“…Previous studies that utilized sEMG signals to analyze hand motions and gestures employed a diverse range of deep structures, including CNNs (Ding et al, 2018;Allard et al, 2016), Deep Belief Networks (DBNs) (Shim et al, 2016;Su et al, 2016), Transfer Learning (TL) (Côté-Allard et al, 2017;Du et al, 2017;Suri et al, 2018;Côté-Allard et al, 2019), Recurrent Neural Networks (RNNs) (Hu et al, 2018;Simão et al, 2019), and Adversarial Learning (AL) (Hu et al, 2019;Wei et al, 2019). Gautam et al (2020) (2020) proposed a novel three-dimensional game controlled by sEMG using a deep learning-based architecture. The main objective of their study was to develop a 3D gaming experience that could be easily manipulated with inexpensive sEMG sensors, thereby enabling individuals with disabilities to access the game.…”