot Design Award, the Medical Design Excellence Awards and the most recent, the Good Design Award.
“Current neuro-rehabilitation models primarily rely on extended hospital stays or regular therapy sessions which require close physical interactions between rehab professionals and patients,” said Zen Koh, Founder and global chief executive officer of Fourier Intelligence.
“The COVID-19 pandemic situation has challenged this model and as a result, many neurological patients are not receiving sufficient therapy. There is an urgent need to rethink conventional neuro-rehabilitation therapy.
“The new ArmMotus™ EMU provides that solution. Equipped with clinical intelligence, it provides personalised therapy, technology-based solutions, coaching capabilities and remote monitoring.
“The implementation of fun functional games with embedded artificial intelligence also provides clinically motivating therapy to patients as well as giving caregivers and healthcare practitioners confidence.”
Users of the ArmMotus™ EMU speak of its ease of use and the joy of using its gamified approach - which uses a range of games including table tennis, cooking, and fishing, to simulate activities of daily living - and is a hugely different approach to the traditional rehab many people have experienced in the past.
One patient, who is recovering from a spinal cord injury, said: “I really like that it helps me get my arms away from my body and I get a lot of exercise with it.
“It makes it fun in a way because you’re playing games and you don’t realise how much work you’re doing.
“But then afterwards you definitely feel like you’ve been doing something, you feel you’ve been working your arms. It’s been very useful for me; it has helped a lot.
The ArmMotus™ EMU, jointly built by Fourier Intelligence and the University of Melbourne Robotics Laboratory, took six years to bring to fruition and was led by Professor Denny Oetomo.
The robot is the product of a hugely successful collaboration, one of many Fourier Intelligence is creating around the world with key sites in neuro-rehab and academia, to help pioneer the future of intelligent solutions which have the power to improve patients’ lives.
Bringing together the huge tech capability of Fourier Intelligence’s team with the academic excellence of Professor Oetomo and his team, the launch of the ArmMotus™ EMU has been welcomed around the world.
Covering the whole continuum of rehabilitation, it makes use of Fourier Intelligence’s sector-leading force feedback technology, which recreates the touch of a therapist’s hand and supports the user to adjust the assistance or resistance according to their needs.
It also supports easy training setup in sitting and standing positions, as well as accommodating different training arms. The device integrates different scenarios in the game so that users can train on strength, motor control and joint ROM in one training session, making the whole rehabilitation process more efficient.
Through its ability to deliver real-time analysis and personalised feedback and reporting, a therapist can tailor a targeted therapy according to the patient’s training outcomes and needs, maximising the potential of each session.
Its levels of engagement through games-based rehabilitation is also helping to drive patient outcomes through better levels of participation and effort.
Learned non-use: addressing the obstacle to rehab
Stroke survivor and GripAble ambassador Kate Allatt describes the phenomenon of learned non-use and highlights the importance of raising awareness to prevent the issue, to ensure better rehab outcomes for survivors of stroke, brain injury or other neurological conditions.
Getting back to carrying out everyday activities independently after a stroke or brain injury is a huge victory for survivors, and certainly no mean feat.
What is learned non-use?
Learned non-use results from neglect of the affected limbs after stroke, and can happen to anyone who has suffered an injury which impairs their movement. For example, it can happen when an arm is immobilised in a cast for a period of time. It can also occur following a brain injury where a person is affected by hemiplegia.
Stroke survivors sometimes become overly dependent on their non-affected hand to complete daily tasks. Learned non-use occurs when this neglect becomes severe, and the brain completely forgets how to use the affected hand or limb. This can also lead to muscle wastage.
Learned non-use is not necessarily permanent and can be treated via constraint induced movement therapy (CIMT), which is based on the theory that the affected limb may have a potential but unrealised ability to move due to reliance on the unaffected limb.
So, what can stroke survivors do to break this negative learning loop? Effort and commitment are required to prevent learned non-use, as stroke survivors must strive to use their affected side, even if it’s just a little, every single day.
Is learned non-use known about?
To gauge fellow stroke survivors’ understanding and knowledge of learned non-use, I consulted my online stroke communities. Some of the responses I received included:
“My brain doesn’t remind my weaker hand to spring into action, so I rarely use it. I do try every so often but it’s useless. I’m just thankful I have full range of movement and my hands look perfectly fine.”
“Learned non-use is tragic, and it doesn’t seem to be something most therapists of today explain to patients unfortunately.”
“I’ve never seen any literature on it. For me,
I use my strong hand all the time because my left has no sensation so no grip.”
“Never heard of it nor saw it discussed anywhere...there seems to be a lot of muscle wastage on my left hand. It doesn’t bother me.”
Sadly, it is clear to see that the issue is often ignored, and the potential for stroke and brain injury survivors to regain strength and engage with their affected hand or limb isn’t realised, presenting a barrier to rehabilitation.
The effects of learned non-use on both mental health and motivation can be profound, but with expert support from an occupational therapist, treatment is possible, and this begins with raising awareness and opening a dialogue around what learned non-use is and the effects it can have.
“It is important that a variety of tasks and activities are used to challenge and stimulate movement in the affected arm,”
How can occupational therapists address learned non-use in patients?
Occupational therapist and neurorehabilitation specialist Lauren Edwards has experience with tackling learned non-use in her clients undergoing neuro rehab.
Speaking about treating the issue, she said: “Constraint induced movement therapy (CIMT) can benefit those experiencing learned non-use. It is generally agreed that CIMT works best when there is a baseline level of movement present. Those with less movement are advised to explore alternative treatments first, but should always seek guidance from their therapist on what will work best for their individual circumstances.
“Studies have shown that six hours a day of CIMT contributes towards recovery of movement in the affected hand, however changes can be seen with just three hours per day.”
“It is important that a variety of tasks and activities are used to challenge and stimulate movement in the affected arm,” Lauren explained. “GripAble is a great tool to use at home for those undertaking a CIMT program. The games encourage wrist and hand movements and can be calibrated to the subtlest range of movement. Gaming can induce a sense of flow which can make those three hours pass a lot more quickly!”
“Studies have shown that six hours a day of CIMT contributes towards recovery of movement in the affected hand, however changes can be seen with just three hours per day.”
Affordable remote rehab
GripAble is a mobile assessment and training platform which includes bespoke hand-held sensors, mobile hardware, software, in-built gamification and data services, to enable home-based rehabilitation for patients with a wide range of neurological and musculoskeletal conditions including upper limb spasticity. GripAble’s unique handgrip sensor connects to a mobile app, allowing users to partake in specifically designed activities selected by their therapist, to train core hand and arm movements.
GripAble has been designed with remote rehab at its heart to enable ongoing training at home, even when face-to-face therapy isn’t possible. With the cost of living hitting many hard, GripAble has launched an affordable monthly rental option for home-based customers. At less than £1.50 a day, the rental has no minimum contract, making it an ideal option for people with short-term rehabilitation or training needs.
Chat to GripAble's friendly team of experts
to see if the platform could help you, your family member, or your patients or clients: https://gripable.co/buy-try-now/
If you would like to discuss your experiences of learned non-use and rehab support, please get in touch with Kate Allatt via Twitter: @KateAllatt or email: kate@kateallatt.com.