2016
DOI: 10.1371/journal.pone.0160817
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Learning an EMG Controlled Game: Task-Specific Adaptations and Transfer

Abstract: Video games that aim to improve myoelectric control (myogames) are gaining popularity and are often part of the rehabilitation process following an upper limb amputation. However, direct evidence for their effect on prosthetic skill is limited. This study aimed to determine whether and how myogaming improves EMG control and whether performance improvements transfer to a prosthesis-simulator task. Able-bodied right-handed participants (N = 28) were randomly assigned to 1 of 2 groups. The intervention group was … Show more

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Cited by 52 publications
(43 citation statements)
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“…The surface electromyogram signal [ 1 ] records muscle’s information by putting non-invasive surface sEMG electrodes on the skin. The electrical activity recorded by sEMG electrodes allows us to develop human-computer interface (HCI) system which has been employed in four major areas [ 2 ]: (1) Assistive technology (e.g., myoelectric controlled prosthesis [ 3 ], wheelchair [ 4 ] and assistive robots [ 5 ]), (2) Rehabilitative technology (e.g., sEMG-driven Exoskeletons [ 6 ] and serious games [ 7 , 8 ]), (3) Input technology (e.g., armbands and MCI [ 9 ]), and (4) Silent speech recognition [ 10 ]. Among these applications, sEMG-based hand gesture recognition plays an important and fundamental role for computers or assistive devices to understand human body language.…”
Section: Introductionmentioning
confidence: 99%
“…The surface electromyogram signal [ 1 ] records muscle’s information by putting non-invasive surface sEMG electrodes on the skin. The electrical activity recorded by sEMG electrodes allows us to develop human-computer interface (HCI) system which has been employed in four major areas [ 2 ]: (1) Assistive technology (e.g., myoelectric controlled prosthesis [ 3 ], wheelchair [ 4 ] and assistive robots [ 5 ]), (2) Rehabilitative technology (e.g., sEMG-driven Exoskeletons [ 6 ] and serious games [ 7 , 8 ]), (3) Input technology (e.g., armbands and MCI [ 9 ]), and (4) Silent speech recognition [ 10 ]. Among these applications, sEMG-based hand gesture recognition plays an important and fundamental role for computers or assistive devices to understand human body language.…”
Section: Introductionmentioning
confidence: 99%
“…Since EMG is an important source of neural information, it has been extensively studied in the field of human-machine interfacing [ 2 , 3 ]. Applications of EMG include the control of neurorehabilitation devices such as prostheses [ 4 , 5 ], rehabilitation robots [ 6 , 7 ], and identification of muscle anatomical structure [ 8 ], but also implementations in leisure activities such as sports [ 9 ] and computer games [ 10 ].…”
Section: Introductionmentioning
confidence: 99%
“…There is recent research that analyses myoelectric games to facilitate the transfer to a robotic prosthesis [16,18]. However, we were not able to find the literature where myoelectric games are tested with a homogeneous group of patients with SCI with no limb amputation.…”
Section: Resultsmentioning
confidence: 83%
“…There are interactive analyses with myoelectric prostheses in healthy subjects [16]. However, care must be taken with the patients with SCI or even with children, as muscle capabilities are reduced and the prosthesis can be harmful when it is not properly commanded.…”
Section: Discussionmentioning
confidence: 99%