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Wednesday, November 14, 2018

A Simple Explanation Of 'The Internet Of Things'



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The "Internet of things" (IoT) is becoming an increasingly growing topic of conversation both in the workplace and outside of it. It's a concept that not only has the potential to impact how we live but also how we work. But what exactly is the "Internet of things" and what impact is it going to have on you, if any? There are a lot of complexities around the "Internet of things" but I want to stick to the basics. Lots of technical and policy-related conversations are being had but many people are still just trying to grasp the foundation of what the heck these conversations are about.

Let's start with understanding a few things.

Broadband Internet is become more widely available, the cost of connecting is decreasing, more devices are being created with Wi-Fi capabilities and sensors built into them, technology costs are going down, and smartphone penetration is sky-rocketing.  All of these things are creating a "perfect storm" for the IoT.


So What Is The Internet Of Things?

Simply put, this is the concept of basically connecting any device with an on and off switch to the Internet (and/or to each other). This includes everything from cellphones, coffee makers, washing machines, headphones, lamps, wearable devices and almost anything else you can think of.  This also applies to components of machines, for example a jet engine of an airplane or the drill of an oil rig. As I mentioned, if it has an on and off switch then chances are it can be a part of the IoT.  The analyst firm Gartner says that by 2020 there will be over 26 billion connected devices... That's a lot of connections (some even estimate this number to be much higher, over 100 billion).  The IoT is a giant network of connected "things" (which also includes people).  The relationship will be between people-people, people-things, and things-things.

How Does This Impact You?

The new rule for the future is going to be, "Anything that can be connected, will be connected." But why on earth would you want so many connected devices talking to each other? There are many examples for what this might look like or what the potential value might be. Say for example you are on your way to a meeting; your car could have access to your calendar and already know the best route to take. If the traffic is heavy your car might send a text to the other party notifying them that you will be late. What if your alarm clock wakes up you at 6 a.m. and then notifies your coffee maker to start brewing coffee for you? What if your office equipment knew when it was running low on supplies and automatically re-ordered more?  What if the wearable device you used in the workplace could tell you when and where you were most active and productive and shared that information with other devices that you used while working?

On a broader scale, the IoT can be applied to things like transportation networks: "smart cities" which can help us reduce waste and improve efficiency for things such as energy use; this helping us understand and improve how we work and live. Take a look at the visual below to see what something like that can look like.

libelium_smart_world_infographic_big

The reality is that the IoT allows for virtually endless opportunities and connections to take place, many of which we can't even think of or fully understand the impact of today. It's not hard to see how and why the IoT is such a hot topic today; it certainly opens the door to a lot of opportunities but also to many challenges. Security is a big issue that is oftentimes brought up. With billions of devices being connected together, what can people do to make sure that their information stays secure? Will someone be able to hack into your toaster and thereby get access to your entire network? The IoT also opens up companies all over the world to more security threats. Then we have the issue of privacy and data sharing. This is a hot-button topic even today, so one can only imagine how the conversation and concerns will escalate when we are talking about many billions of devices being connected. Another issue that many companies specifically are going to be faced with is around the massive amounts of data that all of these devices are going to produce. Companies need to figure out a way to store, track, analyze and make sense of the vast amounts of data that will be generated.
So what now?

Conversations about the IoT are (and have been for several years) taking place all over the world as we seek to understand how this will impact our lives. We are also trying to understand what the many opportunities and challenges are going to be as more and more devices start to join the IoT. For now the best thing that we can do is educate ourselves about what the IoT is and the potential impacts that can be seen on how we work and live.

Jacob Morgan is a keynote speaker, author (most recently of The Future of Work), and futurist.

Wireless sensor network

From Wikipedia, the free encyclopedia

Typical multi-hop wireless sensor network architecture

Wireless sensor network (WSN) refers to a group of spatially dispersed and dedicated sensors for monitoring and recording the physical conditions of the environment and organizing the collected data at a central location. WSNs measure environmental conditions like temperature, sound, pollution levels, humidity, wind, and so on.

These are similar to wireless ad hoc networks in the sense that they rely on wireless connectivity and spontaneous formation of networks so that sensor data can be transported wirelessly. WSNs are spatially distributed autonomous sensors to monitor physical or environmental conditions, such as temperature, sound, pressure, etc. and to cooperatively pass their data through the network to a main location. The more modern networks are bi-directional, also enabling control of sensor activity. The development of wireless sensor networks was motivated by military applications such as battlefield surveillance; today such networks are used in many industrial and consumer applications, such as industrial process monitoring and control, machine health monitoring, and so on.

The WSN is built of "nodes" – from a few to several hundreds or even thousands, where each node is connected to one (or sometimes several) sensors. Each such sensor network node has typically several parts: a radio transceiver with an internal antenna or connection to an external antenna, a microcontroller, an electronic circuit for interfacing with the sensors and an energy source, usually a battery or an embedded form of energy harvesting. A sensor node might vary in size from that of a shoebox down to the size of a grain of dust, although functioning "motes" of genuine microscopic dimensions have yet to be created. The cost of sensor nodes is similarly variable, ranging from a few to hundreds of dollars, depending on the complexity of the individual sensor nodes. Size and cost constraints on sensor nodes result in corresponding constraints on resources such as energy, memory, computational speed and communications bandwidth. The topology of the WSNs can vary from a simple star network to an advanced multi-hop wireless mesh network. The propagation technique between the hops of the network can be routing or flooding.

In computer science and telecommunications, wireless sensor networks are an active research area with numerous workshops and conferences arranged each year, for example IPSN, SenSys, and EWSN.

Application

Area monitoring

Area monitoring is a common application of WSNs. In area monitoring, the WSN is deployed over a region where some phenomenon is to be monitored. A military example is the use of sensors detect enemy intrusion; a civilian example is the geo-fencing of gas or oil pipelines.

Health care monitoring

The sensor networks for medical applications can be of several types: implanted, wearable, and environment-embedded. The implantable medical devices are those that are inserted inside human body. Wearable devices are used on the body surface of a human or just at close proximity of the user. Environment-embedded systems employ sensors contained in the environment. Possible applications include body position measurement, location of persons, overall monitoring of ill patients in hospitals and at homes. Devices embedded in the environment track the physical state of a person for continuous health diagnosis, using as input the data from a network of depth cameras, a sensing floor, or other similar devices. Body-area networks can collect information about an individual's health, fitness, and energy expenditure. In health care applications the privacy and authenticity of user data has prime importance. Especially due to the integration of sensor networks, with IoT, the authentication of user become more challenging; however, a solution is presented in recent work.

Environmental/Earth sensing

There are many applications in monitoring environmental parameters, examples of which are given below. They share the extra challenges of harsh environments and reduced power supply.

Air pollution monitoring

Wireless sensor networks have been deployed in several cities (Stockholm, London, and Brisbane) to monitor the concentration of dangerous gases for citizens. These can take advantage of the ad hoc wireless links rather than wired installations, which also make them more mobile for testing readings in different areas.

Forest fire detection

A network of Sensor Nodes can be installed in a forest to detect when a fire has started. The nodes can be equipped with sensors to measure temperature, humidity and gases which are produced by fire in the trees or vegetation. The early detection is crucial for a successful action of the firefighters; thanks to Wireless Sensor Networks, the fire brigade will be able to know when a fire is started and how it is spreading.

Landslide detection

A landslide detection system makes use of a wireless sensor network to detect the slight movements of soil and changes in various parameters that may occur before or during a landslide. Through the data gathered it may be possible to know the impending occurrence of landslides long before it actually happens.

Water quality monitoring

Water quality monitoring involves analyzing water properties in dams, rivers, lakes and oceans, as well as underground water reserves. The use of many wireless distributed sensors enables the creation of a more accurate map of the water status, and allows the permanent deployment of monitoring stations in locations of difficult access, without the need of manual data retrieval.

Natural disaster prevention

Wireless sensor networks can effectively act to prevent the consequences of natural disasters, like floods. Wireless nodes have successfully been deployed in rivers where changes of the water levels have to be monitored in real time.

Industrial monitoring

Machine health monitoring

Wireless sensor networks have been developed for machinery condition-based maintenance (CBM) as they offer significant cost savings and enable new functionality.

Wireless sensors can be placed in locations difficult or impossible to reach with a wired system, such as rotating machinery and untethered vehicles.

Data center monitoring

Due to the high density of servers racks in a data center, often cabling and IP addresses are an issue. To overcome that problem more and more racks are fitted out with wireless temperature sensors to monitor the intake and outtake temperatures of racks. As ASHRAE recommends up to 6 temperature sensors per rack, meshed wireless temperature technology gives an advantage compared to traditional cabled sensors.

Data logging

Wireless sensor networks are also used for the collection of data for monitoring of environmental information, this can be as simple as the monitoring of the temperature in a fridge to the level of water in overflow tanks in nuclear power plants. The statistical information can then be used to show how systems have been working. The advantage of WSNs over conventional loggers is the "live" data feed that is possible.

Water/waste water monitoring

Monitoring the quality and level of water includes many activities such as checking the quality of underground or surface water and ensuring a country’s water infrastructure for the benefit of both human and animal. It may be used to protect the wastage of water.

Structural health monitoring

Wireless sensor networks can be used to monitor the condition of civil infrastructure and related geo-physical processes close to real time, and over long periods through data logging, using appropriately interfaced sensors.

Wine production

Wireless sensor networks are used to monitor wine production, both in the field and the cellar.

Characteristics

The main characteristics of a WSN include
  • Power consumption constraints for nodes using batteries or energy harvesting. Examples of suppliers are ReVibe Energy and Perpetuum
  • Ability to cope with node failures (resilience)
  • Some mobility of nodes (for highly mobile nodes see MWSNs)
  • Heterogeneity of nodes
  • Homogeneity of nodes
  • Scalability to large scale of deployment
  • Ability to withstand harsh environmental conditions
  • Ease of use
  • Cross-layer design
Cross-layer is becoming an important studying area for wireless communications. In addition, the traditional layered approach presents three main problems:
  1. Traditional layered approach cannot share different information among different layers, which leads to each layer not having complete information. The traditional layered approach cannot guarantee the optimization of the entire network.
  2. The traditional layered approach does not have the ability to adapt to the environmental change.
  3. Because of the interference between the different users, access conflicts, fading, and the change of environment in the wireless sensor networks, traditional layered approach for wired networks is not applicable to wireless networks.
So the cross-layer can be used to make the optimal modulation to improve the transmission performance, such as data rate, energy efficiency, QoS (Quality of Service), etc. Sensor nodes can be imagined as small computers which are extremely basic in terms of their interfaces and their components. They usually consist of a processing unit with limited computational power and limited memory, sensors or MEMS (including specific conditioning circuitry), a communication device (usually radio transceivers or alternatively optical), and a power source usually in the form of a battery. Other possible inclusions are energy harvesting modules, secondary ASICs, and possibly secondary communication interface (e.g. RS-232 or USB).

