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User training for machine learning controlled upper limb prostheses: a serious game approach
BACKGROUND: Upper limb prosthetics with multiple degrees of freedom (DoFs) are still mostly operated through the clinical standard Direct Control scheme. Machine learning control, on the other hand, allows controlling multiple DoFs although it requires separable and consistent electromyogram (EMG) p...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7881655/ https://www.ncbi.nlm.nih.gov/pubmed/33579326 http://dx.doi.org/10.1186/s12984-021-00831-5 |
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author | Kristoffersen, Morten B. Franzke, Andreas W. Bongers, Raoul M. Wand, Michael Murgia, Alessio van der Sluis, Corry K. |
author_facet | Kristoffersen, Morten B. Franzke, Andreas W. Bongers, Raoul M. Wand, Michael Murgia, Alessio van der Sluis, Corry K. |
author_sort | Kristoffersen, Morten B. |
collection | PubMed |
description | BACKGROUND: Upper limb prosthetics with multiple degrees of freedom (DoFs) are still mostly operated through the clinical standard Direct Control scheme. Machine learning control, on the other hand, allows controlling multiple DoFs although it requires separable and consistent electromyogram (EMG) patterns. Whereas user training can improve EMG pattern quality, conventional training methods might limit user potential. Training with serious games might lead to higher quality EMG patterns and better functional outcomes. In this explorative study we compare outcomes of serious game training with conventional training, and machine learning control with the users’ own one DoF prosthesis. METHODS: Participants with upper limb absence participated in 7 training sessions where they learned to control a 3 DoF prosthesis with two grips which was fitted. Participants received either game training or conventional training. Conventional training was based on coaching, as described in the literature. Game-based training was conducted using two games that trained EMG pattern separability and functional use. Both groups also trained functional use with the prosthesis donned. The prosthesis system was controlled using a neural network regressor. Outcome measures were EMG metrics, number of DoFs used, the spherical subset of the Southampton Hand Assessment Procedure and the Clothespin Relocation Test. RESULTS: Eight participants were recruited and four completed the study. Training did not lead to consistent improvements in EMG pattern quality or functional use, but some participants improved in some metrics. No differences were observed between the groups. Participants achieved consistently better results using their own prosthesis than the machine-learning controlled prosthesis used in this study. CONCLUSION: Our explorative study showed in a small group of participants that serious game training seems to achieve similar results as conventional training. No consistent improvements were found in either group in terms of EMG metrics or functional use, which might be due to insufficient training. This study highlights the need for more research in user training for machine learning controlled prosthetics. In addition, this study contributes with more data comparing machine learning controlled prosthetics with Direct Controlled prosthetics. |
format | Online Article Text |
id | pubmed-7881655 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-78816552021-02-17 User training for machine learning controlled upper limb prostheses: a serious game approach Kristoffersen, Morten B. Franzke, Andreas W. Bongers, Raoul M. Wand, Michael Murgia, Alessio van der Sluis, Corry K. J Neuroeng Rehabil Research BACKGROUND: Upper limb prosthetics with multiple degrees of freedom (DoFs) are still mostly operated through the clinical standard Direct Control scheme. Machine learning control, on the other hand, allows controlling multiple DoFs although it requires separable and consistent electromyogram (EMG) patterns. Whereas user training can improve EMG pattern quality, conventional training methods might limit user potential. Training with serious games might lead to higher quality EMG patterns and better functional outcomes. In this explorative study we compare outcomes of serious game training with conventional training, and machine learning control with the users’ own one DoF prosthesis. METHODS: Participants with upper limb absence participated in 7 training sessions where they learned to control a 3 DoF prosthesis with two grips which was fitted. Participants received either game training or conventional training. Conventional training was based on coaching, as described in the literature. Game-based training was conducted using two games that trained EMG pattern separability and functional use. Both groups also trained functional use with the prosthesis donned. The prosthesis system was controlled using a neural network regressor. Outcome measures were EMG metrics, number of DoFs used, the spherical subset of the Southampton Hand Assessment Procedure and the Clothespin Relocation Test. RESULTS: Eight participants were recruited and four completed the study. Training did not lead to consistent improvements in EMG pattern quality or functional use, but some participants improved in some metrics. No differences were observed between the groups. Participants achieved consistently better results using their own prosthesis than the machine-learning controlled prosthesis used in this study. CONCLUSION: Our explorative study showed in a small group of participants that serious game training seems to achieve similar results as conventional training. No consistent improvements were found in either group in terms of EMG metrics or functional use, which might be due to insufficient training. This study highlights the need for more research in user training for machine learning controlled prosthetics. In addition, this study contributes with more data comparing machine learning controlled prosthetics with Direct Controlled prosthetics. BioMed Central 2021-02-12 /pmc/articles/PMC7881655/ /pubmed/33579326 http://dx.doi.org/10.1186/s12984-021-00831-5 Text en © The Author(s) 2021 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Kristoffersen, Morten B. Franzke, Andreas W. Bongers, Raoul M. Wand, Michael Murgia, Alessio van der Sluis, Corry K. User training for machine learning controlled upper limb prostheses: a serious game approach |
title | User training for machine learning controlled upper limb prostheses: a serious game approach |
title_full | User training for machine learning controlled upper limb prostheses: a serious game approach |
title_fullStr | User training for machine learning controlled upper limb prostheses: a serious game approach |
title_full_unstemmed | User training for machine learning controlled upper limb prostheses: a serious game approach |
title_short | User training for machine learning controlled upper limb prostheses: a serious game approach |
title_sort | user training for machine learning controlled upper limb prostheses: a serious game approach |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7881655/ https://www.ncbi.nlm.nih.gov/pubmed/33579326 http://dx.doi.org/10.1186/s12984-021-00831-5 |
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