Recent advances in recording and real-time analysis of surface electromyographic signals (sEMG) have fostered the use of sEMG human–machine interfaces for controlling personal computers, prostheses of upper limbs, and exoskeletons among others. Despite a relatively high mean performance, sEMG-interfaces still exhibit strong variance in the fidelity of gesture recognition among different users. Here, we systematically study the latent factors determining the performance of sEMG-interfaces in synthetic tests and in an arcade game. We show that the degree of muscle cooperation and the amount of the body fatty tissue are the decisive factors in synthetic tests. Our data suggest that these factors can only be adjusted by long-term training, which promotes fine-tuning of low-level neural circuits driving the muscles. Short-term training has no effect on synthetic tests, but significantly increases the game scoring. This implies that it works at a higher decision-making level, not relevant for synthetic gestures. We propose a procedure that enables quantification of the gestures’ fidelity in a dynamic gaming environment. For each individual subject, the approach allows identifying “problematic” gestures that decrease gaming performance. This information can be used for optimizing the training strategy and for adapting the signal processing algorithms to individual users, which could be a way for a qualitative leap in the development of future sEMG-interfaces.
One of the modern trends in the design of human–machine interfaces (HMI) is to involve the so called spiking neuron networks (SNNs) in signal processing. The SNNs can be trained by simple and efficient biologically inspired algorithms. In particular, we have shown that sensory neurons in the input layer of SNNs can simultaneously encode the input signal based both on the spiking frequency rate and on varying the latency in generating spikes. In the case of such mixed temporal-rate coding, the SNN should implement learning working properly for both types of coding. Based on this, we investigate how a single neuron can be trained with pure rate and temporal patterns, and then build a universal SNN that is trained using mixed coding. In particular, we study Hebbian and competitive learning in SNN in the context of temporal and rate coding problems. We show that the use of Hebbian learning through pair-based and triplet-based spike timing-dependent plasticity (STDP) rule is accomplishable for temporal coding, but not for rate coding. Synaptic competition inducing depression of poorly used synapses is required to ensure a neural selectivity in the rate coding. This kind of competition can be implemented by the so-called forgetting function that is dependent on neuron activity. We show that coherent use of the triplet-based STDP and synaptic competition with the forgetting function is sufficient for the rate coding. Next, we propose a SNN capable of classifying electromyographical (EMG) patterns using an unsupervised learning procedure. The neuron competition achieved via lateral inhibition ensures the “winner takes all” principle among classifier neurons. The SNN also provides gradual output response dependent on muscular contraction strength. Furthermore, we modify the SNN to implement a supervised learning method based on stimulation of the target classifier neuron synchronously with the network input. In a problem of discrimination of three EMG patterns, the SNN with supervised learning shows median accuracy 99.5% that is close to the result demonstrated by multi-layer perceptron learned by back propagation of an error algorithm.
Surface electromyographic (sEMG) signals represent a superposition of the motor unit action potentials that can be recorded by electrodes placed on the skin. Here we explore the use of an easy wearable sEMG bracelet for a remote interaction with a computer by means of hand gestures. We propose a humancomputer interface that allows simulating "mouse" clicks by separate gestures and provides proportional control with two degrees of freedom for flexible movement of a cursor on a computer screen. We use an artificial neural network (ANN) for processing sEMG signals and gesture recognition both for mouse clicks and gradual cursor movements. At the beginning the ANN goes through an optimized supervised learning using either rigid or fuzzy class separation. In both cases the learning is fast enough and requires neither special measurement devices nor specific knowledge from the end-user. Thus, the approach enables building of low-budget user-friendly sEMG solutions. The interface was tested on twelve healthy subjects. All of them were able to control the cursor and simulate mouse clicks. The collected data show that at the beginning users may have difficulties that are reduced with the experience and the cursor movement by hand gestures becomes smoother, similar to manipulations by a computer mouse.
A neuromuscular interface (NI) that can be employed to operate external robotic devices (RD), including commercial ones, was proposed. Multichannel electromyographic (EMG) signal is used in the control loop. Control signal can also be supplemented with electroencephalography (EEG), limb kinematics, or other modalities. The multiple electrode approach takes advantage of the massive resources of the human brain for solving nontrivial tasks, such as movement coordination. Multilayer artificial neural network was used for feature classification and further to provide command and/or proportional control of three robotic devices. The possibility of using biofeedback can compensate for control errors and implement a fundamentally important feature that has previously limited the development of intelligent exoskeletons, prostheses, and other medical devices. The control system can be integrated with wearable electronics. Examples of technical devices under control of the neuromuscular interface (NI) are presented.
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