The base stations are one or more components of the WSN with much more computational, energy and communication resources. They act as a gateway between sensor nodes and the end user as they typically forward data from the WSN on to a server. Other special components in routing based networks are routers, designed to compute, calculate and distribute the routing tables.

Platforms

Hardware

One major challenge in a WSN is to produce low cost and tiny sensor nodes. There are an increasing number of small companies producing WSN hardware and the commercial situation can be compared to home computing in the 1970s. Many of the nodes are still in the research and development stage, particularly their software. Also inherent to sensor network adoption is the use of very low power methods for radio communication and data acquisition.

In many applications, a WSN communicates with a Local Area Network or Wide Area Network through a gateway. The Gateway acts as a bridge between the WSN and the other network. This enables data to be stored and processed by devices with more resources, for example, in a remotely located server. A wireless wide area network used primarily for low-power devices is known as a Low-Power Wide-Area Network (LPWAN).

Wireless

There are several wireless standards and solutions for sensor node connectivity. Thread and ZigBee can connect sensors operating at 2.4 GHz with a data rate of 250kbit/s. Many use a lower frequency to increase radio range (typically 1 km), for example Z-wave operates at 915 MHz and in the EU 868 MHz has been widely used but these have a lower data rate (typically 50 kb/s). The IEEE 802.15.4 working group provides a standard for low power device connectivity and commonly sensors and smart meters use one of these standards for connectivity. With the emergence of Internet of Things, many other proposals have been made to provide sensor connectivity. LORA is a form of LPWAN which provides long range low power wireless connectivity for devices, which has been used in smart meters. Wi-SUN connects devices at home. NarrowBand IOT and LTE-M can connect up to millions of sensors and devices using cellular technology.

Software

Energy is the scarcest resource of WSN nodes, and it determines the lifetime of WSNs. WSNs may be deployed in large numbers in various environments, including remote and hostile regions, where ad hoc communications are a key component. For this reason, algorithms and protocols need to address the following issues:
  • Increased lifespan
  • Robustness and fault tolerance
  • Self-configuration
Lifetime maximization: Energy/Power Consumption of the sensing device should be minimized and sensor nodes should be energy efficient since their limited energy resource determines their lifetime. To conserve power, wireless sensor nodes normally power off both the radio transmitter and the radio receiver when not in use.

Routing Protocols

Wireless sensor networks are composed of low-energy, small-size, and low-range unattended sensor nodes. Recently, it has been observed that by periodically turning on and off the sensing and communication capabilities of sensor nodes, we can significantly reduce the active time and thus prolong network lifetime. However, this duty cycling may result in high network latency, routing overhead, and neighbor discovery delays due to asynchronous sleep and wake-up scheduling. These limitations call for a countermeasure for duty-cycled wireless sensor networks which should minimize routing information, routing traffic load, and energy consumption. Researchers from Sungkyunkwan University have proposed a lightweight non-increasing delivery-latency interval routing referred as LNDIR. This scheme can discover minimum latency routes at each non-increasing delivery-latency interval instead of each time slot. Simulation experiments demonstrated the validity of this novel approach in minimizing routing information stored at each sensor. Furthermore, this novel routing can also guarantee the minimum delivery latency from each source to the sink. Performance improvements of up to 12-fold and 11-fold are observed in terms of routing traffic load reduction and energy efficiency, respectively, as compared to existing schemes.

Operating systems

Operating systems for wireless sensor network nodes are typically less complex than general-purpose operating systems. They more strongly resemble embedded systems, for two reasons. First, wireless sensor networks are typically deployed with a particular application in mind, rather than as a general platform. Second, a need for low costs and low power leads most wireless sensor nodes to have low-power microcontrollers ensuring that mechanisms such as virtual memory are either unnecessary or too expensive to implement.

It is therefore possible to use embedded operating systems such as eCos or uC/OS for sensor networks. However, such operating systems are often designed with real-time properties.

TinyOS is perhaps the first operating system specifically designed for wireless sensor networks. TinyOS is based on an event-driven programming model instead of multithreading. TinyOS programs are composed of event handlers and tasks with run-to-completion semantics. When an external event occurs, such as an incoming data packet or a sensor reading, TinyOS signals the appropriate event handler to handle the event. Event handlers can post tasks that are scheduled by the TinyOS kernel some time later.

LiteOS is a newly developed OS for wireless sensor networks, which provides UNIX-like abstraction and support for the C programming language.

Contiki is an OS which uses a simpler programming style in C while providing advances such as 6LoWPAN and Protothreads.

RIOT (operating system) is a more recent real-time OS including similar functionality to Contiki.

PreonVM is an OS for wireless sensor networks, which provides 6LoWPAN based on Contiki and support for the Java programming language.

Online collaborative sensor data management platforms

Online collaborative sensor data management platforms are on-line database services that allow sensor owners to register and connect their devices to feed data into an online database for storage and also allow developers to connect to the database and build their own applications based on that data. Examples include Xively and the Wikisensing platform. Such platforms simplify online collaboration between users over diverse data sets ranging from energy and environment data to that collected from transport services. Other services include allowing developers to embed real-time graphs & widgets in websites; analyse and process historical data pulled from the data feeds; send real-time alerts from any datastream to control scripts, devices and environments.

The architecture of the Wikisensing system describes the key components of such systems to include APIs and interfaces for online collaborators, a middleware containing the business logic needed for the sensor data management and processing and a storage model suitable for the efficient storage and retrieval of large volumes of data.

Simulation

At present, agent-based modeling and simulation is the only paradigm which allows the simulation of complex behavior in the environments of wireless sensors (such as flocking). Agent-based simulation of wireless sensor and ad hoc networks is a relatively new paradigm. Agent-based modelling was originally based on social simulation.

Network simulators like Opnet, Tetcos NetSim and NS can be used to simulate a wireless sensor network.

Other concepts

Security

Infrastructure-less architecture (i.e. no gateways are included, etc.) and inherent requirements (i.e. unattended working environment, etc.) of WSNs might pose several weak points that attract adversaries. Therefore, security is a big concern when WSNs are deployed for special applications such as military and healthcare. Owing to their unique characteristics, traditional security methods of computer networks would be useless (or less effective) for WSNs. Hence, lack of security mechanisms would cause intrusions towards those networks. These intrusions need to be detected and mitigation methods should be applied. More interested readers would refer to Butun et al.'s paper regarding intrusion detection systems devised for WSNs.

Distributed sensor network

If a centralized architecture is used in a sensor network and the central node fails, then the entire network will collapse, however the reliability of the sensor network can be increased by using a distributed control architecture. Distributed control is used in WSNs for the following reasons:
  1. Sensor nodes are prone to failure,
  2. For better collection of data,
  3. To provide nodes with backup in case of failure of the central node.
There is also no centralised body to allocate the resources and they have to be self organized.

Data integration and sensor web

The data gathered from wireless sensor networks is usually saved in the form of numerical data in a central base station. Additionally, the Open Geospatial Consortium (OGC) is specifying standards for interoperability interfaces and metadata encodings that enable real time integration of heterogeneous sensor webs into the Internet, allowing any individual to monitor or control wireless sensor networks through a web browser.

In-network processing

To reduce communication costs some algorithms remove or reduce nodes' redundant sensor information and avoid forwarding data that is of no use. As nodes can inspect the data they forward, they can measure averages or directionality for example of readings from other nodes. For example, in sensing and monitoring applications, it is generally the case that neighboring sensor nodes monitoring an environmental feature typically register similar values. This kind of data redundancy due to the spatial correlation between sensor observations inspires techniques for in-network data aggregation and mining. Aggregation reduces the amount of network traffic which helps to reduce energy consumption on sensor nodes. Recently, it has been found that network gateways also play an important role in improving energy efficiency of sensor nodes by scheduling more resources for the nodes with more critical energy efficiency need and advanced energy efficient scheduling algorithms need to be implemented at network gateways for the improvement of the overall network energy efficiency.

Secure data aggregation

This is a form of in-network processing where sensor nodes are assumed to be unsecured with limited available energy, while the base station is assumed to be secure with unlimited available energy. Aggregation complicates the already existing security challenges for wireless sensor networks and requires new security techniques tailored specifically for this scenario. Providing security to aggregate data in wireless sensor networks is known as secure data aggregation in WSN.were the first few works discussing techniques for secure data aggregation in wireless sensor networks.

Two main security challenges in secure data aggregation are confidentiality and integrity of data. While encryption is traditionally used to provide end to end confidentiality in wireless sensor network, the aggregators in a secure data aggregation scenario need to decrypt the encrypted data to perform aggregation. This exposes the plaintext at the aggregators, making the data vulnerable to attacks from an adversary. Similarly an aggregator can inject false data into the aggregate and make the base station accept false data. Thus, while data aggregation improves energy efficiency of a network, it complicates the existing security challenges.

Wearable computer

From Wikipedia, the free encyclopedia

The Apple Watch, released in 2015

Wearable computers, also known as wearables or body-borne computers, are small computing devices (nowadays usually electronic) that are worn under, with, or on top of clothing.

The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. This article uses the broadest definition.

Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, thermometer and heart rate monitors, or novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones.

Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the neck (like a necklace), strapped to the arm or leg (smartphones when exercising), or on the head (as glasses or a helmet), though some have been located elsewhere (e.g. on a finger or in a shoe). Devices carried in a pocket or bag – such as smartphones and before them pocket calculators and PDAs, may or may not be regarded as 'worn'.

Wearable computers have various technical issues common to other mobile computing, such as batteries, heat dissipation, software architectures, wireless and personal area networks, and data management. Many wearable computers are active all the time, e.g. processing or recording data continuously.

