831 research outputs found

    A Deep Learning Sequential Decoder for Transient High-Density Electromyography in Hand Gesture Recognition Using Subject-Embedded Transfer Learning

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    Hand gesture recognition (HGR) has gained significant attention due to the increasing use of AI-powered human-computer interfaces that can interpret the deep spatiotemporal dynamics of biosignals from the peripheral nervous system, such as surface electromyography (sEMG). These interfaces have a range of applications, including the control of extended reality, agile prosthetics, and exoskeletons. However, the natural variability of sEMG among individuals has led researchers to focus on subject-specific solutions. Deep learning methods, which often have complex structures, are particularly data-hungry and can be time-consuming to train, making them less practical for subject-specific applications. In this paper, we propose and develop a generalizable, sequential decoder of transient high-density sEMG (HD-sEMG) that achieves 73% average accuracy on 65 gestures for partially-observed subjects through subject-embedded transfer learning, leveraging pre-knowledge of HGR acquired during pre-training. The use of transient HD-sEMG before gesture stabilization allows us to predict gestures with the ultimate goal of counterbalancing system control delays. The results show that the proposed generalized models significantly outperform subject-specific approaches, especially when the training data is limited, and there is a significant number of gesture classes. By building on pre-knowledge and incorporating a multiplicative subject-embedded structure, our method comparatively achieves more than 13% average accuracy across partially observed subjects with minimal data availability. This work highlights the potential of HD-sEMG and demonstrates the benefits of modeling common patterns across users to reduce the need for large amounts of data for new users, enhancing practicality

    PhysioSkin: Rapid Fabrication of Skin-Conformal Physiological Interfaces

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    Advances in rapid prototyping platforms have made physiological sensing accessible to a wide audience. However, off-the-shelf electrodes commonly used for capturing biosignals are typically thick, non-conformal and do not support customization. We present PhysioSkin, a rapid, do-it-yourself prototyping method for fabricating custom multi-modal physiological sensors, using commercial materials and a commodity desktop inkjet printer. It realizes ultrathin skin-conformal patches (~1μm) and interactive textiles that capture sEMG, EDA and ECG signals. It further supports fabricating devices with custom levels of thickness and stretchability. We present detailed fabrication explorations on multiple substrate materials, functional inks and skin adhesive materials. Informed from the literature, we also provide design recommendations for each of the modalities. Evaluation results show that the sensor patches achieve a high signal-to-noise ratio. Example applications demonstrate the functionality and versatility of our approach for prototyping a next generation of physiological devices that intimately couple with the human body

    putEMG -- a surface electromyography hand gesture recognition dataset

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    In this paper, we present a putEMG dataset intended for evaluation of hand gesture recognition methods based on sEMG signal. The dataset was acquired for 44 able-bodied subjects and include 8 gestures (3 full hand gestures, 4 pinches, and idle). It consists of uninterrupted recordings of 24 sEMG channels from the subject's forearm, RGB video stream and depth camera images used for hand motion tracking. Moreover, exemplary processing scripts are also published. putEMG dataset is available under Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) license at: https://www.biolab.put.poznan.pl/putemg-dataset/. The dataset was validated regarding sEMG amplitudes and gesture recognition performance. The classification was performed using state-of-the-art classifiers and feature sets. Accuracy of 90% was achieved for SVM classifier utilising RMS feature and for LDA classifier using Hudgin's and Du's feature sets. Analysis of performance for particular gestures showed that LDA/Du combination has significantly higher accuracy for full hand gestures, while SVM/RMS performs better for pinch gestures. Presented dataset can be used as a benchmark for various classification methods, evaluation of electrode localisation concepts, or development of classification methods invariant to user-specific features or electrode displacement

    Surface EMG-Based Inter-Session/Inter-Subject Gesture Recognition by Leveraging Lightweight All-ConvNet and Transfer Learning

