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lecture

Wearable measurement system made of printed electroden arrays (Silverstep) that can be integrated into any type of sports clothing

01.03.2023 at 11:10 - 11:20

ICM Foyer Area

Language: English

Type: Oral Presentation

Lecture Description

The rehabilitation process for knee injuries in Germany is very intransparent and typically consists of weekly meetings with therapists and exercises to be performed at home, which aim to improve the function of the knee joint by stabilizing the surrounding supporting muscles of the leg. In professional sports, comprehensive care has been shown to be successful, but for the general population, it is not always possible due to limited capacity in the healthcare system. We have developed a wearable measurement system made of printed electroden arrays (Silverstep) that can be integrated into any type of sports clothing. It allows for comfortable, location-independent, long-term measurement of muscle activity. By extending Silverstep in conjunction with software-assisted rehabilitation, it offers the possibility of comprehensive, evidence-based care at home that supports patients and therapists in achieving their goals. There is already an app, the Noxon-App, which can be played on various devices (laptop, tablet, mobile phone), the basic functions of the app are divided into three areas: the analysis tool, the training tool, and the community tool. The analysis tool performs a functional analysis using electromyography (EMG) to evaluate various parameters that are important for improved and safe rehabilitation of patients such as overload and underload of the supporting muscles of the leg during exercises.

In addition, there is a training tool:
The training tool in the Noxon-App combines EMG biofeedback and gamification and is a powerful tool for improving physical health and motivation during the rehabilitation process. Currently, there are 2 games and 4 more are planned. The EMG biofeedback games are used to help patients better understand their muscles, activate specific muscle groups, or control muscle tension during different movements. The games are adapted to the course and progress of the individual rehabilitation process, in the beginning, it mainly focuses on correctly activating and stimulating the muscle groups and later on, it focuses on coordination and building the muscle strength during different movements.

The incorporation of gamification into the rehabilitation process with Silverstep is based on several proven benefits, such as increased motivation and engagement of patients, increased learning factor, and overall improvement in quality of life. The gamification plays the most important role in actively involving the patients and contributes to an optimized rehabilitation process.

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