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Huang HH, Hargrove LJ, Ortiz-Catalan M, Sensinger JW. Integrating Upper-Limb Prostheses with the Human Body: Technology Advances, Readiness, and Roles in Human-Prosthesis Interaction. Annu Rev Biomed Eng 2024; 26:503-528. [PMID: 38594922 DOI: 10.1146/annurev-bioeng-110222-095816] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/11/2024]
Abstract
Significant advances in bionic prosthetics have occurred in the past two decades. The field's rapid expansion has yielded many exciting technologies that can enhance the physical, functional, and cognitive integration of a prosthetic limb with a human. We review advances in the engineering of prosthetic devices and their interfaces with the human nervous system, as well as various surgical techniques for altering human neuromusculoskeletal systems for seamless human-prosthesis integration. We discuss significant advancements in research and clinical translation, focusing on upper limbprosthetics since they heavily rely on user intent for daily operation, although many discussed technologies have been extended to lower limb prostheses as well. In addition, our review emphasizes the roles of advanced prosthetics technologies in complex interactions with humans and the technology readiness levels (TRLs) of individual research advances. Finally, we discuss current gaps and controversies in the field and point out future research directions, guided by TRLs.
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Affiliation(s)
- He Helen Huang
- Joint Department of Biomedical Engineering, University of North Carolina at Chapel Hill, Chapel Hill, North Carolina, USA
- Joint Department of Biomedical Engineering, North Carolina State University, Raleigh, North Carolina, USA;
| | - Levi J Hargrove
- Department of Physical Medicine and Rehabilitation, Northwestern University, Chicago, Illinois, USA
- Center for Bionic Medicine, Shirley Ryan AbilityLab, Chicago, Illinois, USA
| | - Max Ortiz-Catalan
- Medical Bionics Department, University of Melbourne, Melbourne, Australia
- Bionics Institute, Melbourne, Australia
| | - Jonathon W Sensinger
- Institute of Biomedical Engineering, University of New Brunswick, Fredericton, New Brunswick, Canada;
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Eddy E, Campbell E, Bateman S, Scheme E. Understanding the influence of confounding factors in myoelectric control for discrete gesture recognition. J Neural Eng 2024; 21:036015. [PMID: 38722304 DOI: 10.1088/1741-2552/ad4915] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/08/2024] [Accepted: 05/09/2024] [Indexed: 05/18/2024]
Abstract
Discrete myoelectric control-based gesture recognition has recently gained interest as a possible input modality for many emerging ubiquitous computing applications. Unlike the continuous control commonly employed in powered prostheses, discrete systems seek to recognize the dynamic sequences associated with gestures to generate event-based inputs. More akin to those used in general-purpose human-computer interaction, these could include, for example, a flick of the wrist to dismiss a phone call or a double tap of the index finger and thumb to silence an alarm. Moelectric control systems have been shown to achieve near-perfect classification accuracy, but in highly constrained offline settings. Real-world, online systems are subject to 'confounding factors' (i.e. factors that hinder the real-world robustness of myoelectric control that are not accounted for during typical offline analyses), which inevitably degrade system performance, limiting their practical use. Although these factors have been widely studied in continuous prosthesis control, there has been little exploration of their impacts on discrete myoelectric control systems for emerging applications and use cases. Correspondingly, this work examines, for the first time, three confounding factors and their effect on the robustness of discrete myoelectric control: (1)limb position variability, (2)cross-day use, and a newly identified confound faced by discrete systems (3)gesture elicitation speed. Results from four different discrete myoelectric control architectures: (1) Majority Vote LDA, (2) Dynamic Time Warping, (3) an LSTM network trained with Cross Entropy, and (4) an LSTM network trained with Contrastive Learning, show that classification accuracy is significantly degraded (p<0.05) as a result of each of these confounds. This work establishes that confounding factors are a critical barrier that must be addressed to enable the real-world adoption of discrete myoelectric control for robust and reliable gesture recognition.
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Affiliation(s)
- Ethan Eddy
- University of New Brunswick, Fredericton, NB E3B 5A3, Canada
| | - Evan Campbell
- University of New Brunswick, Fredericton, NB E3B 5A3, Canada
| | - Scott Bateman
- University of New Brunswick, Fredericton, NB E3B 5A3, Canada
| | - Erik Scheme
- University of New Brunswick, Fredericton, NB E3B 5A3, Canada
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Maas B, Van Der Sluis CK, Bongers RM. Assessing the effectiveness of serious game training designed to assist in upper limb prothesis rehabilitation. FRONTIERS IN REHABILITATION SCIENCES 2024; 5:1353077. [PMID: 38348457 PMCID: PMC10859406 DOI: 10.3389/fresc.2024.1353077] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/09/2023] [Accepted: 01/16/2024] [Indexed: 02/15/2024]
Abstract
Introduction Controlling a myoelectric upper limb prosthesis is difficult, therefore training is required. Since training with serious games showed promising results, the current paper focuses on game design and its effectivity for transfer between in-game skill to actual prosthesis use for proportional control of hand opening and control of switching between grips. We also examined training duration and individual differences. Method Thirty-six participants were randomly assigned to one of three groups: a task-specific serious game training group, a non-task-specific serious game training group and a control group. Each group performed a pre-test, mid-test and a post-test with five training sessions between each test moment. Test sessions assessed proportional control using the Cylinder test, a test designed to measure scaling of hand aperture during grabbing actions, and the combined use of proportional and switch control using the Clothespin Relocation Test, part of the Southampton Hand Assessment Procedure and Tray Test. Switch control was assessed during training by measuring amplitude difference and phasing of co-contraction triggers. Results Differences between groups over test sessions were observed for proportional control tasks, however there was lack of structure in these findings. Maximum aperture changed with test moment and some participants adjusted maximum aperture for smaller objects. For proportional and switch control tasks no differences between groups were observed. The effect of test moment suggests a testing effect. For learning switch control, an overall improvement across groups was found in phasing of the co-contraction peaks. Importantly, individual differences were found in all analyses. Conclusion As improvements over test sessions were found, but no relevant differences between groups were revealed, we conclude that transfer effects from game training to actual prosthesis use did not take place. Task specificity nor training duration had effects on outcomes. Our results imply testing effects instead of transfer effects, in which individual differences played a significant role. How transfer from serious game training in upper limb prosthesis use can be enhanced, needs further attention.