Applications

Wearable computers are not only limited to the computers such as fitness trackers, that are worn on wrists, they also includes wearables such as Heart pacemakers and other prosthetic. It is used most often in research that focuses on behavioral modeling, health monitoring systems, IT and media development, where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings. Wearable computers have been used for the following:
Wearable computing is the subject of active research, especially the form-factor and location on the body, with areas of study including user interface design, augmented reality, and pattern recognition. The use of wearables for specific applications, for compensating disabilities or supporting elderly people steadily increases.

History

Evolution of Steve Mann's WearComp wearable computer from
backpack based systems of the 1980s to his current covert systems

Due to the varied definitions of "wearable" and "computer", the first wearable computer could be as early as the first abacus on a necklace, a 16th-century abacus ring, a wristwatch and 'finger-watch' owned by Queen Elizabeth I of England, or the covert timing devices hidden in shoes to cheat at roulette by Thorp and Shannon in the 1960s and 1970s.

However, a computer is not merely a time-keeping or calculating device, but rather a user-programmable item for complex algorithms, interfacing, and data management. By this definition, the wearable computer was invented by Steve Mann, in the late 1970s:
Steve Mann, a professor at the University of Toronto, was hailed as the father of the wearable computer and the ISSCC's first virtual panelist, by moderator Woodward Yang of Harvard University (Cambridge Mass.).
— IEEE ISSCC 8 Feb. 2000
The development of wearable items has taken several steps of miniaturization from discrete electronics over hybrid designs to fully integrated designs, where just one processor chip, a battery and some interface conditioning items make the whole unit.

1500s

Queen Elizabeth I of England received a watch from Robert Dudley in 1571, as a New Year present; it may have been worn on the forearm rather than the wrist. She also possessed a 'finger-watch' set in a ring, with an alarm that prodded her finger. 

1600s

The Qing Dynasty saw the introduction of a fully functional abacus on a ring, which could be used while it was being worn.

1960s

In 1961, mathematicians Edward O. Thorp and Claude Shannon built some computerized timing devices to help them win at a game of roulette. One such timer was concealed in a shoe and another in a pack of cigarettes. Various versions of this apparatus were built in the 1960s and 1970s. Detailed pictures of a shoe-based timing device can be viewed at www.eyetap.org.

Thorp refers to himself as the inventor of the first "wearable computer" In other variations, the system was a concealed cigarette-pack sized analog computer designed to predict the motion of roulette wheels. A data-taker would use microswitches hidden in his shoes to indicate the speed of the roulette wheel, and the computer would indicate an octant of the roulette wheel to bet on by sending musical tones via radio to a miniature speaker hidden in a collaborator's ear canal. The system was successfully tested in Las Vegas in June 1961, but hardware issues with the speaker wires prevented it from being used beyond test runs. This was not a wearable computer, because it could not be re-purposed during use; rather it was an example of task-specific hardware. This work was kept secret until it was first mentioned in Thorp's book Beat the Dealer (revised ed.) in 1966 and later published in detail in 1969.

1970s

Pocket calculators became mass-market devices from 1970, starting in Japan. Programmable calculators followed in the late 1970s, being somewhat more general-purpose computers. The HP-01 algebraic calculator watch by Hewlett-Packard was released in 1977.

A camera-to-tactile vest for the blind, launched by C.C. Collins in 1977, converted images into a 1024-point, 10-inch square tactile grid on a vest.

1980s

The 1980s saw the rise of more general-purpose wearable computers. In 1981, Steve Mann designed and built a backpack-mounted 6502-based wearable multimedia computer with text, graphics, and multimedia capability, as well as video capability (cameras and other photographic systems). Mann went on to be an early and active researcher in the wearables field, especially known for his 1994 creation of the Wearable Wireless Webcam, the first example of Lifelogging.

Seiko Epson released the RC-20 Wrist Computer in 1984. It was an early smartwatch, powered by a computer on a chip.

In 1989, Reflection Technology marketed the Private Eye head-mounted display, which scans a vertical array of LEDs across the visual field using a vibrating mirror. This display gave rise to several hobbyist and research wearables, including Gerald "Chip" Maguire's IBM / Columbia University Student Electronic Notebook, Doug Platt's Hip-PC, and Carnegie Mellon University's VuMan 1 in 1991.

The Student Electronic Notebook consisted of the Private Eye, Toshiba diskless AIX notebook computers (prototypes), a stylus based input system and a virtual keyboard. It used direct-sequence spread spectrum radio links to provide all the usual TCP/IP based services, including NFS mounted file systems and X11, which all ran in the Andrew Project environment.

The Hip-PC included an Agenda palmtop used as a chording keyboard attached to the belt and a 1.44 megabyte floppy drive. Later versions incorporated additional equipment from Park Engineering. The system debuted at "The Lap and Palmtop Expo" on 16 April 1991.

VuMan 1 was developed as part of a Summer-term course at Carnegie Mellon's Engineering Design Research Center, and was intended for viewing house blueprints. Input was through a three-button unit worn on the belt, and output was through Reflection Tech's Private Eye. The CPU was an 8 MHz 80188 processor with 0.5 MB ROM.

1990s

In the 1990s PDAs became widely used, and in 1999 were combined with mobile phones in Japan to produce the first mass-market smartphone.

Timex Datalink USB Dress edition with Invasion video game. The watch crown (icontrol) can be used to move the defender left to right and the fire control is the Start/Split button on the lower side of the face of the watch at 6 o' clock.

In 1993, the Private Eye was used in Thad Starner's wearable, based on Doug Platt's system and built from a kit from Park Enterprises, a Private Eye display on loan from Devon Sean McCullough, and the Twiddler chording keyboard made by Handykey. Many iterations later this system became the MIT "Tin Lizzy" wearable computer design, and Starner went on to become one of the founders of MIT's wearable computing project. 1993 also saw Columbia University's augmented-reality system known as KARMA (Knowledge-based Augmented Reality for Maintenance Assistance). Users would wear a Private Eye display over one eye, giving an overlay effect when the real world was viewed with both eyes open. KARMA would overlay wireframe schematics and maintenance instructions on top of whatever was being repaired. For example, graphical wireframes on top of a laser printer would explain how to change the paper tray. The system used sensors attached to objects in the physical world to determine their locations, and the entire system ran tethered from a desktop computer.

In 1994, Edgar Matias and Mike Ruicci of the University of Toronto, debuted a "wrist computer." Their system presented an alternative approach to the emerging head-up display plus chord keyboard wearable. The system was built from a modified HP 95LX palmtop computer and a Half-QWERTY one-handed keyboard. With the keyboard and display modules strapped to the operator's forearms, text could be entered by bringing the wrists together and typing. The same technology was used by IBM researchers to create the half-keyboard "belt computer. Also in 1994, Mik Lamming and Mike Flynn at Xerox EuroPARC demonstrated the Forget-Me-Not, a wearable device that would record interactions with people and devices and store this information in a database for later query. It interacted via wireless transmitters in rooms and with equipment in the area to remember who was there, who was being talked to on the telephone, and what objects were in the room, allowing queries like "Who came by my office while I was on the phone to Mark?". As with the Toronto system, Forget-Me-Not was not based on a head-mounted display.

Also in 1994, DARPA started the Smart Modules Program to develop a modular, humionic approach to wearable and carryable computers, with the goal of producing a variety of products including computers, radios, navigation systems and human-computer interfaces that have both military and commercial use. In July 1996, DARPA went on to host the "Wearables in 2005" workshop, bringing together industrial, university, and military visionaries to work on the common theme of delivering computing to the individual.[31] A follow-up conference was hosted by Boeing in August 1996, where plans were finalized to create a new academic conference on wearable computing. In October 1997, Carnegie Mellon University, MIT, and Georgia Tech co-hosted the IEEE International Symposium on Wearables Computers (ISWC) in Cambridge, Massachusetts. The symposium was a full academic conference with published proceedings and papers ranging from sensors and new hardware to new applications for wearable computers, with 382 people registered for the event.

In 1998, Steve Mann invented and built the world's first smartwatch. It was featured on the cover of Linux Journal in 2000, and demonstrated at ISSCC 2000.

2000s

Dr. Bruce H Thomas and Dr. Wayne Piekarski developed the Tinmith wearable computer system to support augmented reality. This work was first published internationally in 2000 at the ISWC conference. The work was carried out at the Wearable Computer Lab in the University of South Australia.

In 2002, as part of Kevin Warwick's Project Cyborg, Warwick's wife, Irena, wore a necklace which was electronically linked to Warwick's nervous system via an implanted electrode array The color of the necklace changed between red and blue dependent on the signals on Warwick's nervous system.

Also in 2002, Xybernaut released a wearable computer called the Xybernaut Poma Wearable PC, Poma for short. Poma stood for Personal Media Appliance. The project failed for a few reasons though the top reasons are that the equipment was expensive and clunky. The user would wear a head mounted optical piece, a CPU that could be clipped onto clothing, and a mini keyboard that was attached to the user's arm.

GoPro released their first product, the GoPro HERO 35mm, which began a successful franchise of wearable cameras. The cameras can be worn atop the head or around the wrist and are shock and waterproof. GoPro cameras are used by many athletes and extreme sports enthusiasts, a trend that became very apparent during the early 2010s.

In the late 2000s, various Chinese companies began producing mobile phones in the form of wristwatches, the descendants of which as of 2013 include the i5 and i6, which are GSM phones with 1.8 inch displays, and the ZGPAX s5 Android wristwatch phone.

2010s

LunaTik, a machined wristband attachment for the 6th-generation iPod Nano

Standardization with IEEE, IETF, and several industry groups (e.g. Bluetooth) lead to more various interfacing under the WPAN (wireless personal area network). It also led the WBAN (Wireless body area network) to offer new classification of designs for interfacing and networking. The 6th-generation iPod Nano, released in September 2010, has a wristband attachment available to convert it into a wearable wristwatch computer.

The development of wearable computing spread to encompass rehabilitation engineering, ambulatory intervention treatment, life guard systems, and defense wearable systems.

Sony produced a wristwatch called Sony SmartWatch that must be paired with an Android phone. Once paired, it becomes an additional remote display and notification tool.

Fitbit released several wearable fitness trackers and the Fitbit Surge, a full smartwatch that is compatible with Android and iOS.

On April 11, 2012, Pebble launched a Kickstarter campaign to raise $100,000 for their initial smartwatch model. The campaign ended on May 18 with $10,266,844, over 100 times the fundraising target. Pebble has released several smartwatches since, including the Pebble Time and the Pebble Round.

