EMG Biofeedback Videogame System for the Gait Rehabilitation of Hemiparetic Individuals


Autoria(s): Bardack, Avi; Bhandari, Pratik; Doggett, James; Epstein, Maxwell; Gagliolo, Nicolas; Graff, Steven; Li, Erik; Petro, Elaine; Sailey, Mark; Salaets, Natalie; Tousley, Benjamin; Turner, John
Contribuinte(s)

Abshire, Pamela

Data(s)

25/05/2010

25/05/2010

2010

Resumo

Gemstone Team CHIP

We report a novel approach to electromyographic (EMG) biofeedback for post-stroke hemiparetic gait rehabilitation, using a videogame. An integrated hardware/software system facilitates gameplay of Tiger Woods PGA Tour 2004 in driving range mode by performing rehabilitation exercises. Real-time visual EMG biofeedback is provided as the patient performs exercises. Custom-built bioamplifiers and software collect, amplify, and filter the surface EMG signals from six lower-limb muscles, and score them by feature extraction. The ball is driven a distance proportional to each score. Exercises are scored by comparing the patient's EMG activation with target profiles. The user-friendly system is controlled by prompts on a personal computer. We envision two major benefits from this system. First, the biofeedback is offered in real-time, in a clear, intuitive form, and coupled with task-specific motions. Second, we hypothesize that adopting rehabilitation exercises to control a fun videogame will lead to greater adherence to the exercise regime, with accompanying improvements in gait.

Identificador

http://hdl.handle.net/1903/10082

Idioma(s)

en_US

Relação

Digital Repository at the University of Maryland

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

Palavras-Chave #EMG #Electromyographic Biofeedback #Hemiparetic gait #Videogames #Gemstone Team CHIP
Tipo

Thesis