Roland Sigrist's research while affiliated with ETH Zurich and other places

Publications (28)

Article
Approximately 1.1. billion people worldwide live with some form of disability, and assistive technology has the potential to increase their overall quality of life. However, the end users' perspective and needs are often not sufficiently considered during the development of this technology, leading to frustration and nonuse of existing devices. Sin...
Conference Paper
With the increasing range of functionalities of advanced assistive technologies (AAT), reliable control and initiation of the desired actions become increasingly challenging for users. In this work, we present an analysis of current practices, user preferences, and usability of AAT intention detection strategies based on a survey among participants...
Article
Full-text available
Abstract Background Advanced assistive technologies (AAT) aim to exploit the vast potential of technological developments made in the past decades to improve the quality of life of people with disabilities. Combining complex robotic technologies with the unique needs of people with disabilities requires a strong focus on user-centered design to ens...
Preprint
Full-text available
Background: Advanced assistive technologies (AAT) aim to exploit the vast potential of technological developments made in the past decades to improve the quality of life of people with disabilities. Combining complex robotic technologies with the unique needs of people with disabilities requires a strong focus on user-centered design to ensure that...
Chapter
Assistive robotic technology will only fulfill its potential if devices are accepted and regularly used by people with physical disabilities in their everyday life. The Cybathlon is a unique championship in which people with physical disabilities compete against each other to complete everyday tasks using latest robotic technology. The competition...
Article
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Brain-computer interfaces measure the electricity produced by the brain and translate it into commands that are sent to a machine. However, it is often difficult to judge how quickly a user will be able to perform a task using a brain-computer interface without testing it in realistic situations. At an event called Cybathlon 2016, we organized a br...
Article
A multitude of robotic systems have been developed to foster motor learning. Some of these robotic systems featured augmented visual or haptic feedback, which was automatically adjusted to the trainee’s performance. However, selecting the type of feedback to achieve the training goal usually remained up to a human trainer. We automated this feedbac...
Article
Full-text available
Motor learning is assumed to be a partly error driven process. Motor learning studies on simple movements have shown that skilled subjects benefit from training with error amplification. Findings of studies with simple movements do not necessarily transfer to complex sport movements. The goal of this work was to determine the benefit of visual erro...
Article
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This paper presents a new approach to benchmarking brain-computer interfaces (BCIs) outside the lab. A computer game was created that mimics a real-world application of assistive BCIs, with the main outcome metric being the time needed to complete the game. This approach was used at the Cybathlon 2016, a competition for people with disabilities who...
Article
Full-text available
Robot-assisted training can be enhanced by using augmented feedback to support trainees during learning. Efficacy of augmented feedback is assumed to be dependent on the trainee's skill level and task characteristics. Thus, selecting the most efficient augmented feedback for individual subjects over the course of training is challenging. We present...
Article
Full-text available
In sports, the provision of augmented feedback is an important means to accelerate learning of new movements. Traditionally, concurrent augmented feedback has been provided verbally or visually. However, more recent studies have shown sonification of data during the movement, i.e. the mapping of a measured variable to parameter of sound, can be ver...
Conference Paper
Full-text available
Basalp, Ekin, Gerig, Nicolas, Marchal-Crespo, Laura, Sigrist, Roland, Riener, Robert and Wolf, Peter. Visual Augmentation
Article
In literature, the effectiveness of haptics for motor learning is controversially discussed. Haptics is believed to be effective for motor learning in general, however different types of haptic control enhance different movement aspects. Thus, in dependence on the movement aspects of interest, one type of haptic control may be effective whereas ano...
Article
Concurrent augmented feedback has been shown to be less effective for learning simple motor tasks than for complex tasks. However, as mostly artificial tasks have been investigated, transfer of results to tasks in sports and rehabilitation remains unknown. Therefore, in this study, the effect of different concurrent feedback was evaluated in trunk-...
Conference Paper
The length of a rowing stroke is an important performance metric for athletes and coaches. Accurate measurements are possible with optical or mechanical systems, which require significant setup effort. This work presents a new approach using a smart phone as a sensor device that is strapped to the oar. Two algorithms are introduced to calculate str...
Article
Full-text available
Simulators are commonly used to train complex tasks. In particular, simulators are applied to train dangerous tasks, to save costs, and to investigate the impact of different factors on task performance. However, in most cases, the transfer of simulator training to the real task has not been investigated. Without a proof for successful skill transf...
Article
Full-text available
ABSTRACT Augmented feedback, provided by coaches or displays, is a well-established strategy to accelerate motor learning. Frequent terminal feedback and concurrent feedback have been shown to be detrimental for simple motor task learning but supportive for complex motor task learning. However, conclusions on optimal feedback strategies have been m...
Article
It is generally accepted that augmented feedback, provided by a human expert or a technical display, effectively enhances motor learning. However, discussion of the way to most effectively provide augmented feedback has been controversial. Related studies have focused primarily on simple or artificial tasks enhanced by visual feedback. Recently, te...
Conference Paper
Full-text available
While repetitive training is widely regarded to be a useful rehabilitation strategy, such training requires motivation that may be lacking. In order to improve motivation in a potentially inexpensive and simple manner, we introduce in this proof-of-concept study a combination of error sonification and music for upper limb training. Twelve healthy p...
Article
Full-text available
Visual information is mainly used to master complex motor tasks. Thus, additional information providing augmented feedback should be displayed in other modalities than vision, e.g. hearing. The present work evaluated the potential of error sonification to enhance learning of a rowing-type motor task. In contrast to a control group receiving self-co...
Article
Full-text available
Keeping the attention level and observing multiple physiological and biomechanical variables at the same time at high precision is very challenging for human trainers. Concurrent augmented feedback, which is suggested to enhance motor learning in complex motor tasks, can also hardly be provided by a human trainer. Thus, in this paper, a concept for...
Article
Full-text available
Self-controlled augmented feedback enhances learning of simple motor tasks. Thereby, learners tend to request feedback after trials that were rated as good by themselves. Feedback after good trials promotes positive reinforcement, which enhances motor learning. The goal of this study was to investigate when naïve learners request terminal visual fe...
Conference Paper
Nowadays, “user-cooperative” control strategies are commonly used in robot-assisted motor (re-)learning. User-cooperative strategies enable compliant haptic interactions between robot and user: the robot only intervenes as needed, instead of forcing the user to follow a fixed predefined movement. However, the effectiveness of user-cooperative contr...
Article
In general, concurrent augmented feedback has been shown to effectively enhance learning in complex motor tasks. However, to optimize technical systems that are intended to reinforce motor learning, a systematic evaluation of different augmented feedback designs is required. Until now, mainly visual augmented feedback has been applied to enhance le...
Article
In general, concurrent augmented feedback has been shown to effectively enhance learning in complex motor tasks. However, to optimize technical systems that are intended to reinforce motor learning, a systematic evaluation of different augmented feedback designs is required. Until now, mainly visual augmented feedback has been applied to enhance le...
Article
Full-text available
Highly immersive environments for sports simulation can help elucidate if and how athletes perform under high pressure situations. We used a rowing simulator with a CAVE setup to test the influence of virtual competitors on 10 experienced rowers. All participants were using the simulator for the first time. The objective was to assess the degree of...
Article
Full-text available
The performance of athletes is often influenced by the presence of an audience. This pressure situation, which is common for competition, cannot be trained for on available simulators. Therefore, a novel rowing simulator with virtual reality technology was developed and evaluated. Ten participants of different skill levels were rowing 3×1000m with...