Google Glass, Google's head-mounted display, which was launched in 2013.

Google Glass launched their optical head-mounted display (OHMD) to a test group of users in 2013, before it became available to the public on May 15, 2014. Google's mission was to produce a mass-market ubiquitous computer that displays information in a smartphone-like hands-free format that can interact with the Internet via natural language voice commands. Google Glass received criticism over privacy and safety concerns. On January 15, 2015, Google announced that it would stop producing the Google Glass prototype but would continue to develop the product. According to Google, Project Glass was ready to "graduate" from Google X, the experimental phase of the project.

Thync, a headset launched in 2014, is a wearable that stimulates the brain with mild electrical pulses, causing the wearer to feel energized or calm based on input into a phone app. The device is attached to the temple and to the back of the neck with an adhesive strip.

Macrotellect launched 2 portable brainwave(EEG) sensing devices, BrainLink Pro and BrainLink Lite in 2014, which allows families and meditation students to enhance the mental fitness and stress relief with 20+ brain fitness enhancement Apps on Apple and Android App Stores.

In January 2015, Intel announced the sub-miniature Intel Curie for wearable applications, based on its Intel Quark platform. As small as a button, it features a 6-axis accelerometer, a DSP sensor hub, a Bluetooth LE unit, and a battery charge controller. It was scheduled to ship in the second half of the year.

On April 24, 2015, Apple released their take on the smartwatch, known as the Apple Watch. The Apple Watch features a touchscreen, many applications, and a heart-rate sensor.

Commercialization

Image of the ZYPAD wrist wearable computer from Eurotech
 

The commercialization of general-purpose wearable computers, as led by companies such as Xybernaut, CDI and ViA, Inc. has thus far been met with limited success. Publicly traded Xybernaut tried forging alliances with companies such as IBM and Sony in order to make wearable computing widely available, and managed to get their equipment seen on such shows as The X-Files, but in 2005 their stock was delisted and the company filed for Chapter 11 bankruptcy protection amid financial scandal and federal investigation. Xybernaut emerged from bankruptcy protection in January, 2007. ViA, Inc. filed for bankruptcy in 2001 and subsequently ceased operations.

In 1998, Seiko marketed the Ruputer, a computer in a (fairly large) wristwatch, to mediocre returns. In 2001, IBM developed and publicly displayed two prototypes for a wristwatch computer running Linux. The last message about them dates to 2004, saying the device would cost about $250, but it is still under development. In 2002, Fossil, Inc. announced the Fossil Wrist PDA, which ran the Palm OS. Its release date was set for summer of 2003, but was delayed several times and was finally made available on January 5, 2005. Timex Datalink is another example of a practical wearable computer. Hitachi launched a wearable computer called Poma in 2002. Eurotech offers the ZYPAD, a wrist wearable touch screen computer with GPS, Wi-Fi and Bluetooth connectivity and which can run a number of custom applications. In 2013, a wearable computing device on the wrist to control body temperature was developed at MIT.

Evidence of weak market acceptance was demonstrated when Panasonic Computer Solutions Company's product failed. Panasonic has specialized in mobile computing with their Toughbook line for over 10 years and has extensive market research into the field of portable, wearable computing products. In 2002, Panasonic introduced a wearable brick computer coupled with a handheld or a touchscreen worn on the arm. The "Brick" Computer is the CF-07 Toughbook, dual batteries, screen used same batteries as the base, 800 x 600 resolution, optional GPS and WWAN. Has one M-PCI slot and one PCMCIA slot for expansion. CPU used is a 600 MHz Pentium 3 factory under clocked to 300 MHz so it can stay cool passively as it has no fan. Micro DIM RAM is upgradeable. The screen can be used wirelessly on other computers. The brick would communicate wirelessly to the screen, and concurrently the brick would communicate wirelessly out to the internet or other networks. The wearable brick was quietly pulled from the market in 2005, while the screen evolved to a thin client touchscreen used with a handstrap.

Google has announced that it has been working on a head-mounted display-based wearable "augmented reality" device called Google Glass. An early version of the device was available to the US public from April 2013 until January 2015. Despite ending sales of the device through their Explorer Program, Google has stated that they plan to continue developing the technology.

LG and iriver produce earbud wearables measuring heart rate and other biometrics, as well as various activity metrics.

Greater response to commercialization has been found in creating devices with designated purposes rather than all-purpose. One example is the WSS1000. The WSS1000 is a wearable computer designed to make the work of inventory employees easier and more efficient. The device allows workers to scan the barcode of items and immediately enter the information into the company system. This removed the need for carrying a clipboard, removed error and confusion from hand written notes, and allowed workers the freedom of both hands while working; the system improves accuracy as well as efficiency.

Popular culture

Many technologies for wearable computers derive their ideas from science fiction. There are many examples of ideas from popular movies that have become technologies or are technologies currently being developed.
  • 3D User Interface: Devices that display usable, tactile interfaces that can be manipulated in front of the user. Examples include the glove-operated hologram computer featured at the Pre-Crime headquarters in the beginning of Minority Report and the computers used by the gate workers at Zion in The Matrix trilogy.
  • Intelligent Textiles: Clothing that can relay and collect information. Examples include Tron and its sequel, and also many sci-fi military films.
  • Threat Glasses: Scan others in vicinity and assess threat-to-self level. Examples include Terminator 2, 'Threep' Technology in Lock-In, and Kill switch.
  • Computerized Contact Lenses: A special contact lenses that is used to confirm one's identity. Used in Mission Impossible 4.
  • Combat Suit Armor: A wearable exoskeleton that provides protection to its wearer and is typically equipped with powerful weapons and a computer system. Examples include numerous Iron Man suits, along with Samus Aran's Power Suit and Fusion Suit in the Metroid video game series.
  • Brain Nano-Bots to Store Memories in the Cloud: Used in Total Recall.
  • Infrared Headsets: Can help identify suspects and see through walls. Examples include Robocop's special eye system, as well as some more advanced visors that Samus Aran uses in the Metroid Prime trilogy.
  • Wrist-Worn Computers: Provide various abilities and information, such as data about the wearer, a vicinity map, a flashlight, a communicator, a poison detector or an enemy-tracking device. Examples include the Pip-Boy 3000 from the Fallout games and Leela's Wrist Device from the Futurama TV sitcom.
  • On-chest device or smart necklace form-factor of wearable computer was shown in many sci-fi movies, including Prometheus and Iron Man, however such location of the most precious individual's possession comes from history of wearing amulets and charms.

Military use

The wearable computer was introduced to the US Army in 1989, as a small computer that was meant to assist soldiers in battle. Since then, the concept has grown to include the Land Warrior program and proposal for future systems. The most extensive military program in the wearables arena is the US Army's Land Warrior system, which will eventually be merged into the Future Force Warrior system. There are also researches for increasing the reliability of terrestrial navigation.

F-INSAS is an Indian Military Project, designed largely with wearable computing.

Prosthesis

From Wikipedia, the free encyclopedia

Brain control of 3D prosthetic arm movement (hitting targets). This movie was recorded when the participant controlled the 3D movement of a prosthetic arm to hit physical targets in a research lab.

In medicine, a prosthesis (plural: prostheses; from Ancient Greek prosthesis, "addition, application, attachment") is an artificial device that replaces a missing body part, which may be lost through trauma, disease, or congenital conditions. Prosthetics are intended to restore the normal functions of the missing body part. Prosthetic amputee rehabilitation is primarily coordinated by a prosthetist and an inter-disciplinary team of health care professionals including psychiatrists, surgeons, physical therapists, and occupational therapists. Prosthetics are commonly created with CAD (Computer-Aided Design), a software interface that helps creators visualize the creation in a 3D form. But they can also be designed by hand.

Types

A person's prosthesis should be designed and assembled according to the person's appearance and functional needs. For instance, a person may need a transradial prosthesis, but need to choose between an aesthetic functional device, a myoelectric device, a body-powered device, or an activity specific device. The person's future goals and economical capabilities may help them choose between one or more devices.

Craniofacial prostheses include intra-oral and extra-oral prostheses. Extra-oral prostheses are further divided into hemifacial, auricular (ear), nasal, orbital and ocular. Intra-oral prostheses include dental prostheses such as dentures, obturators, and dental implants.

Prostheses of the neck include larynx substitutes, trachea and upper esophageal replacements,
Somato prostheses of the torso include breast prostheses which may be either single or bilateral, full breast devices or nipple prostheses.

Penile prostheses are used to treat erectile dysfunction.

Limb prostheses

A United States Marine with bilateral prosthetic legs leads a formation run

Limb prostheses include both upper- and lower-extremity prostheses.

Upper-extremity prostheses are used at varying levels of amputation: forequarter, shoulder disarticulation, transhumeral prosthesis, elbow disarticulation, transradial prosthesis, wrist disarticulation, full hand, partial hand, finger, partial finger. A transradial prosthesis is an artificial limb that replaces an arm missing below the elbow.

Upper limb prostheses can be categorized in three main categories: Passive devices, Body Powered devices, Externally Powered (myoelectric) devices. Passive devices can either be passive hands, mainly used for cosmetic purpose, or passive tools, mainly used for specific activities (e.g. leisure or vocational). An extensive overview and classification of passive devices can be found in a literature review by Maat et.al. A passive device can be static, meaning the device has no movable parts, or it can be adjustable, meaning its configuration can be adjusted (e.g. adjustable hand opening). Despite the absence of active grasping, passive devices are very useful in bimanual tasks that require fixation or support of an object, or for gesticulation in social interaction. According to scientific data a third of the upper limb amputees worldwide use a passive prosthetic hand. Body Powered or cable operated limbs work by attaching a harness and cable around the opposite shoulder of the damaged arm. The third category of prosthetic devices available are myoelectric arms. These work by sensing, via electrodes, when the muscles in the upper arm move, causing an artificial hand to open or close. In the prosthetics industry, a trans-radial prosthetic arm is often referred to as a "BE" or below elbow prosthesis.

Lower-extremity prostheses provide replacements at varying levels of amputation. These include hip disarticulation, transfemoral prosthesis, knee disarticulation, transtibial prosthesis, Syme's amputation, foot, partial foot, and toe. The two main subcategories of lower extremity prosthetic devices are trans-tibial (any amputation transecting the tibia bone or a congenital anomaly resulting in a tibial deficiency) and trans-femoral (any amputation transecting the femur bone or a congenital anomaly resulting in a femoral deficiency).

