A previous review concluded that postural sway is increased in patients with low back pain (LBP). However, more detailed analysis of the literature shows that postural deficit may be dependent on experimental conditions in which patients with LBP have been assessed. The research question to be answered in this review was: " Is there any difference in postural sway between subjects with and without LBP across several sensory manipulation conditions?" A literature search in Pubmed, Scopus, Embase and PsychInfo was performed followed by hand search and contact with authors. Studies investigating postural sway during bipedal stance without applying external forces in patients with specific and non-specific LBP compared to healthy controls were included. Twenty three articles fulfilled the eligibility criteria. Most studies reported an increased postural sway in LBP, or no effect of LBP on postural sway. In a minority of studies, a decreased sway was found in LBP patients. There were no systematic differences between studies finding an effect and those reporting no effect of LBP. The proportion of studies finding between-group differences did not increase with increased complexity of sensory manipulations. Potential factors that may have caused inconsistencies in the literature are discussed in this systematic review.
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Disinformation and so-called fake news are contemporary phenomena with rich histories. Disinformation, or the willful introduction of false information for the purposes of causing harm, recalls infamous foreign interference operations in national media systems. Outcries over fake news, or dubious stories with the trappings of news, have coincided with the introduction of new media technologies that disrupt the publication, distribution and consumption of news -- from the so-called rumour-mongering broadsheets centuries ago to the blogosphere recently. Designating a news organization as fake, or der Lügenpresse, has a darker history, associated with authoritarian regimes or populist bombast diminishing the reputation of 'elite media' and the value of inconvenient truths. In a series of empirical studies, using digital methods and data journalism, the authors inquire into the extent to which social media have enabled the penetration of foreign disinformation operations, the widespread publication and spread of dubious content as well as extreme commentators with considerable followings attacking mainstream media as fake.
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The authors regret that during a recent review of this work, an erroneous calculation was uncovered. In our discussion we estimated the number of VAD patients annually with recent manipulation in the U.S. If the annual rate of VAD patients in the U.S. population was approximately (318,857,056 × 1.0/100.000) 3188, and of those patients 6.9% received a cervical manipulation, the correct number should be (3188 × 0.069) 220. This had been accidentally calculated as 220,011 instead of 220. Although it does not change the overall conclusions or discussion of the paper, the authors would like to thank dr. Clum for his attentiveness and apologize for any inconvenience caused.
In greenhouse horticulture harvesting is a major bottleneck. Using robots for automatic reaping can reduce human workload and increase efficiency. Currently, ‘rigid body’ robotic grippers are used for automated reaping of tomatoes, sweet peppers, etc. However, this kind of robotic grasping and manipulation technique cannot be used for harvesting soft fruit and vegetables as it will cause damage to the crop. Thus, a ‘soft gripper’ needs to be developed. Nature is a source of inspiration for temporary adhesion systems, as many species, e.g., frogs and snails, are able to grip a stem or leave, even upside down, with firm adhesion without leaving any damage. Furthermore, larger animals have paws that are made of highly deformable and soft material with adjustable grip size and place holders. Since many animals solved similar problems of adhesion, friction, contact surface and pinch force, we will use biomimetics for the design and realization of the soft gripper. With this interdisciplinary field of research we aim to model and develop functionality by mimicking biological forms and processes and translating them to the synthesis of materials, synthetic systems or machines. Preliminary interviews with tech companies showed that also in other fields such as manufacturing and medical instruments, adjustable soft and smart grippers will be a huge opportunity in automation, allowing the handling of fragile objects.
In Nederland zijn er zo’n 451.900 mensen die lijden aan de gevolgen van een beroerte. Na een beroerte heeft 80% van de patiënten te maken heeft met een verminderde arm-hand vaardigheid. Deze groep is gebaat bij een revalidatietool die zelfstandig kan worden ingezet, aanzet tot veelvuldig gebruik en direct inzicht geeft in vorderingen, zoals de toename van kracht in de hand of individuele vingers. Virtual Reality-spellen met directe krachtterugkoppeling kunnen hier een uitkomst bieden. De hiervoor benodigde technologie zoals VR, platform, gaming, en bewegingsregistratie is voor een groot deel beschikbaar, maar nog niet specifiek toepasbaar op de problematiek van de handrevalidatie. Belangrijke elementen in de reële wereld, zoals de tastzin, de kracht in de grip, de wrijvingsweerstand met het oppervlak en de weerstand van het object zijn in de virtuele wereld nog nauwelijks vertegenwoordigd. Het onderzoek in dit project spitst zich toe op de vraag: In hoeverre kan met huidig beschikbare technologie de hand-object manipulatie zodanig worden nagebootst in de virtuele omgeving dat het gevoel overeenkomt met de reële, fysieke ruimte en het een bruikbare tool wordt voor handrevalidatie? Uitkomstmaten en gebruikerseisen worden geïnventariseerd en getoetst met het werkveld van handtherapeuten en patiënten. Hiermee wordt een ontwikkelingsstap gezet richting een handrevalidatie tool in VR met forcefeedback waar patiënten zelfstandig thuis mee kunnen oefenen en die direct de vorderingen monitort. Het consortium borduurt voort op eerdere samenwerking binnen Fontys Hogescholen in het SIA RAAK-project SmartScan, aangevuld met specifieke expertise van de TU Eindhoven, MKB-bedrijven op het gebied van VR-technologie en serious gaming in de zorg, en hand- en revalidatieklinieken. Met het project kan een kiem gelegd worden voor een handexpertisecentrum gericht op het uitwisselen van kennis vanuit de technische, (para)medische en gamedisciplines.
Create and test a Virtual Reality emergency trainer that is able to optimise the abcde emergency training method for general practitioner students.In this project a Virtual Reality application is created and tested that is aimed to contribute to the learning goals and engagement with current emergency training methods. In addition, it aims at having an added value to live simulation training courses and existing media used for training (ranging from online instruction videos to interactive games). How to utilise the characteristics of Virtual Reality (senses, interaction, connection & manipulation) and what scenarios and simulation fit an interactive 360 VR simulation? In addition, we will create a training variant in which actors are captured through volumetric recordings. The 360 VR and volumetric VR / AR training will be compared with the life training on different learning goals and experiences. Partners:Schola MedicaChronosphere