Morten Bak Kristoffersen

Dr. Morten Bak Kristoffersen

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Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 December 2016 in The Lancet
Verified
Journal Article
Closed access
MOMax Ortiz-Catalan
Max Ortiz-Catalan
RGRannveig A Guðmundsdóttir
Rannveig A Guðmundsdóttir
MKMorten Bak Kristoffersen
Morten Bak Kristoffersen
AZAlejandra Zepeda-Echavarria
Alejandra Zepeda-Echavarria
KCKerstin Caine-Winterberger
Kerstin Caine-Winterberger
LHLiselotte Hermansson
Liselotte Hermansson

1 January 2014 in Frontiers in Neuroscience
Verified
Journal Article
Open access
PDF file
MOMax Ortiz-Catalan
Max Ortiz-Catalan
NSNichlas Sander
Nichlas Sander
MKMorten Bak Kristoffersen
Morten Bak Kristoffersen
BHBo Håkansson
Bo Håkansson
RBRickard Brånemark
Rickard Brånemark
A variety of treatments have been historically used to alleviate phantom limb pain (PLP) with varying efficacy. Recently, virtual reality (VR) has been employed as a more sophisticated mirror therapy. Despite the advantages of VR over a conventional mirror, this approach has retained the use of the contralateral limb and is therefore restricted to unilateral amputees. Moreover, this strategy disregards the actual effort made by the patient to produce phantom motions. In this work, we investigate a treatment in which the virtual limb responds directly to myoelectric activity at the stump, while the illusion of a restored limb is enhanced through augmented reality (AR). Further, phantom motions are facilitated and encouraged through gaming.The proposed set of technologies was administered to a chronic PLP patient who has shown resistance to a variety of treatments (including mirror therapy) for 48 years. Individual and simultaneous phantom movements were predicted using myoelectric pattern recognition and were then used as input for VR and AR environments, as well as for a racing game.The sustained level of pain reported by the patient was gradually reduced to complete pain-free periods. The phantom posture initially reported as a strongly closed fist was gradually relaxed, interestingly resembling the neutral posture displayed by the virtual limb. The patient acquired the ability to freely move his phantom limb and a telescopic effect was observed where the position of the phantom hand was restored to the anatomically correct distance. More importantly, the effect of the interventions was positively and noticeably perceived by the patient and his relatives.Despite the limitation of a single case study, the successful results of the proposed system in a patient for whom other medical and non-medical treatments have been ineffective justifies and motivates further investigation in a wider study.

29 August 2019 in PLOS ONE
Verified
Journal Article
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AFAndreas W Franzke
Andreas W Franzke
MKMorten Bak Kristoffersen
Morten Bak Kristoffersen
RBRaoul M. Bongers
Raoul M. Bongers
AMAlessio Murgia
Alessio Murgia
BPBarbara Pobatschnig
Barbara Pobatschnig
CSCorry K. Van Der Sluis
Corry K. Van Der Sluis
To describe users’ and therapists’ opinions on multi-function myoelectric upper limb prostheses with conventional control and pattern recognition control. Qualitative interview study. Two rehabilitation institutions in the Netherlands and one in Austria. The study cohort consisted of 15 prosthesis users (13 males, mean age: 43.7 years, average experience with multi-function prosthesis: 3.15 years) and seven therapists (one male, mean age: 44.1 years, average experience with multi-function prostheses: 6.6 years). Four of these users and one therapist had experience with pattern recognition control. This study consisted of semi-structured interviews. The participants were interviewed at their rehabilitation centres or at home by telephone. The thematic framework approach was used for analysis. The themes emerging from prosthesis users and therapists were largely congruent and resulted in one thematic framework with three main themes: control, prosthesis, and activities. The participants mostly addressed (dis-) satisfaction with the control type and the prosthesis itself and described the way they used their prostheses in daily tasks. Prosthesis users and therapists described multi-function upper limb prostheses as more functional devices than conventional one-degree-of-freedom prostheses. Nonetheless, the prostheses were seldom used to actively grasp and manipulate objects. Moreover, the participants clearly expressed their dissatisfaction with the mechanical robustness of the devices and with the process of switching prosthesis function under conventional control. Pattern recognition was appreciated as an intuitive control that facilitated fast switching between prosthesis functions, but was reported to be too unreliable for daily use and require extensive training.

