Comparing online wrist and forearm EMG-based control using a rhythm game-inspired evaluation environment.

Robyn Meredith, Ethan Eddy, Scott Bateman, Erik Scheme
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Abstract

Objective.The use of electromyogram (EMG) signals recorded from the wrist is emerging as a desirable input modality for human-machine interaction (HMI). Although forearm-based EMG has been used for decades in prosthetics, there has been comparatively little prior work evaluating the performance of wrist-based control, especially in online, user-in-the-loop studies. Furthermore, despite different motivating use cases for wrist-based control, research has mostly adopted legacy prosthesis control evaluation frameworks.Approach.Gaining inspiration from rhythm games and the Schmidt's law speed-accuracy tradeoff, this work proposes a new temporally constrained evaluation environment with a linearly increasing difficulty to compare the online usability of wrist and forearm EMG. Compared to the more commonly used Fitts' Law-style testing, the proposed environment may offer different insights for emerging use cases of EMG as it decouples the machine learning algorithm's performance from proportional control, is easily generalizable to different gesture sets, and enables the extraction of a wide set of usability metrics that describe a users ability to successfully accomplish a task at a certain time with different levels of induced stress.Main results.The results suggest that wrist EMG-based control is comparable to that of forearm EMG when using traditional prosthesis control gestures and can even be better when using fine finger gestures. Additionally, the results suggest that as the difficulty of the environment increased, the online metrics and their correlation to the offline metrics decreased, highlighting the importance of evaluating myoelectric control in real-time evaluations over a range of difficulties.Significance.This work provides valuable insights into the future design and evaluation of myoelectric control systems for emerging HMI applications.

利用节奏游戏启发的评估环境,比较基于腕部和前臂肌电图的在线控制。
目的:使用从手腕记录的肌电图(EMG)信号正在成为人机交互(HMI)的理想输入模式。尽管基于前臂的 EMG 已在假肢中使用了数十年,但之前对基于手腕的控制性能进行评估的工作相对较少,尤其是在在线用户在环研究中。此外,尽管基于手腕的控制有不同的激励用例,但研究大多采用传统的假肢控制评估框架:本研究从节奏游戏和施密特定律的速度-精度权衡中获得灵感,提出了一种新的时间限制评估环境,难度线性增加,用于比较腕部和前臂肌电图的在线可用性。与更常用的菲茨定律式测试相比,所提出的环境可以为 EMG 的新兴用例提供不同的见解,因为它将机器学习算法的性能与比例控制分离开来,很容易推广到不同的手势集,并能提取广泛的可用性指标,这些指标描述了用户在不同程度的诱导压力下在特定时间成功完成任务的能力:主要结果:研究结果表明,在使用传统假肢控制手势时,基于腕部肌电图的控制与前臂肌电图的控制效果相当,在使用精细手指手势时甚至更好。此外,结果表明,随着环境难度的增加,在线指标及其与离线指标的相关性降低,这凸显了在各种难度下实时评估肌电控制的重要性:这项工作为未来设计和评估新兴人机界面应用中的肌电控制系统提供了宝贵的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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