利用肌电图视频游戏控制器提高假肢使用者的疗效。

IF 2.2 3区 心理学 Q2 PSYCHOLOGY, CLINICAL
Shea McLinden, Peter Smith, Matt Dombrowski, Calvin MacDonald, Devon Lynn, Katherine Tran, Kelsey Robinson, Dominique Courbin, John Sparkman, Albert Manero
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引用次数: 0

摘要

针对一种利用肌电传感器控制游戏动作的肢体无障碍视频游戏控制器开展了一项研究。研究人员收集了 50 名大学生参与者的数据。这款基于生物反馈的严肃游戏通过可视化肌肉收缩,通过视频游戏角色的动作,对用户进行虚拟能力训练。该训练平台与相应的肌电驱动假肢装置配套开发,利用相同的控制方案实现手势状态的转换。本研究对控制器、用户界面和游戏玩法进行了评估,以确定训练改进结果和用户满意度。研究参与者被分为两组,在测试前和测试后的挑战课程中,他们的干预方式有所不同。第一组有一个自由的游戏环境,通过算法生成的轨迹模式和使用能量加成来鼓励学习。与此相反,第二组重复了挑战模式,该模式由一个个圆环组成,需要跳跃通过,重点是通过与肌肉输出相关的角色跳跃高度进行有针对性的肌肉离散化。收集数据的目的是开发和验证训练方法,并确定游戏的总体满意度和可用性。这项研究的结果表明,根据干预措施的任务时间,用户的成功能力有所提高。研究还评估了干预措施的可用性和参与者的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Utilizing Electromyographic Video Games Controllers to Improve Outcomes for Prosthesis Users

Utilizing Electromyographic Video Games Controllers to Improve Outcomes for Prosthesis Users

A study was developed for a limb-different accessible video game controller that utilizes an electromyographic sensor to control gameplay actions. Data was collected from 50 college-aged student participants. This biofeedback-based serious game trains users in a virtual capacity, through the visualization of muscle contraction, via the movement of the video game character. The training platform has been developed to accompany the corresponding electromyographic actuated prosthetic arm device, leveraging the same control scheme to enable the translation of hand gesture states. This study evaluated the controller, user interface, and gameplay to identify training improvement outcomes and user satisfaction. Study participants were divided into two cohorts that differed in their intervention between the pre-test and post-test challenge course. Cohort one had a free play environment that encouraged learning through algorithmically generated track patterns and the use of powerups. In contrast, cohort two repeated the challenge mode, which was made up of a course of rings to jump through and focused on targeted muscle discretization via character jump heights correlated to muscle output. Data were collected to develop and validate training methods and identify overall game satisfaction and usability. The results of this study indicated an increase in the user’s ability to be successful based on time on task with the intervention. The study also evaluated the usability and participant experience with the intervention.

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来源期刊
CiteScore
5.30
自引率
13.30%
发文量
36
期刊介绍: Applied Psychophysiology and Biofeedback is an international, interdisciplinary journal devoted to study of the interrelationship of physiological systems, cognition, social and environmental parameters, and health. Priority is given to original research, basic and applied, which contributes to the theory, practice, and evaluation of applied psychophysiology and biofeedback. Submissions are also welcomed for consideration in several additional sections that appear in the journal. They consist of conceptual and theoretical articles; evaluative reviews; the Clinical Forum, which includes separate categories for innovative case studies, clinical replication series, extended treatment protocols, and clinical notes and observations; the Discussion Forum, which includes a series of papers centered around a topic of importance to the field; Innovations in Instrumentation; Letters to the Editor, commenting on issues raised in articles previously published in the journal; and select book reviews. Applied Psychophysiology and Biofeedback is the official publication of the Association for Applied Psychophysiology and Biofeedback.
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