Citations

... However, reliably and safely detecting their movement intention for device control is crucial to gain the full benefit from using such devices. For many RHO used commercially or in research, conventional direct control inputs, such as buttons or joysticks, are used to control the actions of the device [2,3]. These inputs are often the strategy of choice due to their robustness and ease-of-use. ...
... Some examples of wheelchair type robots are now presented using classification shown in Figure 2. Track-based robots are reported in Table 1. Tao [29] 4 Prototype solution, manual stair-climbing system, self-balancing software control B-Free Ranger [30] 5 Commercial solution, automatic stairclimbing system, selfbalancing software control ZED evolution [31] Prototype solution, manual control, no self-balancing control system ...
... Physical therapy with advanced technologies, such as virtual reality [14,58,84], is increasingly prevalent due to its customizability and capabilities to activate sensory modalities for greater engagement. Delivery of sensory feedback could be strategically optimized with guided training for skill acquisition [85], depending on the movement task, primary joints of interest, and user experience levels with such approaches [86]. Optimizing sensory feedback has clear implications for rehabilitation with visually-driven computerized interfaces such as virtual reality to train improved capabilities in tracking motion [69,87] and force [68] trajectories. ...
... This includes technologies tested in the intended environment, pre-commercialized or fully commercialized according to the TRL scale issued by the European Commission as part of the Horizon 2020 program (1) ( Table 2). In this paper, with the term "health" we refer to any activities concerned with physiological or cognitive health, including wellness, such as enjoyment from participating in sports (12), educational activities (13), and biomedical perspectives (14). ...
... Furthermore, more elaborate displays involve the modification of rhythm, pitch or loudness and are thus often referred to as sonification [2,9,12]. Haptic feedback also has a broad spectrum reaching from simple tactile cues to more complex scenarios or even robots assisting motor learning [8,13,14]. While simple tactile cues are often given using vibration motors, more complex feedback can be given using specialised machinery providing specified resistance in order to aid movements [14]. ...
... proved that the LSTM-KF method had better performance to estimate the perceived torque of participants in real-time, which provided the possibility to adjust the control parameter online and quantify the assistance level for further clinical application. Additionally, prediction models that generalize to new subjects would be helpful (Gerig et al., 2017). For the condition without the sEMG data of the new patient beforehand, further cross validation was attempted, which utilized nine participants to train the classification model and left one out each time to verify the classification model performance. ...
... Haptic error augmentation in golf (Duarte and Reinkensmeyer, 2015), resistive forces to correct the performance in rowing did not benefit participants, which might be attributed to inadequate skill level of the learners and demotivational effects of the challenging feedback designs. Our team also designed a visual error amplification feedback (Basalp et al., 2016), which later targeted non-naïve participants for the rowing task . However, we could not find any effectiveness of visually augmented error for the complex sports task. ...
... An ergometer, such as an exercise bike or an indoor rower, although limits the actions of a user to specific activity-dependent movement, are popularly used as exercise equipment. Although other projects make use of an ergometer in their project, only [69]- [71] have used the technology for motion capture system in their real-time movement sonification system. The technology is widely available for purchase, however, the systems are unportable and range from moderate to high cost for acquisition. ...
... The multidirectional BWS system "The FLOAT" can assist the patients while performing rehabilitation tasks by designing task-dependent support that works in harmony with the user's movement. The designed controller can consist of haptic guidance along virtual elastic walls (e.g. based on passive potential fields), which guide the user's movement [20][21][22]. In parallel, a force field in movement direction can assist the user's motion while performing specific rehabilitation tasks such as sitting down, standing up, or walking. ...