A transfemoral prosthesis is an artificial limb that replaces a leg missing above the knee. Transfemoral amputees can have a very difficult time regaining normal movement. In general, a transfemoral amputee must use approximately 80% more energy to walk than a person with two whole legs. This is due to the complexities in movement associated with the knee. In newer and more improved designs, hydraulics, carbon fiber, mechanical linkages, motors, computer microprocessors, and innovative combinations of these technologies are employed to give more control to the user. In the prosthetics industry a trans-femoral prosthetic leg is often referred to as an "AK" or above the knee prosthesis.

A transtibial prosthesis is an artificial limb that replaces a leg missing below the knee. A transtibial amputee is usually able to regain normal movement more readily than someone with a transfemoral amputation, due in large part to retaining the knee, which allows for easier movement. Lower extremity prosthetics describes artificially replaced limbs located at the hip level or lower. In the prosthetics industry a trans-tibial prosthetic leg is often referred to as a "BK" or below the knee prosthesis.

Physical therapists are trained to teach a person to walk with a leg prosthesis. To do so, the physical therapist may provide verbal instructions and may also help guide the person using touch, or tactile cues. This may be done in a clinic or home. There is some research suggesting that such training in the home may be more successful if the treatment includes the use of a treadmill. Using a treadmill, along with the physical therapy treatment, helps the person to experience many of the challenges of walking with a prosthesis.

In the United Kingdom, 75% of lower limb amputations are performed due to inadequate circulation (dysvascularity). This condition is often associated with many other medical conditions (co-morbidities) including diabetes and heart disease that may make it a challenge to recover and use a prosthetic limb to regain mobility and independence. For people who have inadequate circulation and have lost a lower limb, there is insufficient evidence due to a lack of research, to inform them regarding their choice of prosthetic rehabilitation approaches.

Lower extremity prostheses are often categorized by the level of amputation or after the name of a surgeon:

  • Transfemoral (Above-knee)
  • Transtibial (Below-knee)
  • Ankle disarticulation (e.g.: Syme amputation)
  • Knee disarticulation
  • Hemi-pelvictomy (Hip disarticulation)
  • Partial foot amputations (Pirogoff, Talo-Navicular and Calcaneo-cuboid (Chopart), Tarso-metatarsal (Lisfranc), Trans-metatarsal, Metatarsal-phalangeal, Ray amputations, toe amputations).
  • Van Nes rotationplasty

Prosthetic raw materials

Prosthetic are made lightweight for better convenience for the amputee. Some of these materials include:
  • Plastics:
    • Polyethylene
    • Polypropylene
    • Acrylics
    • Polyurethane
  • Wood (early prosthetics)
  • Rubber (early prosthetics)
  • Lightweight metals:
    • Titanium
    • Aluminum
  • Composites:
    • Carbon fibre
Wheeled prostheses have also been used extensively in the rehabilitation of injured domestic animals, including dogs, cats, pigs, rabbits, and turtles.

History

Prosthetic toe from ancient Egypt
The Capua leg (replica)
"Illustration of mechanical hand", c. 1564.
Iron prosthetic hand believed to have been owned by Götz von Berlichingen (1480–1562)
Artificial iron hand believed to date from 1560–1600

Prosthetics have been mentioned throughout history. The earliest recorded mention is the warrior queen Vishpala in the Rigveda. The Egyptians were early pioneers of the idea, as shown by the wooden toe found on a body from the New Kingdom. Roman bronze crowns have also been found, but their use could have been more aesthetic than medical.

An early mention of a prosthetic comes from the Greek historian Herodotus, who tells the story of Hegesistratus, a Greek diviner who cut off his own foot to escape his Spartan captors and replaced it with a wooden one.

Wood and metal hands

Pliny the Elder also recorded the tale of a Roman general, Marcus Sergius, whose right hand was cut off while campaigning and had an iron hand made to hold his shield so that he could return to battle. A famous and quite refined historical prosthetic arm was that of Götz von Berlichingen, made at the beginning of the 16th century. The first confirmed use of a prosthetic device, however, is from 950–710 BC. In 2000, research pathologists discovered a mummy from this period buried in the Egyptian necropolis near ancient Thebes that possessed an artificial big toe. This toe, consisting of wood and leather, exhibited evidence of use. When reproduced by bio-mechanical engineers in 2011, researchers discovered that this ancient prosthetic enabled its wearer to walk both barefoot and in Egyptian style sandals. Previously, the earliest discovered prosthetic was an artificial leg from Capua.

An artificial limbs factory in 1941

Around the same time, François de la Noue is also reported to have had an iron hand, as is, in the 17th Century, René-Robert Cavalier de la Salle. Henri de Tonti had a prosthetic hook for a hand. During the Middle Ages, prosthetic remained quite basic in form. Debilitated knights would be fitted with prosthetics so they could hold up a shield, grasp a lance or a sword, or stabilize a mounted warrior. Only the wealthy could afford anything that would assist in daily life.[citation needed]

One notable prosthesis was that belonging to an Italian man, who scientists estimate replaced his amputated right hand with a knife. Scientists investigating the skeleton, which was found in a Longobard cemetery in Povegliano Veronese, estimated that the man had lived sometime between the 6th and 8th centuries AD. Materials found near the man's body suggest that the knife prosthesis was attached with a leather strap, which he repeatedly tightened with his teeth.

During the Renaissance, prosthetics developed with the use of iron, steel, copper, and wood. Functional prosthetics began to make an appearance in the 1500s.

Technology progress before the 20th century

An Italian surgeon recorded the existence of an amputee who had an arm that allowed him to remove his hat, open his purse, and sign his name. Improvement in amputation surgery and prosthetic design came at the hands of Ambroise Paré. Among his inventions was an above-knee device that was a kneeling peg leg and foot prosthesis with a fixed position, adjustable harness, and knee lock control. The functionality of his advancements showed how future prosthetics could develop.

Other major improvements before the modern era:
  • Pieter Verduyn – First non-locking below-knee (BK) prosthesis.
  • James Potts – Prosthesis made of a wooden shank and socket, a steel knee joint and an articulated foot that was controlled by catgut tendons from the knee to the ankle. Came to be known as “Anglesey Leg” or “Selpho Leg”.
  • Sir James Syme – A new method of ankle amputation that did not involve amputating at the thigh.
  • Benjamin Palmer – Improved upon the Selpho leg. Added an anterior spring and concealed tendons to simulate natural-looking movement.
  • Dubois Parmlee – Created prosthetic with a suction socket, polycentric knee, and multi-articulated foot.
  • Marcel Desoutter & Charles Desoutter – First aluminium prosthesis
  • Henry Heather Bigg, and his son Henry Robert Heather Bigg, won the Queen's command to provide "surgical appliances" to wounded soldiers after Crimea War. They developed arms that allowed a double arm amputee to crochet, and a hand that felt natural to others based on ivory, felt, and leather.
At the end of World War II, the NAS (National Academy of Sciences) began to advocate better research and development of prosthetics. Through government funding, a research and development program was developed within the Army, Navy, Air Force, and the Veterans Administration.

Lower extremity modern history

Socket technology for lower extremity limbs saw a revolution during the 1980s when John Sabolich C.P.O., invented the Contoured Adducted Trochanteric-Controlled Alignment Method (CATCAM) socket, later to evolve into the Sabolich Socket. He followed the direction of Ivan Long and Ossur Christensen as they developed alternatives to the quadrilateral socket, which in turn followed the open ended plug socket, created from wood. The advancement was due to the difference in the socket to patient contact model. Prior to this, sockets were made in the shape of a square shape with no specialized containment for muscular tissue. New designs thus help to lock in the bony anatomy, locking it into place and distributing the weight evenly over the existing limb as well as the musculature of the patient. Ischial containment is well known and used today by many prosthetist to help in patient care. Variations of the ischial containment socket thus exists and each socket is tailored to the specific needs of the patient. Others who contributed to socket development and changes over the years include Tim Staats, Chris Hoyt, and Frank Gottschalk. Gottschalk disputed the efficacy of the CAT-CAM socket- insisting the surgical procedure done by the amputation surgeon was most important to prepare the amputee for good use of a prosthesis of any type socket design.

The first microprocessor-controlled prosthetic knees became available in the early 1990s. The Intelligent Prosthesis was the first commercially available microprocessor controlled prosthetic knee. It was released by Chas. A. Blatchford and Sons, Ltd., of Great Britain, in 1993 and made walking with the prosthesis feel and look more natural. An improved version was released in 1995 by the name Intelligent Prosthesis Plus. Blatchford released another prosthesis, the Adaptive Prosthesis, in 1998. The Adaptive Prosthesis utilized hydraulic controls, pneumatic controls, and a microprocessor to provide the amputee with a gait that was more responsive to changes in walking speed. Cost analysis reveals that a sophisticated above-knee prosthesis will be about $1 million in 45 years, given only annual cost of living adjustments.

Upper extremity modern history

In 2005, DARPA started the Revolutionizing Prosthetics program.

Patient procedure

A prosthesis is a functional replacement for an amputated or congenitally malformed or missing limb. Prosthetists are responsible for the prescription, design and management of a prosthetic device.
In most cases, the prosthetist begins by taking a plaster cast of the patient's affected limb. Lightweight, high-strength thermoplastics are custom-formed to this model of the patient. Cutting-edge materials such as carbon fiber, titanium and Kevlar provide strength and durability while making the new prosthesis lighter. More sophisticated prostheses are equipped with advanced electronics, providing additional stability and control.

Current technology and manufacturing

Knee prosthesis manufactured using WorkNC Computer Aided Manufacturing software

Over the years, there have been advancements in artificial limbs. New plastics and other materials, such as carbon fiber, have allowed artificial limbs to be stronger and lighter, limiting the amount of extra energy necessary to operate the limb. This is especially important for trans-femoral amputees. Additional materials have allowed artificial limbs to look much more realistic, which is important to trans-radial and transhumeral amputees because they are more likely to have the artificial limb exposed.

