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Game-Based Rehabilitation for Myoelectric Prosthesis Control

BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and i...

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Autores principales: Prahm, Cosima, Vujaklija, Ivan, Kayali, Fares, Purgathofer, Peter, Aszmann, Oskar C
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5324011/
https://www.ncbi.nlm.nih.gov/pubmed/28183689
http://dx.doi.org/10.2196/games.6026
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author Prahm, Cosima
Vujaklija, Ivan
Kayali, Fares
Purgathofer, Peter
Aszmann, Oskar C
author_facet Prahm, Cosima
Vujaklija, Ivan
Kayali, Fares
Purgathofer, Peter
Aszmann, Oskar C
author_sort Prahm, Cosima
collection PubMed
description BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. OBJECTIVE: The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. METHODS: Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. RESULTS: Results showed a significant improvement in fine accuracy electrode activation (P<.01), electrode separation (P=.02), and endurance control (P<.01) from Pregaming EMG assessments to the Follow-Up measurement. The deviation around the EMG goal value diminished and the opposing electrode was activated less frequently. Participants had the most fun playing the games when collecting items and facing challenging game play. CONCLUSIONS: Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by employing a video game-based rehabilitation protocol.
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spelling pubmed-53240112017-03-13 Game-Based Rehabilitation for Myoelectric Prosthesis Control Prahm, Cosima Vujaklija, Ivan Kayali, Fares Purgathofer, Peter Aszmann, Oskar C JMIR Serious Games Original Paper BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. OBJECTIVE: The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. METHODS: Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. RESULTS: Results showed a significant improvement in fine accuracy electrode activation (P<.01), electrode separation (P=.02), and endurance control (P<.01) from Pregaming EMG assessments to the Follow-Up measurement. The deviation around the EMG goal value diminished and the opposing electrode was activated less frequently. Participants had the most fun playing the games when collecting items and facing challenging game play. CONCLUSIONS: Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by employing a video game-based rehabilitation protocol. JMIR Publications 2017-02-09 /pmc/articles/PMC5324011/ /pubmed/28183689 http://dx.doi.org/10.2196/games.6026 Text en ©Cosima Prahm, Ivan Vujaklija, Fares Kayali, Peter Purgathofer, Oskar C Aszmann. Originally published in JMIR Serious Games (http://games.jmir.org), 09.02.2017. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Prahm, Cosima
Vujaklija, Ivan
Kayali, Fares
Purgathofer, Peter
Aszmann, Oskar C
Game-Based Rehabilitation for Myoelectric Prosthesis Control
title Game-Based Rehabilitation for Myoelectric Prosthesis Control
title_full Game-Based Rehabilitation for Myoelectric Prosthesis Control
title_fullStr Game-Based Rehabilitation for Myoelectric Prosthesis Control
title_full_unstemmed Game-Based Rehabilitation for Myoelectric Prosthesis Control
title_short Game-Based Rehabilitation for Myoelectric Prosthesis Control
title_sort game-based rehabilitation for myoelectric prosthesis control
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5324011/
https://www.ncbi.nlm.nih.gov/pubmed/28183689
http://dx.doi.org/10.2196/games.6026
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