976 research outputs found

    Designing game-based myoelectric prosthesis training

    Get PDF
    A myoelectric prosthesis (myo) is a dexterous artificial limb controlled by muscle contractions. Learning to use a myo can be challenging, so extensive training is often required to use a myo prosthesis effectively. Signal visualizations and simple muscle-controlled games are currently used to help patients train their muscles, but are boring and frustrating. Furthermore, current training systems require expensive medical equipment and clinician oversight, restricting training to infrequent clinical visits. To address these limitations, we developed a new game that promotes fun and success, and shows the viability of a low-cost myoelectric input device. We adapted a user-centered design (UCD) process to receive feedback from patients, clinicians, and family members as we iteratively addressed challenges to improve our game. Through this work, we introduce a free and open myo training game, provide new information about the design of myo training games, and reflect on an adapted UCD process for the practical iterative development of therapeutic games

    Mobile, Game-Based Training for Myoelectric Prosthesis Control

    Get PDF
    Myoelectric prostheses provide upper limb amputees with hand and arm movement control using muscle activity of the residual limb, but require intensive training to effectively operate. The result is that many amputees abandon their prosthesis before mastering control of their device. In the present study, we examine a novel, mobile, game-based approach to myoelectric prosthesis training. Using the non-dominant limb in a group of able-bodied participants to model amputee pre-prosthetic training, a significant improvement in factors underlying successful myoelectric prosthesis use, including muscle control, sequencing, and isolation were observed. Participants also reported high levels of usability, and motivation with the game-based approach to training. Given fiscal or geographic constraints that limit pre-prosthetic amputee care, mobile myosite training, as described in the current study, has the potential to improve rehabilitation success rates by providing myosite training outside of the clinical environment. Future research should include longitudinal studies in amputee populations to evaluate the impact of pre-prosthetic training methods on prosthesis acceptance, wear time, abandonment, functional outcomes, quality of life, and return to work

    Serious Games Are Not Serious Enough for Myoelectric Prosthetics

    Get PDF
    Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training

    Serious Games for Training Myoelectric Prostheses through Multi-Contact Devices

    Full text link
    In the medical context, designing and developing myoelectric prostheses has made it possible for patients to regain mobility lost due to amputations; however, their use requires intensive training. Serious games through multi-touch devices can serve as a complement to the activities carried out during face-to-face sessions with occupational therapists and physiotherapists, as a useful resource to engage patients, especially children, and make them enjoy training. In this paper, we describe our work to support the training of myoelectric prostheses through digital serious games. Firstly, we studied the needs of children with myoelectric prostheses and the way they perform rehabilitation. Secondly, we designed specific games to support training accordingly. Thirdly, we developed a system able to generate variations of these games dynamically, adapting the elements at each round to the needs and progress of each child. The interfaces are simple, friendly, and based on tablets to favor autonomy. Finally, we assessed the potential of the use of these games for rehabilitation. Specialists in Physiotherapy, Occupational Therapy, Medicine and Special Education collaborated as experts; they agreed that SilverTouch is good for myoelectric prosthetic training and confirmed its potential to be widely used in this context.This research was co-funded by the Spanish Ministry of Science and Innovation, project IndiGo! number PID2019-105951RB-I00 and the Structural Funds FSE and FEDER, project e-MadridCM number S2018/TCS-4307

    Transfer of mode switching performance:from training to upper-limb prosthesis use