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    Gesture recognition using low-resolution instantaneous HD-sEMG images opens up new avenues for the development of more fluid and natural muscle-computer interfaces. However, the data variability between inter-session and inter-subject scenarios presents a great challenge. The existing approaches employed very large and complex deep ConvNet or 2SRNN-based domain adaptation methods to approximate the distribution shift caused by these inter-session and inter-subject data variability. Hence, these methods also require learning over millions of training parameters and a large pre-trained and target domain dataset in both the pre-training and adaptation stages. As a result, it makes high-end resource-bounded and computationally very expensive for deployment in real-time applications. To overcome this problem, we propose a lightweight All-ConvNet+TL model that leverages lightweight All-ConvNet and transfer learning (TL) for the enhancement of inter-session and inter-subject gesture recognition performance. The All-ConvNet+TL model consists solely of convolutional layers, a simple yet efficient framework for learning invariant and discriminative representations to address the distribution shifts caused by inter-session and inter-subject data variability. Experiments on four datasets demonstrate that our proposed methods outperform the most complex existing approaches by a large margin and achieve state-of-the-art results on inter-session and inter-subject scenarios and perform on par or competitively on intra-session gesture recognition. These performance gaps increase even more when a tiny amount (e.g., a single trial) of data is available on the target domain for adaptation. These outstanding experimental results provide evidence that the current state-of-the-art models may be overparameterized for sEMG-based inter-session and inter-subject gesture recognition tasks

