Physio-avatar EB: aftereffects in error learning with EMG manipulation of first-person avatar experience.

IF 4.3 3区 工程技术 Q1 BIOTECHNOLOGY & APPLIED MICROBIOLOGY
Frontiers in Bioengineering and Biotechnology Pub Date : 2024-10-09 eCollection Date: 2024-01-01 DOI:10.3389/fbioe.2024.1421765
Tetsuya Ando, Kazuhiro Matsui, Yuto Okamoto, Keita Atsuumi, Kazuhiro Taniguchi, Hiroaki Hirai, Atsushi Nishikawa
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引用次数: 0

Abstract

Introduction: Many studies have investigated the manipulation of a virtual upper arm using electromyogram (EMG); however, these studies primarily used a machine learning model or trigger control for this purpose. Furthermore, most of them could only display the constant motion of the virtual arm because the motion to be displayed was selected by pattern recognition or trigger control. In addition, these studies did not examine changes in the electromyographic signals after experiencing the virtual arm. By contrast, we propose a real-time, continuous, learning-free avatar that manipulates the virtual arm with electromyogram signals or physio-avatar EMG biofeedback (EB). The goal of the physio-avatar EB system is to induce physiological changes through experiential interactions.

Methods: We explored the possibility of changing motor control strategies by applying the system to healthy individuals as a case study. An intervention method that provided an experience of a body different from one's own was conducted on seven participants using a time-invariant calculation algorithm to determine the joint angles of the avatar. Control strategies for an indicator of the equilibrium point in the baseline and adaptation phases were determined to evaluate the physio-avatar EB intervention effect. The similarity of these BL and adaptation control strategies compared to those used during the washout period was assessed using the coefficient of determination. The accuracy and reliability of the virtual reality (VR) system were evaluated by comparison with existing studies and the required specs.

Results and discussion: Changes in motor control strategies due to the physio-avatar EB system were observed in four experiments, where the participants gradually returned to their pre-intervention control strategies. This result can be attributed to the aftereffects caused by error learning. This implies that the developed system influenced their motor control strategies. The number of EMG acquisition bits was 16 bits, and the sampling rate was 1,000 Hz. The refresh rate of the head-mounted display was 90 Hz, and its resolution was 1440 × 1600 for a single eye. Additionally, the simulation frame rate was 30 FPS. These values were adequate compared to existing studies and required specs. The essential contribution of this study is the development of an avatar that is controlled by a different method than has been used in previous studies and the demonstration of changes in a subject's muscle activity after they experience an avatar. In the future, the clinical efficacy of the proposed system will be evaluated with actual patients.

物理-虚拟化身 EB:利用 EMG 操纵第一人称虚拟化身体验的错误学习尾随效应。
简介许多研究都对使用肌电图(EMG)操纵虚拟上臂进行了调查;然而,这些研究主要使用机器学习模型或触发控制来实现这一目的。此外,大多数研究只能显示虚拟手臂的恒定运动,因为要显示的运动是通过模式识别或触发控制来选择的。此外,这些研究并未考察体验虚拟手臂后肌电信号的变化。相比之下,我们提出了一种实时、连续、无需学习的虚拟化身,通过肌电信号或物理虚拟化身 EMG 生物反馈(EB)来操纵虚拟手臂。物理虚拟化身生物反馈系统的目标是通过体验式互动诱发生理变化:方法:我们将该系统应用于健康人作为案例研究,探索改变运动控制策略的可能性。我们对七名参与者进行了干预,使用时变计算算法来确定虚拟人的关节角度,从而提供与自身不同的身体体验。在基线和适应阶段,确定了平衡点指标的控制策略,以评估物理虚拟化身 EB 的干预效果。使用决定系数评估了这些基线和适应控制策略与冲洗期所用控制策略的相似性。虚拟现实(VR)系统的准确性和可靠性通过与现有研究和所需规格的比较进行了评估:在四次实验中,观察到物理虚拟化身 EB 系统引起的运动控制策略变化,参与者逐渐恢复到干预前的控制策略。这一结果可归因于错误学习引起的后遗症。这意味着开发的系统影响了他们的运动控制策略。EMG 采集位数为 16 位,采样率为 1,000 Hz。头戴式显示器的刷新率为 90 Hz,单眼分辨率为 1440 × 1600。此外,模拟帧速率为 30 FPS。与现有研究和所需规格相比,这些数值已经足够。本研究的主要贡献在于开发了一种与以往研究不同的方法来控制的头像,并展示了受试者体验头像后肌肉活动的变化。今后,将通过实际患者来评估拟议系统的临床疗效。
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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来源期刊
Frontiers in Bioengineering and Biotechnology
Frontiers in Bioengineering and Biotechnology Chemical Engineering-Bioengineering
CiteScore
8.30
自引率
5.30%
发文量
2270
审稿时长
12 weeks
期刊介绍: The translation of new discoveries in medicine to clinical routine has never been easy. During the second half of the last century, thanks to the progress in chemistry, biochemistry and pharmacology, we have seen the development and the application of a large number of drugs and devices aimed at the treatment of symptoms, blocking unwanted pathways and, in the case of infectious diseases, fighting the micro-organisms responsible. However, we are facing, today, a dramatic change in the therapeutic approach to pathologies and diseases. Indeed, the challenge of the present and the next decade is to fully restore the physiological status of the diseased organism and to completely regenerate tissue and organs when they are so seriously affected that treatments cannot be limited to the repression of symptoms or to the repair of damage. This is being made possible thanks to the major developments made in basic cell and molecular biology, including stem cell science, growth factor delivery, gene isolation and transfection, the advances in bioengineering and nanotechnology, including development of new biomaterials, biofabrication technologies and use of bioreactors, and the big improvements in diagnostic tools and imaging of cells, tissues and organs. In today`s world, an enhancement of communication between multidisciplinary experts, together with the promotion of joint projects and close collaborations among scientists, engineers, industry people, regulatory agencies and physicians are absolute requirements for the success of any attempt to develop and clinically apply a new biological therapy or an innovative device involving the collective use of biomaterials, cells and/or bioactive molecules. “Frontiers in Bioengineering and Biotechnology” aspires to be a forum for all people involved in the process by bridging the gap too often existing between a discovery in the basic sciences and its clinical application.
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