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Serious gaming to generate separated and consistent EMG patterns in pattern-recognition prosthesis control

机译:严重的游戏在模式识别假体控制中产生分离和一致的EMG模式

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Pattern-Recognition (PR) control of upper-limb prosthetics has shown inconsistent results outside lab settings, which might be due to the inadequacy of users' electromyogram (EMG) patterns. To improve the separability and consistency of their EMG, users can receive training. Conventional training uses an internal focus of attention as prosthesis users focus on the muscle contractions of their (phantom) hand together with explicit learning processes facilitated by a coach guiding the user. in this study we investigated if an alternative training paradigm using an external focus of attention exploiting implicit learning processes based on serious gaming without a coach could lead to more separable and consistent EMG. Able-bodied participants (N = 25; mean age 22 years, 13 females) were recruited and followed conventional or game training for five days. In conventional training, participants performed the Motion Test thrice daily and received coaching on how to adapt their muscle contractions. In game training, participants controlled an avatar using a direct mapping from electrode to avatar direction. The participants utilized implicit learning processes, by exploring which muscle contractions made the avatar go in which directions. Performance in both groups was evaluated by using the Motion Test in a pm/post-test design. Training resulted in improved performance, with no differences between training paradigms. Participants who followed game training showed 51% more separated EMG patterns. EMG pattern consistency did not change over training. It was concluded that serious game training using an external focus of attention and implicit learning can be considered as a viable alternative to conventional training.
机译:上肢假肢的模式识别(PR)控制在实验室设置之外存在不一致的结果,这可能是由于用户电灰度(EMG)模式的不足。为了提高其EMG的可分离性和一致性,用户可以接受培训。传统培训使用内部重点作为假肢用户关注其(幻影)手的肌肉收缩以及指导用户的教练促进的明确学习过程。在这项研究中,我们调查了使用外部注意力的替代培训范例,这些思想旨在利用基于严重游戏的基于严重游戏的隐式学习过程,没有教练可以导致更可分离和一致的EMG。能够身体的参与者(n = 25;平均年龄22岁,13名女性)被招募并遵循常规或游戏培训五天。在传统培训中,参与者每天进行动作测试,并接受了如何调整其肌肉收缩的教练。在游戏培训中,参与者使用从电极到头像方向的直接映射控制了一个化身。参与者通过探索肌肉收缩使其在哪个方向上的肌肉收缩来利用隐式学习过程。通过在PM /测试后设计中使用运动测试,评估两组的性能。培训导致性能提高,培训范式之间没有差异。遵循游戏培训的参与者显示51%的分开的EMG模式。 EMG模式一致性没有改变培训。结论是,使用外部注意力和隐性学习的严重游戏培训可以被视为传统培训的可行替代品。

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