Manufacturing a prosthetic finger

In addition to new materials, the use of electronics has become very common in artificial limbs. Myoelectric limbs, which control the limbs by converting muscle movements to electrical signals, have become much more common than cable operated limbs. Myoelectric signals are picked up by electrodes, the signal gets integrated and once it exceeds a certain threshold, the prosthetic limb control signal is triggered which is why inherently, all myoelectric controls lag. Conversely, cable control is immediate and physical, and through that offers a certain degree of direct force feedback that myoelectric control does not. Computers are also used extensively in the manufacturing of limbs. Computer Aided Design and Computer Aided Manufacturing are often used to assist in the design and manufacture of artificial limbs.

Most modern artificial limbs are attached to the residual limb (stump) of the amputee by belts and cuffs or by suction. The residual limb either directly fits into a socket on the prosthetic, or—more commonly today—a liner is used that then is fixed to the socket either by vacuum (suction sockets) or a pin lock. Liners are soft and by that, they can create a far better suction fit than hard sockets. Silicone liners can be obtained in standard sizes, mostly with a circular (round) cross section, but for any other residual limb shape, custom liners can be made. The socket is custom made to fit the residual limb and to distribute the forces of the artificial limb across the area of the residual limb (rather than just one small spot), which helps reduce wear on the residual limb. The custom socket is created by taking a plaster cast of the residual limb or, more commonly today, of the liner worn over the residual limb, and then making a mold from the plaster cast. Newer methods include laser-guided measuring which can be input directly to a computer allowing for a more sophisticated design.

One problem with the residual limb and socket attachment is that a bad fit will reduce the area of contact between the residual limb and socket or liner, and increase pockets between residual limb skin and socket or liner. Pressure then is higher, which can be painful. Air pockets can allow sweat to accumulate that can soften the skin. Ultimately, this is a frequent cause for itchy skin rashes. Over time, this can lead to breakdown of the skin.

Artificial limbs are typically manufactured using the following steps:
  1. Measurement of the residual limb
  2. Measurement of the body to determine the size required for the artificial limb
  3. Fitting of a silicone liner
  4. Creation of a model of the liner worn over the residual limb
  5. Formation of thermoplastic sheet around the model – This is then used to test the fit of the prosthetic
  6. Formation of permanent socket
  7. Formation of plastic parts of the artificial limb – Different methods are used, including vacuum forming and injection molding
  8. Creation of metal parts of the artificial limb using die casting
  9. Assembly of entire limb

Body-powered arms

Current technology allows body powered arms to weigh around one-half to one-third of what a myoelectric arm does.

Sockets

Current body-powered arms contain sockets that are built from hard epoxy or carbon fiber. These sockets or "interfaces" can be made more comfortable by lining them with a softer, compressible foam material that provides padding for the bone prominences. A self-suspending or supra-condylar socket design is useful for those with short to mid-range below elbow absence. Longer limbs may require the use of a locking roll-on type inner liner or more complex harnessing to help augment suspension.

Wrists

Wrist units are either screw-on connectors featuring the UNF 1/2-20 thread (USA) or quick-release connector, of which there are different models.

Voluntary opening and voluntary closing

Two types of body-powered systems exist, voluntary opening "pull to open" and voluntary closing "pull to close". Virtually all "split hook" prostheses operate with a voluntary opening type system.
More modern "prehensors" called GRIPS utilize voluntary closing systems. The differences are significant. Users of voluntary opening systems rely on elastic bands or springs for gripping force, while users of voluntary closing systems rely on their own body power and energy to create gripping force.

Voluntary closing users can generate prehension forces equivalent to the normal hand, upwards to or exceeding one hundred pounds. Voluntary closing GRIPS require constant tension to grip, like a human hand, and in that property, they do come closer to matching human hand performance. Voluntary opening split hook users are limited to forces their rubber or springs can generate which usually is below 20 pounds.

Feedback

An additional difference exists in the biofeedback created that allows the user to "feel" what is being held. Voluntary opening systems once engaged provide the holding force so that they operate like a passive vice at the end of the arm. No gripping feedback is provided once the hook has closed around the object being held. Voluntary closing systems provide directly proportional control and biofeedback so that the user can feel how much force that they are applying.

A recent study showed that by stimulating the median and ulnar nerves, according to the information provided by the artificial sensors from a hand prosthesis, physiologically appropriate (near-natural) sensory information could be provided to an amputee. This feedback enabled the participant to effectively modulate the grasping force of the prosthesis with no visual or auditory feedback.

Researchers from École Polytechnique Fédérale De Lausanne in Switzerland and the Scuola Superiore Sant'Anna in Italy, implanted the electrodes into the amputee's arm in February 2013. The study, published Wednesday in Science Translational Medicine, details the first time sensory feedback has been restored allowing an amputee to control an artificial limb in real-time. With wires linked to nerves in his upper arm, the Danish patient was able to handle objects and instantly receive a sense of touch through the special artificial hand that was created by Silvestro Micera and researchers both in Switzerland and Italy.

Terminal devices

Terminal devices contain a range of hooks, prehensors, hands or other devices.
Hooks
Voluntary opening split hook systems are simple, convenient, light, robust, versatile and relatively affordable.

A hook does not match a normal human hand for appearance or overall versatility, but its material tolerances can exceed and surpass the normal human hand for mechanical stress (one can even use a hook to slice open boxes or as a hammer whereas the same is not possible with a normal hand), for thermal stability (one can use a hook to grip items from boiling water, to turn meat on a grill, to hold a match until it has burned down completely) and for chemical hazards (as a metal hook withstands acids or lye, and does not react to solvents like a prosthetic glove or human skin).
Hands
Actor Owen Wilson gripping the myoelectric prosthetic arm of a United States Marine

Prosthetic hands are available in both voluntary opening and voluntary closing versions and because of their more complex mechanics and cosmetic glove covering require a relatively large activation force, which, depending on the type of harness used, may be uncomfortable. A recent study by the Delft University of Technology, The Netherlands, showed that the development of mechanical prosthetic hands has been neglected during the past decades. The study showed that the pinch force level of most current mechanical hands is too low for practical use. The best tested hand was a prosthetic hand developed around 1945. In 2017 however, a research has been started with bionic hands by Laura Hruby of the Medical University of Vienna. A few open-hardware 3-d printable bionic hands have also become available. Some companies are also producing robotic hands with integrated forearm, for fitting unto a patient's upper arm.

Commercial providers and materials

Hosmer and Otto Bock are major commercial hook providers. Mechanical hands are sold by Hosmer and Otto Bock as well; the Becker Hand is still manufactured by the Becker family. Prosthetic hands may be fitted with standard stock or custom-made cosmetic looking silicone gloves. But regular work gloves may be worn as well. Other terminal devices include the V2P Prehensor, a versatile robust gripper that allows customers to modify aspects of it, Texas Assist Devices (with a whole assortment of tools) and TRS that offers a range of terminal devices for sports. Cable harnesses can be built using aircraft steel cables, ball hinges, and self-lubricating cable sheaths. Some prosthetics have been designed specifically for use in salt water.

Lower-extremity prosthetics

A prosthetic leg worn by Ellie Cole

Lower-extremity prosthetics describes artificially replaced limbs located at the hip level or lower. Concerning all ages Ephraim et al. (2003) found a worldwide estimate of all-cause lower-extremity amputations of 2.0–5.9 per 10,000 inhabitants. For birth prevalence rates of congenital limb deficiency they found an estimate between 3.5–7.1 cases per 10,000 births.

The two main subcategories of lower extremity prosthetic devices are trans-tibial (any amputation transecting the tibia bone or a congenital anomaly resulting in a tibial deficiency), and trans-femoral (any amputation transecting the femur bone or a congenital anomaly resulting in a femoral deficiency). In the prosthetic industry, a trans-tibial prosthetic leg is often referred to as a "BK" or below the knee prosthesis while the trans-femoral prosthetic leg is often referred to as an "AK" or above the knee prosthesis.

Other, less prevalent lower extremity cases include the following:
  1. Hip disarticulations – This usually refers to when an amputee or congenitally challenged patient has either an amputation or anomaly at or in close proximity to the hip joint.
  2. Knee disarticulations – This usually refers to an amputation through the knee disarticulating the femur from the tibia.
  3. Symes – This is an ankle disarticulation while preserving the heel pad.

Socket

The socket serves as an interface between the residuum and the prosthesis, ideally allowing comfortable weight-bearing, movement control and proprioception. Socket issues, such as discomfort and skin breakdown, are rated among the most important issues faced by lower-limb amputees.

Shank and connectors

This part creates distance and support between the knee-joint and the foot (in case of an upper-leg prosthesis) or between the socket and the foot. The type of connectors that are used between the shank and the knee/foot determines whether the prosthesis is modular or not. Modular means that the angle and the displacement of the foot in respect to the socket can be changed after fitting. In developing countries prosthesis mostly are non-modular, in order to reduce cost. When considering children modularity of angle and height is important because of their average growth of 1.9 cm annually.

Foot

Providing contact to the ground, the foot provides shock absorption and stability during stance. Additionally it influences gait biomechanics by its shape and stiffness. This is because the trajectory of the center of pressure (COP) and the angle of the ground reaction forces is determined by the shape and stiffness of the foot and needs to match the subject's build in order to produce a normal gait pattern. Andrysek (2010) found 16 different types of feet, with greatly varying results concerning durability and biomechanics. The main problem found in current feet is durability, endurance ranging from 16–32 months  These results are for adults and will probably be worse for children due to higher activity levels and scale effects. Evidence comparing different types of feet and ankle prosthetic devices is not strong enough to determine if one mechanism of ankle/foot is superior to another. When deciding on a device, the cost of the device, a person's functional need, and the availability of a particular device should be considered.

Knee joint

In case of a trans-femoral amputation, there also is a need for a complex connector providing articulation, allowing flexion during swing-phase but not during stance.
Microprocessor control
To mimic the knee's functionality during gait, microprocessor-controlled knee joints have been developed that control the flexion of the knee. Some examples are Otto Bock’s C-leg, introduced in 1997, Ossur's Rheo Knee, released in 2005, the Power Knee by Ossur, introduced in 2006, the Plié Knee from Freedom Innovations and DAW Industries’ Self Learning Knee (SLK).

The idea was originally developed by Kelly James, a Canadian engineer, at the University of Alberta.

A microprocessor is used to interpret and analyze signals from knee-angle sensors and moment sensors. The microprocessor receives signals from its sensors to determine the type of motion being employed by the amputee. Most microprocessor controlled knee-joints are powered by a battery housed inside the prosthesis.

