Development of Surface EMG Game Control Interface for Persons with Upper Limb Functional Impairments

被引:5
|
作者
Muguro, Joseph K. [1 ,2 ]
Laksono, Pringgo Widyo [1 ,3 ]
Rahmaniar, Wahyu [4 ]
Njeri, Waweru [2 ]
Sasatake, Yuta [1 ]
bin Suhaimi, Muhammad Syaiful Amri [1 ]
Matsushita, Kojiro [1 ]
Sasaki, Minoru [1 ]
Sulowicz, Maciej [5 ]
Caesarendra, Wahyu [6 ]
机构
[1] Gifu Univ, Dept Mech Engn, 1-1 Yanagido, Gifu 5011193, Japan
[2] Dedan Kimanthi Univ Technol, Sch Engn, Nyeri 65710100, Kenya
[3] Univ Sebelas Maret, Ind Engn, Surakarta 57126, Indonesia
[4] Natl Cent Univ, Dept Elect Engn, Zhongli 32001, Taoyuan, Taiwan
[5] Cracow Univ Technol, Fac Elect & Comp Engn, Dept Elect Engn, Warszawska 24 Str, PL-31155 Krakow, Poland
[6] Univ Brunei Darussalam, Fac Integrated Technol, Jalan Tungku Link, BE-1410 Gadong, Brunei
来源
SIGNALS | 2021年 / 2卷 / 04期
关键词
disability and functional impairment; game control; human-machine interface; machine learning; sEMG; HUMAN-MACHINE INTERFACE; VIDEO GAMES; ELECTROMYOGRAPHY; PERFORMANCE; WHEELCHAIR; SYSTEM;
D O I
10.3390/signals2040048
中图分类号
TM [电工技术]; TN [电子技术、通信技术];
学科分类号
0808 ; 0809 ;
摘要
In recent years, surface Electromyography (sEMG) signals have been effectively applied in various fields such as control interfaces, prosthetics, and rehabilitation. We propose a neck rotation estimation from EMG and apply the signal estimate as a game control interface that can be used by people with disabilities or patients with functional impairment of the upper limb. This paper utilizes an equation estimation and a machine learning model to translate the signals into corresponding neck rotations. For testing, we designed two custom-made game scenes, a dynamic 1D object interception and a 2D maze scenery, in Unity 3D to be controlled by sEMG signal in real-time. Twenty-two (22) test subjects (mean age 27.95, std 13.24) participated in the experiment to verify the usability of the interface. From object interception, subjects reported stable control inferred from intercepted objects more than 73% accurately. In a 2D maze, a comparison of male and female subjects reported a completion time of 98.84 s. +/- 50.2 and 112.75 s. +/- 44.2, respectively, without a significant difference in the mean of the one-way ANOVA (p = 0.519). The results confirmed the usefulness of neck sEMG of sternocleidomastoid (SCM) as a control interface with little or no calibration required. Control models using equations indicate intuitive direction and speed control, while machine learning schemes offer a more stable directional control. Control interfaces can be applied in several areas that involve neck activities, e.g., robot control and rehabilitation, as well as game interfaces, to enable entertainment for people with disabilities.
引用
收藏
页码:834 / 851
页数:18
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