12 February 2021 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
MKMorten Bak Kristoffersen
Morten Bak Kristoffersen
AFAndreas W. Franzke
Andreas W. Franzke
RBRaoul M. Bongers
Raoul M. Bongers
MWMichael Wand
Michael Wand
AMAlessio Murgia
Alessio Murgia
CSCorry K. van der Sluis
Corry K. van der Sluis
Background: Upper limb prosthetics with multiple degrees of freedom (DoFs) are still mostly operated through the clinical standard Direct Control scheme. Machine learning control, on the other hand, allows controlling multiple DoFs although it requires separable and consistent electromyogram (EMG) patterns. Whereas user training can improve EMG pattern quality, conventional training methods might limit user potential. Training with serious games might lead to higher quality EMG patterns and better functional outcomes. In this explorative study we compare outcomes of serious game training with conventional training, and machine learning control with the users’ own one DoF prosthesis. Methods: Participants with upper limb absence participated in 7 training sessions where they learned to control a 3 DoF prosthesis with two grips which was fitted. Participants received either game training or conventional training. Conventional training was based on coaching, as described in the literature. Game-based training was conducted using two games that trained EMG pattern separability and functional use. Both groups also trained functional use with the prosthesis donned. The prosthesis system was controlled using a neural network regressor. Outcome measures were EMG metrics, number of DoFs used, the spherical subset of the Southampton Hand Assessment Procedure and the Clothespin Relocation Test. Results: Eight participants were recruited and four completed the study. Training did not lead to consistent improvements in EMG pattern quality or functional use, but some participants improved in some metrics. No differences were observed between the groups. Participants achieved consistently better results using their own prosthesis than the machine-learning controlled prosthesis used in this study. Conclusion: Our explorative study showed in a small group of participants that serious game training seems to achieve similar results as conventional training. No consistent improvements were found in either group in terms of EMG metrics or functional use, which might be due to insufficient training. This study highlights the need for more research in user training for machine learning controlled prosthetics. In addition, this study contributes with more data comparing machine learning controlled prosthetics with Direct Controlled prosthetics.

20 August 2019 in IEEE Transactions on Neural Systems and Rehabilitation Engineering
Verified
Journal Article
Open access
MKMorten Bak Kristoffersen
Morten Bak Kristoffersen
AFAndreas W. Franzke
Andreas W. Franzke
CSCorry K. Van Der Sluis
Corry K. Van Der Sluis
AMAlessio Murgia
Alessio Murgia
RBRaoul M. Bongers
Raoul M. Bongers
Human-machine interfaces have not yet advanced to enable intuitive control of multiple degrees of freedom as offered by modern myoelectric prosthetic hands. Pattern Recognition (PR) control has been proposed to make human-machine interfaces in myoelectric prosthetic hands more intuitive, but it requires the user to generate high-quality, i.e., consistent and separable, electromyogram (EMG) patterns. To generate such patterns, user training is required and has shown promising results. However, how different levels of feedback affect effectivity in training differently, has not been established yet. Furthermore, a correlation between qualities of the EMG patterns (the focus of training) and user performance has not been shown yet. In this study, 37 able-bodied participants (mean age 21 years, 19 males) were recruited and trained PR control over five days. Three levels of feedback were tested for their effectiveness: no external feedback, visual feedback and visual feedback with coaching. Training resulted in improved performance from pre-to post-test with no interaction effect of feedback. Feedback did however affect the quality of the EMG patterns where people who did not receive external feedback generated higher amplitude patterns. A weak correlation was found between a principal component, composed of EMG amplitude and pattern variability, and performance. Our results show that training is highly effective in improving PR control regardless of feedback and that none of the quality metrics correlate with performance. We discuss how different levels of feedback can be leveraged to improve PR control training.

1 September 2020 in Biomedical Signal Processing and Control
Verified
Journal Article
Open access
MKMorten Bak Kristoffersen
Morten Bak Kristoffersen
AFAndreas W. Franzke
Andreas W. Franzke
CSCorry K. van der Sluis
Corry K. van der Sluis
AMAlessio Murgia
Alessio Murgia
RBRaoul M. Bongers
Raoul M. Bongers