    Proficiency-aware systems

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    In an increasingly digital world, technological developments such as data-driven algorithms and context-aware applications create opportunities for novel human-computer interaction (HCI). We argue that these systems have the latent potential to stimulate users and encourage personal growth. However, users increasingly rely on the intelligence of interactive systems. Thus, it remains a challenge to design for proficiency awareness, essentially demanding increased user attention whilst preserving user engagement. Designing and implementing systems that allow users to become aware of their own proficiency and encourage them to recognize learning benefits is the primary goal of this research. In this thesis, we introduce the concept of proficiency-aware systems as one solution. In our definition, proficiency-aware systems use estimates of the user's proficiency to tailor the interaction in a domain and facilitate a reflective understanding for this proficiency. We envision that proficiency-aware systems leverage collected data for learning benefit. Here, we see self-reflection as a key for users to become aware of necessary efforts to advance their proficiency. A key challenge for proficiency-aware systems is the fact that users often have a different self-perception of their proficiency. The benefits of personal growth and advancing one's repertoire might not necessarily be apparent to users, alienating them, and possibly leading to abandoning the system. To tackle this challenge, this work does not rely on learning strategies but rather focuses on the capabilities of interactive systems to provide users with the necessary means to reflect on their proficiency, such as showing calculated text difficulty to a newspaper editor or visualizing muscle activity to a passionate sportsperson. We first elaborate on how proficiency can be detected and quantified in the context of interactive systems using physiological sensing technologies. Through developing interaction scenarios, we demonstrate the feasibility of gaze- and electromyography-based proficiency-aware systems by utilizing machine learning algorithms that can estimate users' proficiency levels for stationary vision-dominant tasks (reading, information intake) and dynamic manual tasks (playing instruments, fitness exercises). Secondly, we show how to facilitate proficiency awareness for users, including design challenges on when and how to communicate proficiency. We complement this second part by highlighting the necessity of toolkits for sensing modalities to enable the implementation of proficiency-aware systems for a wide audience. In this thesis, we contribute a definition of proficiency-aware systems, which we illustrate by designing and implementing interactive systems. We derive technical requirements for real-time, objective proficiency assessment and identify design qualities of communicating proficiency through user reflection. We summarize our findings in a set of design and engineering guidelines for proficiency awareness in interactive systems, highlighting that proficiency feedback makes performance interpretable for the user.In einer zunehmend digitalen Welt schaffen technologische Entwicklungen - wie datengesteuerte Algorithmen und kontextabhängige Anwendungen - neuartige Interaktionsmöglichkeiten mit digitalen Geräten. Jedoch verlassen sich Nutzer oftmals auf die Intelligenz dieser Systeme, ohne dabei selbst auf eine persönliche Weiterentwicklung hinzuwirken. Wird ein solches Vorgehen angestrebt, verlangt dies seitens der Anwender eine erhöhte Aufmerksamkeit. Es ist daher herausfordernd, ein entsprechendes Design für Kompetenzbewusstsein (Proficiency Awareness) zu etablieren. Das primäre Ziel dieser Arbeit ist es, eine Methodik für das Design und die Implementierung von interaktiven Systemen aufzustellen, die Nutzer dabei unterstützen über ihre eigene Kompetenz zu reflektieren, um dadurch Lerneffekte implizit wahrnehmen können. Diese Arbeit stellt ein Konzept für fähigkeitsbewusste Systeme (proficiency-aware systems) vor, welche die Fähigkeiten von Nutzern abschätzen, die Interaktion entsprechend anpassen sowie das Bewusstsein der Nutzer über deren Fähigkeiten fördern. Hierzu sollten die Systeme gesammelte Daten von Nutzern einsetzen, um Lerneffekte sichtbar zu machen. Die Möglichkeit der Anwender zur Selbstreflexion ist hierbei als entscheidend anzusehen, um als Motivation zur Verbesserung der eigenen Fähigkeiten zu dienen. Eine zentrale Herausforderung solcher Systeme ist die Tatsache, dass Nutzer - im Vergleich zur Abschätzung des Systems - oft eine divergierende Selbstwahrnehmung ihrer Kompetenz haben. Im ersten Moment sind daher die Vorteile einer persönlichen Weiterentwicklung nicht unbedingt ersichtlich. Daher baut diese Forschungsarbeit nicht darauf auf, Nutzer über vorgegebene Lernstrategien zu unterrichten, sondern sie bedient sich der Möglichkeiten interaktiver Systeme, die Anwendern die notwendigen Hilfsmittel zur Verfügung stellen, damit diese selbst über ihre Fähigkeiten reflektieren können. Einem Zeitungseditor könnte beispielsweise die aktuelle Textschwierigkeit angezeigt werden, während einem passionierten Sportler dessen Muskelaktivität veranschaulicht wird. Zunächst wird herausgearbeitet, wie sich die Fähigkeiten der Nutzer mittels physiologischer Sensortechnologien erkennen und quantifizieren lassen. Die Evaluation von Interaktionsszenarien demonstriert die Umsetzbarkeit fähigkeitsbewusster Systeme, basierend auf der Analyse von Blickbewegungen und Muskelaktivität. Hierbei kommen Algorithmen des maschinellen Lernens zum Einsatz, die das Leistungsniveau der Anwender für verschiedene Tätigkeiten berechnen. Im Besonderen analysieren wir stationäre Aktivitäten, die hauptsächlich den Sehsinn ansprechen (Lesen, Aufnahme von Informationen), sowie dynamische Betätigungen, die die Motorik der Nutzer fordern (Spielen von Instrumenten, Fitnessübungen). Der zweite Teil zeigt auf, wie Systeme das Bewusstsein der Anwender für deren eigene Fähigkeiten fördern können, einschließlich der Designherausforderungen , wann und wie das System erkannte Fähigkeiten kommunizieren sollte. Abschließend wird die Notwendigkeit von Toolkits für Sensortechnologien hervorgehoben, um die Implementierung derartiger Systeme für ein breites Publikum zu ermöglichen. Die Forschungsarbeit beinhaltet eine Definition für fähigkeitsbewusste Systeme und veranschaulicht dieses Konzept durch den Entwurf und die Implementierung interaktiver Systeme. Ferner werden technische Anforderungen objektiver Echtzeitabschätzung von Nutzerfähigkeiten erforscht und Designqualitäten für die Kommunikation dieser Abschätzungen mittels Selbstreflexion identifiziert. Zusammengefasst sind die Erkenntnisse in einer Reihe von Design- und Entwicklungsrichtlinien für derartige Systeme. Insbesondere die Kommunikation, der vom System erkannten Kompetenz, hilft Anwendern, die eigene Leistung zu interpretieren