The sensory signals computed by the microprocessor are used to control the resistance generated by hydraulic cylinders in the knee-joint. Small valves control the amount of hydraulic fluid that can pass into and out of the cylinder, thus regulating the extension and compression of a piston connected to the upper section of the knee.

The main advantage of a microprocessor-controlled prosthesis is a closer approximation to an amputee's natural gait. Some allow amputees to walk near walking speed or run. Variations in speed are also possible and are taken into account by sensors and communicated to the microprocessor, which adjusts to these changes accordingly. It also enables the amputees to walk downstairs with a step-over-step approach, rather than the one step at a time approach used with mechanical knees. There is some research suggesting that people with microprocessor-controlled prostheses report greater satisfaction and improvement in functionality, residual limb health, and safety. People may be able to perform everyday activities at greater speeds, even while multitasking, and reduce their risk of falls.

However, some have some significant drawbacks that impair its use. They can be susceptible to water damage and thus great care must be taken to ensure that the prosthesis remains dry.[citation needed]

Myoelectric

A myoelectric prosthesis uses the electrical tension generated every time a muscle contracts, as information. This tension can be captured from voluntarily contracted muscles by electrodes applied on the skin to control the movements of the prosthesis, such as elbow flexion/extension, wrist supination/pronation (rotation) or opening/closing of the fingers. A prosthesis of this type utilizes the residual neuromuscular system of the human body to control the functions of an electric powered prosthetic hand, wrist, elbow or foot. This is different from an electric switch prosthesis, which requires straps and/or cables actuated by body movements to actuate or operate switches that control the movements of the prosthesis. There is no clear evidence concluding that myoelectric upper extremity prostheses function better than body-powered prostheses. Advantages to using a myoelectric upper extremity prosthesis include the potential for improvement in cosmetic appeal (this type of prosthesis may have a more natural look), may be better for light everyday activities, and may be beneficial for people experiencing phantom limb pain. When compared to a body-powered prosthesis, a myoelectric prosthesis may not be as durable, may have a longer training time, may require more adjustments, may need more maintenance, and does not provide feedback to the user.

The USSR was the first to develop a myoelectric arm in 1958, while the first myoelectric arm became commercial in 1964 by the Central Prosthetic Research Institute of the USSR, and distributed by the Hangar Limb Factory of the UK.

Researchers at the Rehabilitation Institute of Chicago announced in September 2013 that they have developed a robotic leg that translates neural impulses from the user's thigh muscles into movement, which is the first prosthetic leg to do so. It is currently in testing.

Robotic prostheses

Robots can be used to generate objective measures of patient's impairment and therapy outcome, assist in diagnosis, customize therapies based on patient's motor abilities, and assure compliance with treatment regimens and maintain patient's records. It is shown in many studies that there is a significant improvement in upper limb motor function after stroke using robotics for upper limb rehabilitation. In order for a robotic prosthetic limb to work, it must have several components to integrate it into the body's function: Biosensors detect signals from the user's nervous or muscular systems. It then relays this information to a controller located inside the device, and processes feedback from the limb and actuator, e.g., position or force, and sends it to the controller. Examples include surface electrodes that detect electrical activity on the skin, needle electrodes implanted in muscle, or solid-state electrode arrays with nerves growing through them. One type of these biosensors are employed in myoelectric prostheses.

A device known as the controller is connected to the user's nerve and muscular systems and the device itself. It sends intention commands from the user to the actuators of the device and interprets feedback from the mechanical and biosensors to the user. The controller is also responsible for the monitoring and control of the movements of the device.

An actuator mimics the actions of a muscle in producing force and movement. Examples include a motor that aids or replaces original muscle tissue.

Targeted muscle reinnervation (TMR) is a technique in which motor nerves, which previously controlled muscles on an amputated limb, are surgically rerouted such that they reinnervate a small region of a large, intact muscle, such as the pectoralis major. As a result, when a patient thinks about moving the thumb of his missing hand, a small area of muscle on his chest will contract instead. By placing sensors over the reinnervated muscle, these contractions can be made to control the movement of an appropriate part of the robotic prosthesis.

A variant of this technique is called targeted sensory reinnervation (TSR). This procedure is similar to TMR, except that sensory nerves are surgically rerouted to skin on the chest, rather than motor nerves rerouted to muscle. Recently, robotic limbs have improved in their ability to take signals from the human brain and translate those signals into motion in the artificial limb. DARPA, the Pentagon's research division, is working to make even more advancements in this area. Their desire is to create an artificial limb that ties directly into the nervous system.

Robotic arms

Advancements in the processors used in myoelectric arms have allowed developers to make gains in fine-tuned control of the prosthetic. The Boston Digital Arm is a recent artificial limb that has taken advantage of these more advanced processors. The arm allows movement in five axes and allows the arm to be programmed for a more customized feel. Recently the i-Limb hand, invented in Edinburgh, Scotland, by David Gow has become the first commercially available hand prosthesis with five individually powered digits. The hand also possesses a manually rotatable thumb which is operated passively by the user and allows the hand to grip in precision, power, and key grip modes.

Another neural prosthetic is Johns Hopkins University Applied Physics Laboratory Proto 1. Besides the Proto 1, the university also finished the Proto 2 in 2010. Early in 2013, Max Ortiz Catalan and Rickard Brånemark of the Chalmers University of Technology, and Sahlgrenska University Hospital in Sweden, succeeded in making the first robotic arm which is mind-controlled and can be permanently attached to the body (using osseointegration).

An approach that is very useful is called arm rotation which is common for unilateral amputees which is an amputation that affects only one side of the body; and also essential for bilateral amputees, a person who is missing or has had amputated either both arms or legs, to carry out activities of daily living. This involves inserting a small permanent magnet into the distal end of the residual bone of subjects with upper limb amputations. When a subject rotates the residual arm, the magnet will rotate with the residual bone, causing a change in magnetic field distribution. EEG (electroencephalogram) signals, detected using small flat metal discs attached to the scalp, essentially decoding human brain activity used for physical movement, is used to control the robotic limbs. This allows the user to control the part directly.

Robotic legs

Prosthesis design
The main goal of a robotic prosthesis is to provide active actuation during gait to improve the biomechanics of gait, including, among other things, stability, symmetry, or energy expenditure for amputees. There are several powered prosthetic legs currently on the market, including fully powered legs, in which actuators directly drive the joints, and semi-active legs, which use small amounts of energy and a small actuator to change the mechanical properties of the leg but do not inject net positive energy into gait. Specific examples include The emPOWER from BionX, the Proprio Foot from Ossur, and the Elan Foot from Endolite. Various research groups have also experimented with robotic legs over the last decade. Central issues being researched include designing the behavior of the device during stance and swing phases, recognizing the current ambulation task, and various mechanical design problems such as robustness, weight, battery-life/efficiency, and noise-level. However, scientists from Stanford University and Seoul National University has developed artificial nerves system that will help prosthetic limbs feel. This synthetic nerve system enables prosthetic limbs sense braille, feel the sense of touch and respond to the environment.

Attachment to the body

Most prostheses can be attached to the exterior of the body, in a non-permanent way. Some others however can be attached in a permanent way. One such example are exoprostheses (see below).

Direct bone attachment and osseointegration

Osseointegration is a method of attaching the artificial limb to the body. This method is also sometimes referred to as exoprosthesis (attaching an artificial limb to the bone), or endo-exoprosthesis.

The stump and socket method can cause significant pain in the amputee, which is why the direct bone attachment has been explored extensively. The method works by inserting a titanium bolt into the bone at the end of the stump. After several months the bone attaches itself to the titanium bolt and an abutment is attached to the titanium bolt. The abutment extends out of the stump and the (removable) artificial limb is then attached to the abutment. Some of the benefits of this method include the following:
  • Better muscle control of the prosthetic.
  • The ability to wear the prosthetic for an extended period of time; with the stump and socket method this is not possible.
  • The ability for transfemoral amputees to drive a car.
The main disadvantage of this method is that amputees with the direct bone attachment cannot have large impacts on the limb, such as those experienced during jogging, because of the potential for the bone to break.

Cosmesis

Cosmetic prosthesis has long been used to disguise injuries and disfigurements. With advances in modern technology, cosmesis, the creation of lifelike limbs made from silicone or PVC has been made possible. Such prosthetics, including artificial hands, can now be designed to simulate the appearance of real hands, complete with freckles, veins, hair, fingerprints and even tattoos. Custom-made cosmeses are generally more expensive (costing thousands of U.S. dollars, depending on the level of detail), while standard cosmeses come premade in a variety of sizes, although they are often not as realistic as their custom-made counterparts. Another option is the custom-made silicone cover, which can be made to match a person's skin tone but not details such as freckles or wrinkles. Cosmeses are attached to the body in any number of ways, using an adhesive, suction, form-fitting, stretchable skin, or a skin sleeve.

Cognition

Unlike neuromotor prostheses, neurocognitive prostheses would sense or modulate neural function in order to physically reconstitute or augment cognitive processes such as executive function, attention, language, and memory. No neurocognitive prostheses are currently available but the development of implantable neurocognitive brain-computer interfaces has been proposed to help treat conditions such as stroke, traumatic brain injury, cerebral palsy, autism, and Alzheimer's disease. The recent field of Assistive Technology for Cognition concerns the development of technologies to augment human cognition. Scheduling devices such as Neuropage remind users with memory impairments when to perform certain activities, such as visiting the doctor. Micro-prompting devices such as PEAT, AbleLink and Guide have been used to aid users with memory and executive function problems perform activities of daily living.

Prosthetic enhancement

Sgt. Jerrod Fields, a U.S. Army World Class Athlete Program Paralympic sprinter hopeful, works out at the U.S. Olympic Training Center in Chula Vista, Calif. A below-the-knee amputee, Fields won a gold medal in the 100 meters with a time of 12.15 seconds at the Endeavor Games in Edmond, Okla., on June 13, 2009

In addition to the standard artificial limb for everyday use, many amputees or congenital patients have special limbs and devices to aid in the participation of sports and recreational activities.

Within science fiction, and, more recently, within the scientific community, there has been consideration given to using advanced prostheses to replace healthy body parts with artificial mechanisms and systems to improve function. The morality and desirability of such technologies are being debated by transhumanists, other ethicists, and others in general. Body parts such as legs, arms, hands, feet, and others can be replaced.

