A Video Game-Integrated Electromyography Biofeedback Device for Use in Physical Therapy


Autoria(s): Converse, Hayes; Jean, Daniel; Jones, Laura; Mendhiratta, Vikas; Naviasky, Emily; Par, Mang; Rimlinger, Thomas; Southall, Steven; Sprenkle, Jason
Contribuinte(s)

Abshire, Pamela

Data(s)

16/07/2014

16/07/2014

2014

Resumo

We present a novel system to be used in the rehabilitation of patients with forearm injuries. The system uses surface electromyography (sEMG) recordings from a wireless sleeve to control video games designed to provide engaging biofeedback to the user. An integrated hardware/software system uses a neural net to classify the signals from a user’s muscles as they perform one of a number of common forearm physical therapy exercises. These classifications are used as input for a suite of video games that have been custom-designed to hold the patient’s attention and decrease the risk of noncompliance with the physical therapy regimen necessary to regain full function in the injured limb. The data is transmitted wirelessly from the on-sleeve board to a laptop computer using a custom-designed signal-processing algorithm that filters and compresses the data prior to transmission. We believe that this system has the potential to significantly improve the patient experience and efficacy of physical therapy using biofeedback that leverages the compelling nature of video games.

Identificador

http://hdl.handle.net/1903/15534

Idioma(s)

en_US

Relação

Digital Repository at the University of Maryland

Gemstone Program, University of Maryland (College Park, Md)

Palavras-Chave #Video games #Electromyography #Physical Therapy #Extremities (Anatomy) #Gemstone Team ADEPT
Tipo

Thesis