    Frame-Based Phone Classification Using EMG Signals

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    This paper evaluates the impact of inter-speaker and inter-session variability on the development of a silent speech interface (SSI) based on electromyographic (EMG) signals from the facial muscles. The final goal of the SSI is to provide a communication tool for Spanish-speaking laryngectomees by generating audible speech from voiceless articulation. However, before moving on to such a complex task, a simpler phone classification task in different modalities regarding speaker and session dependency is performed for this study. These experiments consist of processing the recorded utterances into phone-labeled segments and predicting the phonetic labels using only features obtained from the EMG signals. We evaluate and compare the performance of each model considering the classification accuracy. Results show that the models are able to predict the phonetic label best when they are trained and tested using data from the same session. The accuracy drops drastically when the model is tested with data from a different session, although it improves when more data are added to the training data. Similarly, when the same model is tested on a session from a different speaker, the accuracy decreases. This suggests that using larger amounts of data could help to reduce the impact of inter-session variability, but more research is required to understand if this approach would suffice to account for inter-speaker variability as well.This research was funded by Agencia Estatal de Investigación grant number ref.PID2019-108040RB-C21/AEI/10.13039/50110001103

    Surface Electromyographic (sEMG) Transduction of Hand Joint Angles for Human Interfacing Devices (HID)

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    This is an investigation of the use of surface electromyography (sEMG) as a tool to improve human interfacing devices (HID) information bandwidth through the transduction of the fingertip workspace. It combines the work of Merletti et al and Jarque-Bou et al to design an open-source framework for Fingertip Workspace based Human Interfacing Devices (HID). In this framework, the fingertip workspace is defined as the system of forearm and hand muscle force through a tensor which describes hand anthropometry. The thesis discusses the electrophysiology of muscle tissue along with the anatomy and physiology of the arm in pursuit of optimizing sensor location, muscle force measurements, and viable command gestures. Algorithms for correlating sEMG to hand joint angle are investigated using MATLAB for both static and moving gestures. Seven sEMG spots and Fingertip Joint Angles recorded by Jarque Bou et al are investigated for the application of sEMG to Human Interfacing Devices (HID). Such technology is termed Gesture Computer Interfacing (GCI) and has been shown feasible through devices such as CTRL Labs interface, and models such as those of Sartori, Merletti, and Zhao. Muscles under sEMG spots in this dataset and the actions related to them are discussed, along with what muscles and hand actions are not visible within this dataset. Viable gestures for detection algorithms are discussed based on the muscles discerned to be visible in the dataset through intensity, spectral moment, power spectra, and coherence. Detection and isolation of such viable actions is fundamental to designing an EMG driven musculoskeletal model of the hand needed to facilitate GCI. Enveloping, spectral moment, power spectrum, and coherence analysis are applied to a Sollerman Hand Function Test sEMG dataset of twenty-two subjects performing 26 activities of living to differentiate pinching and grasping tasks. Pinches and grasps were found to cause very different activation patterns in sEMG spot 3 relating to flexion of digits I - V. Spectral moment was found to be less correlated with differentiation and provided information about the degree of object manipulation performed and extent of fatigue during each task. Coherence was shown to increase between flexors and extensors with intensity of task but was found corrupted by crosstalk with increasing intensity of muscular activation. Some spectral results correlated between finger flexor and extensor power spectra showed anticipatory coherence between the muscle groups at the end of object manipulation. An sEMG amplification system capable of capturing HD-sEMG with a bandwidth of 300 and 500 Hz at a sampling frequency of 2 kHz was designed for future work. The system was designed in ordinance with current IEEE research on sensor-electrode characteristics. Furthermore, discussion of solutions to open issues in HD-sEMG is provided. This work did not implement the designed wristband but serves as a literature review and open-source design using commercially available technologies
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