The first experiment with a healthy individual appears to have been that by the British scientist Kevin Warwick. In 2002, an implant was interfaced directly into Warwick's nervous system. The electrode array, which contained around a hundred electrodes, was placed in the median nerve. The signals produced were detailed enough that a robot arm was able to mimic the actions of Warwick's own arm and provide a form of touch feedback again via the implant.

The DEKA company of Dean Kamen developed the "Luke arm", an advanced nerve-controlled prosthetic. Clinical trials began in 2008, with FDA approval in 2014 and commercial manufacturing by Universal Instruments Corporation expected in 2017. The price offered at retail by Mobius Bionics is expected to be around $100,000.

Oscar Pistorius

In early 2008, Oscar Pistorius, the "Blade Runner" of South Africa, was briefly ruled ineligible to compete in the 2008 Summer Olympics because his transtibial prosthesis limbs were said to give him an unfair advantage over runners who had ankles. One researcher found that his limbs used twenty-five percent less energy than those of an able-bodied runner moving at the same speed. This ruling was overturned on appeal, with the appellate court stating that the overall set of advantages and disadvantages of Pistorius' limbs had not been considered.

Pistorius did not qualify for the South African team for the Olympics, but went on to sweep the 2008 Summer Paralympics, and has been ruled eligible to qualify for any future Olympics. He qualified for the 2011 World Championship in South Korea and reached the semifinal where he ended last timewise, he was 14th in the first round, his personal best at 400m would have given him 5th place in the finals. At the 2012 Summer Olympics in London, Pistorius became the first amputee runner to compete at an Olympic Games. He ran in the 400 metres race semifinals, and the 4 × 400 metres relay race finals. He also competed in 5 events in the 2012 Summer Paralympics in London.

Design considerations

There are multiple factors to consider when designing a transtibial prosthesis. Manufacturers must make choices about their priorities regarding these factors.

Performance

Nonetheless, there are certain elements of socket and foot mechanics that are invaluable for the athlete, and these are the focus of today's high-tech prosthetics companies:
  • Fit – athletic/active amputees, or those with bony residua, may require a carefully detailed socket fit; less-active patients may be comfortable with a 'total contact' fit and gel liner
  • Energy storage and return – storage of energy acquired through ground contact and utilization of that stored energy for propulsion
  • Energy absorption – minimizing the effect of high impact on the musculoskeletal system
  • Ground compliance – stability independent of terrain type and angle
  • Rotation – ease of changing direction
  • Weight – maximizing comfort, balance and speed
  • Suspension – how the socket will join and fit to the limb

Other

The buyer is also concerned with numerous other factors:
  • Cosmetics
  • Cost
  • Ease of use
  • Size availability

Cost and source freedom

High-cost

In the USA a typical prosthetic limb costs anywhere between $15,000 and $90,000, depending on the type of limb desired by the patient. With medical insurance, a patient will typically pay 10%–50% of the total cost of a prosthetic limb, while the insurance company will cover the rest of the cost. The percent that the patient pays varies on the type of insurance plan, as well as the limb requested by the patient. In the United Kingdom, much of Europe, Australia and New Zealand the entire cost of prosthetic limbs is met by state funding or statutory insurance. For example, in Australia prostheses are fully funded by state schemes in the case of amputation due to disease, and by workers compensation or traffic injury insurance in the case of most traumatic amputations. The National Disability Insurance Scheme, which is being rolled out nationally between 2017 and 2020 also pays for prostheses.

Transradial (below the elbow amputation) and transtibial prostheses (below the knee amputation) typically cost between US $6,000 and $8,000, while transfemoral (above the knee amputation) and transhumeral prosthetics (above the elbow amputation) cost approximately twice as much with a range of $10,000 to $15,000 and can sometimes reach costs of $35,000. The cost of an artificial limb often recurs, while a limb typically needs to be replaced every 3–4 years due to wear and tear of everyday use. In addition, if the socket has fit issues, the socket must be replaced within several months from the onset of pain. If height is an issue, components such as pylons can be changed.

Not only does the patient need to pay for their multiple prosthetic limbs, but they also need to pay for physical and occupational therapy that come along with adapting to living with an artificial limb. Unlike the reoccurring cost of the prosthetic limbs, the patient will typically only pay the $2000 to $5000 for therapy during the first year or two of living as an amputee. Once the patient is strong and comfortable with their new limb, they will not be required to go to therapy anymore. Throughout one's life, it is projected that a typical amputee will go through $1.4 million worth of treatment, including surgeries, prosthetics, as well as therapies.

Low-cost

Low-cost above-knee prostheses often provide only basic structural support with limited function. This function is often achieved with crude, non-articulating, unstable, or manually locking knee joints. A limited number of organizations, such as the International Committee of the Red Cross (ICRC), create devices for developing countries. Their device which is manufactured by CR Equipments is a single-axis, manually operated locking polymer prosthetic knee joint.

List of knee joint technologies based on the literature review.

Name of technology (country of origin) Brief description Highest level of evidence
ICRC knee (Switzerland) Single-axis with manual lock Independent field
ATLAS knee (UK) Weight-activated friction Independent field
POF/OTRC knee (US) Single-axis with ext. assist Field
DAV/Seattle knee (US) Compliant polycentric Field
LIMBS International M1 knee (US) Four-bar Field
JaipurKnee (India) Four-bar Field
LCKnee (Canada) Single-axis with automatic lock Field
None provided (Nepal) Single-axis Field
None provided (New Zealand) Roto-molded single-axis Field
None provided (India) Six-bar with squatting Technical development
Friction knee (US) Weight-activated friction Technical development
Wedgelock knee (Australia) Weight-activated friction Technical development
SATHI friction knee (India) Weight-activated friction Limited data available

Low-cost above-knee prosthetic limbs: ICRC Knee (left) and LC Knee (right)

A plan for a low-cost artificial leg, designed by Sébastien Dubois, was featured at the 2007 International Design Exhibition and award show in Copenhagen, Denmark, where it won the Index: Award. It would be able to create an energy-return prosthetic leg for US $8.00, composed primarily of fiberglass.

Prior to the 1980s, foot prostheses merely restored basic walking capabilities. These early devices can be characterized by a simple artificial attachment connecting one's residual limb to the ground.

The introduction of the Seattle Foot (Seattle Limb Systems) in 1981 revolutionized the field, bringing the concept of an Energy Storing Prosthetic Foot (ESPF) to the fore. Other companies soon followed suit, and before long, there were multiple models of energy storing prostheses on the market. Each model utilized some variation of a compressible heel. The heel is compressed during initial ground contact, storing energy which is then returned during the latter phase of ground contact to help propel the body forward.

Since then, the foot prosthetics industry has been dominated by steady, small improvements in performance, comfort, and marketability.

With 3D printers, it is possible to manufacture a single product without having to have metal molds, so the costs can be drastically reduced.

Jaipur Foot, an artificial limb from Jaipur, India, costs about US$40.

Open-source robotic prothesis

There is currently an open-design Prosthetics forum known as the "Open Prosthetics Project". The group employs collaborators and volunteers to advance Prosthetics technology while attempting to lower the costs of these necessary devices. Open Bionics is a company that is developing open-source robotic prosthetic hands. It uses 3D printing to manufacture the devices and low-cost 3D scanners to fit them, with the aim of lowering the cost of fabricating custom prosthetics. A review study on a wide range of printed prosthetic hands, found that although 3D printing technology holds a promise for individualised prosthesis design, it is not necessarily cheaper when all costs are included. The same study also found that evidence on the functionality, durability and user acceptance of 3D printed hand prostheses is still lacking.

Low-cost prosthetics for children

In the USA an estimate was found of 32,500 children ( < 21 years) that suffer from major paediatric amputation, with 5,525 new cases each year, of which 3,315 congenital. Carr et al. (1998) investigated amputations caused by landmines for Afghanistan, Bosnia and Herzegovina, Cambodia and Mozambique among children ( < 14 years), showing estimates of respectively 4.7, 0.19, 1.11 and 0.67 per 1000 children. Mohan (1986) indicated in India a total of 424,000 amputees (23,500 annually), of which 10.3% had an onset of disability below the age of 14, amounting to a total of about 43,700 limb deficient children in India alone.

Few low-cost solutions have been created specially for children. Underneath some of them can be found.

Artificial limbs for a juvenile thalidomide survivor 1961–1965

Pole and crutch

This hand-held pole with leather support band or platform for the limb is one of the simplest and cheapest solutions found. It serves well as a short-term solution, but is prone to rapid contracture formation if the limb is not stretched daily through a series of range-of motion (RoM) sets.

Bamboo, PVC or plaster limbs

This also fairly simple solution comprises a plaster socket with a bamboo or PVC pipe at the bottom, optionally attached to a prosthetic foot. This solution prevents contractures because the knee is moved through its full RoM. The David Werner Collection, an online database for the assistance of disabled village children, displays manuals of production of these solutions.

Adjustable bicycle limb

This solution is built using a bicycle seat post up side down as foot, generating flexibility and (length) adjustability. It is a very cheap solution, using locally available materials.

Sathi Limb

It is an endoskeletal modular lower limb from India, which uses thermoplastic parts. Its main advantages are the small weight and adaptability.

Monolimb

Monolimbs are non-modular prostheses and thus require more experienced prosthetist for correct fitting, because alignment can barely be changed after production. However, their durability on average is better than low-cost modular solutions.

Cultural and social theory perspectives

A number of theorists have explored the meaning and implications of prosthetic extension of the body. Elizabeth Grosz writes, "Creatures use tools, ornaments, and appliances to augment their bodily capacities. Are their bodies lacking something, which they need to replace with artificial or substitute organs?...Or conversely, should prostheses be understood, in terms of aesthetic reorganization and proliferation, as the consequence of an inventiveness that functions beyond and perhaps in defiance of pragmatic need?" Elaine Scarry argues that every artifact recreates and extends the body. Chairs supplement the skeleton, tools append the hands, clothing augments the skin. In Scarry's thinking, "furniture and houses are neither more nor less interior to the human body than the food it absorbs, nor are they fundamentally different from such sophisticated prosthetics as artificial lungs, eyes and kidneys. The consumption of manufactured things turns the body inside out, opening it up to and as the culture of objects." Mark Wigley, a professor of architecture, continues this line of thinking about how architecture supplements our natural capabilities, and argues that "a blurring of identity is produced by all prostheses." Some of this work relies on Freud's earlier characterization of man's relation to objects as one of extension.

Cooperative

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