基于虚拟游戏的上肢肌电模式识别假肢半监督自适应控制

Andru Liu, Matthew L. Elwin, Zachary A. Wright
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引用次数: 0

摘要

先进的机器学习算法可以适应新数据输入的变化。这种自适应算法已被用于肌电模式识别控制系统,以提高上肢假肢的性能。当训练他们的控制系统时,假体使用者通常会尝试进行一致和可重复的肌肉收缩。然而,最小化输入数据变化并不总是与实际使用场景相似,因为有几个因素(肌肉疲劳、肢体位置、电极移位等)可能导致肌肉信号特征的变化,从而导致控制器性能不佳。虽然可能很难解释所有可能的变化,但假体使用者可能会从更好地模仿真实假体使用的训练中受益。本文研究了虚拟游戏的使用,该游戏是为练习肌电假肢控制的特定方面而开发的,以半监督的方式适应线性判别分析(LDA)模型。对两周内收集的虚拟游戏数据进行离线分析的结果表明,与传统的非自适应LDA模型相比,应用自适应LDA模型的假体用户中有7 / 10的分类错误率更高。我们还将这些结果与另一个模型进行比较,在评估具有重新标记输入的自适应LDA分类器的分类性能之前,我们应用一组启发式规则来识别和重新标记虚拟游戏过程中的“错误分类”预测输出。虚拟游戏是一种很有前途的临床工具,可以更好地了解用户在模拟使用条件下的控制偏好。这项工作的进一步发展可能会影响那些使用肌电模式识别控制假肢的人的日常假肢使用和表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Semi-supervised adaptation of upper-limb myoelectric pattern recognition prosthesis control through virtual gameplay
Advanced machine learning algorithms can adapt to variation in new data inputs. Such adaptive algorithms have been employed on myoelectric pattern recognition control systems to improve upper-limb prosthesis performance. When training their control system, prosthesis users typically attempt to make consistent and repeatable muscle contractions. However, minimizing input data variation does not always resemble realistic usage scenarios as several factors (muscle fatigue, limb position, electrode shift, etc.) can contribute to changes in the characteristics of the muscle signals that could lead to poor controller performance. While it may be difficult to account for all the possible variation, prosthesis users may benefit from training that better mimics real-life prosthesis use. This paper investigates the use of virtual games, developed for practicing specific aspects of myoelectric prosthesis control, to adapt a linear discriminant analysis (LDA) model in a semi-supervised manner. Results from offline analysis of virtual game data collected across two weeks showed that classification error rates were better for 7 out of 10 prosthesis users when applying an adaptive LDA model compared to a traditional non-adaptive LDA model. We also compare these results to an alternative model in which we apply a heuristic set of rules to identify and relabel “misclassified” predicted outputs during virtual game play before evaluating the classification performance of an adaptive LDA classifier with re-labeled inputs. Virtual games are a promising clinical tool which can be applied to better learn the user's control preferences under simulated use conditions. Further development of this work could impact daily prosthesis use and performance for those who use myoelectric pattern recognition-controlled prostheses.
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