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EN
Objectives:To determine the magnitude, distribution and associated ergonomic factors of upper extremities musculoskeletal disorders (UEMSD) among workers of electronic assembly in Thailand. Material and Methods: This was a cross-sectional study. 591 of 853 workers in an electronic and electrical appliance assembly factory in Bangkok, Thailand, participated in this study. A self-administered questionnaire consisting of demographic data and ergonomic factors was collected from October 2010 to January 2011. Clinical examination of each worker was performed by an occupational physician. The criteria for diagnosis of UEMSD came as a result of a consensus reached by a group of orthopedists. The associated factors were analyzed using a multiple logistic regression. Results: The point prevalence of clinically diagnosed UEMSD was as follows: radial styloid tenosynovitis - 13.03% (95% CI: 10.31-15.75), trigger finger - 9.48% (95% CI: 7.11-11.84), carpal tunnel syndrome - 8.12% (95% CI: 5.91-10.33), lateral epicondylitis - 3.38% (95% CI: 1.92-4.85), and medial epicondylitis - 1.69% (95% CI: 0.65-2.73), respectively. The adjusted odds ratio with statistical significance associated with UEMSD was as follows: high force of wrist - 1.78 (95% CI: 1.06-2.99), awkward posture of wrist - 2.37 (95% CI: 1.28-4.37) and contact stress at wrists - 1.75 (95% CI: 1.02-3.00) to develop radial styloid tenosynovitis. For trigger finger, the ratios were awkward posture of fingers - 2.09 (95% CI: 1.12-3.90) and contact stress on finger - 1.86 (95% CI: 1.04-3.34). For medial epicondylitis, it was an awkward posture of using elbows - 3.14 (95% CI: 1.10-8.95). However, this study did not find any associations between repetitive motion and any UEMSD. Conclusions: UEMSD are most commonly found in electronic assembly workers. The relevant parties should provide comprehensive ergonomic resolution for these workers.
EN
Background The authors aimed to explore carpal tunnel syndrome (CTS) among electronic sports (esports) athletes, to compare hand symptoms and their severity between esports athletes and the control group and within the esports athletes, and to study the relationship between esports athletes’ variables. Material and Methods A cross-sectional survey study via telephone with systematic randomized approach was used for esport athletes sampling. Control group were non-esports athletes who do not use computer for prolonged duration. The survey consisted of sports athletes’ characteristics, hand symptoms and functions, and the Boston Carpal Tunnel Questionnaire (BCTQ). The unpaired student’s t-test, Mann-Whitney U test, and χ2 test were utilised for statistical comparison, with p < 0.05. Pearson’s and Spearman’s correlation coefficient tests were used for relationship analyses. Results Eligible participants were 198 out of 229. Compared to control group, esport athletes reported more CTS (p = 0.01), and radiated pain and numbness in their hands (p = 0.05). Males complained of hand symptoms (p < 0.01) and its radiation (p < 0.01) more than females among esports athletes. Higher BCTQ Symptom Severity Scale (BCTQ-SSS) scores were reported for esports athletes who had been playing esports for prolonged periods compared to those who had playing recently (p = 0.003), with a moderate positive correlation (+0.59, p = 0.004). A significant moderate positive correlation was reported for BCTQ Functional Severity Symptoms (BCTQ-FSS) scores in terms of hours of playing (+0.44, p = 0.04). Esports athletes who used armrests and a PC with a controller for gaming reported less hand symptoms and had milder BCTQ scores than those who used a PC with a keyboard/mouse. Generally, esports athletes spend 5–10 h/day on gaming. Conclusions Esports athletes might be at risk of developing upper-extremity nerve compression and CTS. Prolonged playing, hours of playing, type of esports device, and using armrests are possible risk factors.
PL
Artykuł opisuje budowę i zasadę działania semi-egzoszkieletalnego robota przeznaczonego do rehabilitacji medycznej kończyny górnej, który powstał na Politechnice Łódzkiej. Robot analizuje sygnały elektromiograficzne generowane przez pacjenta w celu wykorzystania ich do sterowania i oceny jakości fizjoterapii. Posiada również możliwość rehabilitacji ruchowej z wykorzystaniem wirtualnej rzeczywistości oraz tryby sterowania podatnego. Dzięki tym zaawansowanym trybom sterowania pacjent wchodzi w interakcję z robotem, co pozytywnie wpływa na przebieg terapii. Na początku artykułu nakreślono obecny stan wiedzy na temat robotów rehabilitacyjnych w Polsce i na świecie. Następnie znajduje się opis poszczególnych podsystemów robota. Na końcu przedstawiono konkluzje, które stanowią wskazówki dla twórców podobnych robotów rehabilitacyjnych.
EN
The paper describes the design and operation of a semi-exoskeleton arm rehabilitation robot dedicated for upper limb rehabilitation. The robot was created at Lodz University of Technology. It analyzes electromyography signals generated by patient in order to use them in control and to assess physiotherapy process. The control system of the robot is also able to work in advanced control framework related to virtual reality and compliance control, thereby patient can interact with the robot, what has positive influence on the course of therapy. In the beginning of the article there is the description of current state of the art in Poland and in the world. Next there is the description of various robotic subsystems. In the end of the article there are conclusions, which are in facts guidelines for engineers, who are working under similar projects.
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