    Get PDF
    BACKGROUND: Current myoelectric prostheses are multi-articulated and offer multiple modes. Switching between modes is often done through pre-defined myosignals, so-called triggers, of which the training hardly is studied. We evaluated if switching skills trained without using a prosthesis transfer to actual prosthesis use and whether the available feedback during training influences this transfer. Furthermore we examined which clinically relevant performance measures and which myosignal features were adapted during training. METHODS: Two experimental groups and one control group participated in a five day pre-test-post-test design study. Both experimental groups used their myosignals to perform a task. One group performed a serious game without seeing their myosignals, the second group was presented their myosignal on a screen. The control group played the serious game using the touchpad of the laptop. Each training session lasted 15 min. The pre- and post-test were identical for all groups and consisted of performing a task with an actual prosthesis, where switches had to be produced to change grip mode to relocate clothespins. Both clinically relevant performance measures and myosignal features were analysed. RESULTS: 10 participants trained using the serious game, 10 participants trained with the visual myosignal and 8 the control task. All participants were unimpaired. Both experimental groups showed significant transfer of skill from training to prosthesis use, the control group did not. The degree of transfer did not differ between the two training groups. Clinically relevant measure 'accuracy' and feature of the myosignals 'variation in phasing' changed during training. CONCLUSIONS: Training switching skills appeared to be successful. The skills trained in the game transferred to performance in a functional task. Learning switching skills is independent of the type of feedback used during training. Outcome measures hardly changed during training and further research is needed to explain this. It should be noted that five training sessions did not result in a level of performance needed for actual prosthesis use. Trial registration The study was approved by the local ethics committee (ECB 2014.02.28_1) and was included in the Dutch trial registry (NTR5876)

    Increasing Voluntary Myoelectric Training Time through Game Design

    Get PDF

    Convergence in myoelectric control:Between individual patterns of myoelectric learning

    Get PDF
    Objective: To support the design of assistive devices and prostheses, we investigated the changes in upper-limb muscle synergies during the practice of a myoelectric controlled game using proportional-sequential control. Methods: We evaluated 1) whether individual muscle synergies change in their structure; 2) variability; 3) distinctiveness; and 4) whether individuals become more similar with practice. Ten individuals practiced a myoelectric-controlled serious game for ten consecutive days (25 min/day) and one day after one week without training (retention). Results: The results showed that individuals decreased the number of synergies employed and modified their flexor synergies structure, becoming more similar as a group with practice. Nevertheless, within-individual synergies' variability and distinctiveness did not change. Conclusion: These results point out that individuals do not demonstrate muscle patterns less variable or differentiable after practice. However, participants increased performance and became more attuned to the task dynamics. Significance: The present findings indicate that, depending on the task requirements, individuals converge to more similar muscle activation patterns - a feature that should be further explored in prosthetic design

    MOVEMENT HISTORY AND SKILL LEVEL IMPACT MOTOR EXPLORATION OF NOVEL HUMAN MACHINE INTERACTIONS: A PRELIMINARY STUDY

    Get PDF
    The current study provides preliminary data from an investigation of the relationship between movement history and skill on the approach a person takes to explore human machine interactions (HMI). We recruited participants representing a spectrum of athletic performers to non-performers to complete a set of manual dexterity tests as well as three tasks related to different aspects of HMI. Currently, our main finding is that dexterity seems to be related to goal discovery in the free search task, though it is not related to task completion time under an instructed task nor rating of utility of HMI. Ultimately, these results might be extended to inform HMI training and determine candidates for devices

    A review on the usability,flexibility, affinity, and affordability of virtual technology for rehabilitation training of upper limb amputees

    Get PDF
    (1) Background: Prosthetic rehabilitation is essential for upper limb amputees to regain their ability to work. However, the abandonment rate of prosthetics is higher than 50% due to the high cost of rehabilitation. Virtual technology shows potential for improving the availability and cost-effectiveness of prosthetic rehabilitation. This article systematically reviews the application of virtual technology for the prosthetic rehabilitation of upper limb amputees.(2) Methods: We followed PRISMA review guidance, STROBE, and CASP to evaluate the included articles. Finally, 17 articles were screened from 22,609 articles.(3) Results: This study reviews the possible benefits of using virtual technology from four aspects: usability, flexibility, psychological affinity, and long-term affordability. Three significant challenges are also discussed: realism, closed-loop control, and multi-modality integration.(4) Conclusions: Virtual technology allows for flexible and configurable control rehabilitation, both during hospital admissions and after discharge, at a relatively low cost. The technology shows promise in addressing the critical barrier of current prosthetic training issues, potentially improving the practical availability of prosthesis techniques for upper limb amputees
    corecore