Shea McLinden, Peter Smith, Matt Dombrowski, Calvin MacDonald, Devon Lynn, Katherine Tran, Kelsey Robinson, Dominique Courbin, John Sparkman, Albert Manero
{"title":"利用肌电图视频游戏控制器提高假肢使用者的疗效。","authors":"Shea McLinden, Peter Smith, Matt Dombrowski, Calvin MacDonald, Devon Lynn, Katherine Tran, Kelsey Robinson, Dominique Courbin, John Sparkman, Albert Manero","doi":"10.1007/s10484-023-09598-y","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":47506,"journal":{"name":"Applied Psychophysiology and Biofeedback","volume":"49 1","pages":"63 - 69"},"PeriodicalIF":2.2000,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10869418/pdf/","citationCount":"0","resultStr":"{\"title\":\"Utilizing Electromyographic Video Games Controllers to Improve Outcomes for Prosthesis Users\",\"authors\":\"Shea McLinden, Peter Smith, Matt Dombrowski, Calvin MacDonald, Devon Lynn, Katherine Tran, Kelsey Robinson, Dominique Courbin, John Sparkman, Albert Manero\",\"doi\":\"10.1007/s10484-023-09598-y\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":47506,\"journal\":{\"name\":\"Applied Psychophysiology and Biofeedback\",\"volume\":\"49 1\",\"pages\":\"63 - 69\"},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2023-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10869418/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Applied Psychophysiology and Biofeedback\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://link.springer.com/article/10.1007/s10484-023-09598-y\",\"RegionNum\":3,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PSYCHOLOGY, CLINICAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Applied Psychophysiology and Biofeedback","FirstCategoryId":"102","ListUrlMain":"https://link.springer.com/article/10.1007/s10484-023-09598-y","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
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.
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.