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User Training For Pattern-Recognition Based Myoelectric Prostheses Using A Serious Game

Authors: Kristoffersen, Morten Bak; Franzke, Andreas; Murgia, Alessio; van der Sluis, Corry; Bongers, Raoul M.;

User Training For Pattern-Recognition Based Myoelectric Prostheses Using A Serious Game

Abstract

BACKGROUND Individuals with upper-limb deficiency who are fitted with a prosthesis are normally trained in the use of such device. During training pattern-recognition based control, the way training improves control skills and what kind of feedback facilitates skill acquisition is still poorly understood. Moreover no training protocols for pattern-recognition control have been described in the literature that do not require an expert trainer which limits the clinical applicability of pattern-recognition controlled prosthetics. AIM The aim of this study is to investigate how different kinds of feedback improve the control skills of patternrecognition control. METHOD Nine able-bodied volunteers participated in an initial experiment in which they either performed conventional system training or gamified system training with no prior user training. Based on the results of the initial experiment, a follow-up experiment will be conducted where four different kinds of training regimes are investigated namely; conventional training with knowledge of results but without coaching, conventional training with knowledge of results and knowledge of performance, serious game training or training with no feedback (control). Each group will include 15 participants, who train one hour per day for five consecutive days. Offline and online accuracy as well as the repeatability index, separability index and mean semi-principal axis [1] will be reported for each group. RESULTS In the initial experiment control performance was measured using the motion test [2] and a questionnaire was used to measure the participants experience of the system training and evaluation. No significant differences were found between the groups. Preliminary results of the follow-up experiment will also be reported. DISCUSSION & CONCLUSION The finding that no differences were found between the groups in the initial experiment could be ascribed to the way the game targets were set in the gamified system training and to an unintuitive mapping between movement and game control. In the followup experiment that will be performed a fixed mapping inspired by Radhakrishnan et. al [3] is used where the electromyogram measured at each electrode located on the forearm is mapped to a direction. REFERENCES 1. Bunderson NE et. al, IEEE T Neur Sys Reh. 2012 2. Kuiken TA et. al, J Am Med Assoc. 2009 3. Radhakrisnan S. et. al, J Neurophysiol. 2008

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Netherlands
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Keywords

Pattern-recognition, Serious games, Motor learning, Myocontrol, Prosthesis, User training

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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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