How Virtual Avatars Help Stroke Patients Improve Motor Function
PC Magazine|May 2018

I ‘m hooked up to a 16-channel brain-machine interface with 12 channels of EEG on my head and ears and four channels of electromyography (EMG) on my arms.

S.c. Stuart
How Virtual Avatars Help Stroke Patients Improve Motor Function

An Oculus Rift VR headset occludes my vision. Two inertial measurement units (IMU) are stuck to my wrists and forearms, tracking the orientation of my arms, while the EMG monitors my electrical impulses and peripheral nerve activity.

Dr. Sook-Lei Liew, Director of USC’s Neural Plasticity and Neurorehabilitation Laboratory, and Julia Anglin, Research Lab Supervisor and Technician, wait to record my baseline activity and observe a monitor with a representation of my real arm and a virtual limb. I see the same image from inside the Rift.

“Ready?” asks Dr. Liew. “Don’t move—or think.”

I stay still, close my eyes, and let my mind go blank. Anglin records my baseline activity, allowing the brain-machine interface to take signals from the EEG and EMG, alongside the IMU, and use that data to inform an algorithm that drives the virtual avatar hand.

“Now just think about moving your arm to the avatar’s position,” says Dr. Liew.

I don’t move a muscle, but I think about movement while I’m looking at the two arms on the screen. Suddenly, my virtual arm moves toward the avatar appendage inside the VR world.

Something happened just because I thought about it! I’ve read tons of data on how this works, even seen other people do it, especially inside gaming environments, but it’s something else to experience it for yourself.

“Very weird isn’t it?” says David Karchem, one of Dr. Liew’s trial patients. Karchem suffered a stroke while driving his car eight years ago, and he’s shown remarkable recovery using her system.

“My stroke came out of the blue, and it was terrifying, because I suddenly couldn’t function. I managed to get my car through an intersection and call the paramedics. I don’t know how,” Karchem says.

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