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Affiliation(s)
- Bart Maas
- Department of Human Movement Sciences, University Medical Center Groningen, University of Groningen, Groningen, Netherlands
| | - Corry K. Van Der Sluis
- Department of Rehabilitation Medicine, University Medical Center Groningen, University of Groningen, Groningen, Netherlands
| | - Raoul M. Bongers
- Department of Human Movement Sciences, University Medical Center Groningen, University of Groningen, Groningen, Netherlands
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Heerschop A, van der Sluis CK, Bongers RM. Training prosthesis users to switch between modes of a multi-articulating prosthetic hand. Disabil Rehabil 2024; 46:187-198. [PMID: 36541182 DOI: 10.1080/09638288.2022.2157055] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2022] [Accepted: 12/06/2022] [Indexed: 12/24/2022]
Abstract
PURPOSE Producing triggers to switch between modes of myoelectric prosthetic hands has proven to be difficult. We evaluated whether digital training methods were feasible in individuals with an upper limb defect (ULD), whether myosignals in these individuals differ from those of non-impaired individuals and whether acquired skills transfer to prosthesis use. MATERIALS AND METHODS Two groups participated in a 9-day pre-test-post-test design study with seven 45-minute training sessions. One group trained using a serious game, the other with their myosignals digitally displayed. Both groups also trained using a prosthesis. The pre- and post-tests consisted of an adapted Clothespin Relocation Test and the spherical subset of the Southampton Hand Assessment Procedure. After the post-test, the System Usability Scale (SUS) was administered. Clinically relevant performance measures and myosignal features were analysed. RESULTS Four individuals with a ULD participated. SUS-scores deemed both training methods feasible. Three participants produced only a few correct triggers. Myosignals features indicated larger variability for individuals with a ULD compared to non-impaired individuals (previously published data [1]). Three participants indicated transfer of skill. CONCLUSIONS Even though both training methods were deemed feasible and most participants showed transfer, seven training sessions were insufficient to learn reliable switching behaviour.Trial registration: The study was approved by the medical ethics committee of the University Medical Center Groningen (METc 2018.268).Implications for rehabilitationSwitching between pre-programmed modes of a myoelectric prosthetic hand can be learned, however it does require training.Serious games can be considered useful training tools for trigger production in early phases of myoelectric prosthesis control training.In order to evoke transfer of skill from training to daily life both task-specificity and focus of attention during training should be taken into account.
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Affiliation(s)
- A Heerschop
- Department of Human Movement Sciences, University of Groningen, University Medical Center Groningen, Groningen, The Netherlands
| | - C K van der Sluis
- Department of Rehabilitation Medicine, University of Groningen, University Medical Center Groningen, Groningen, The Netherlands
| | - R M Bongers
- Department of Human Movement Sciences, University of Groningen, University Medical Center Groningen, Groningen, The Netherlands
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Zeng H, Yu W, Chen D, Hu X, Zhang D, Song A. Exploring Biomimetic Stiffness Modulation and Wearable Finger Haptics for Improving Myoelectric Control of Virtual Hand. IEEE Trans Neural Syst Rehabil Eng 2022; 30:1601-1611. [PMID: 35675253 DOI: 10.1109/tnsre.2022.3181284] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
The embodiment of virtual hand (VH) by the user is generally deemed to be important for virtual reality (VR) based hand rehabilitation applications, which may help to engage the user and promote motor skill relearning. In particular, it requires that the VH should produce task-dependent interaction behaviors from rigid to soft. While such a capability is inherent to humans via hand stiffness regulation and haptic interactions, yet it have not been successfully imitated by VH in existing studies. In this paper, we present a work which integrates biomimetic stiffness regulation and wearable finger force feedback in VR scenarios involving myoelectric control of VH. On one hand, the biomimetic stiffness modulation intuitively enables VH to imitate the stiffness profile of the user's hand in real time. On the other hand, the wearable finger force-feedback device elicits a natural and realistic sensation of external force on the fingertip, which provides the user a proper understanding of the environment for enhancing his/her stiffness regulation. The benefits of the proposed integrated system were evaluated with eight healthy subjects that performed two tasks with opposite stiffness requirements. The achieved performance is compared with reduced versions of the integrated system, where either biomimetic impedance control or wearable force feedback is excluded. The results suggest that the proposed integrated system enables the stiffness of VH to be adaptively regulated by the user through the perception of interaction torques and vision, resulting in task-dependent behaviors from rigid to soft for VH.
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Nawfel JL, Englehart KB, Scheme EJ. The Influence of Training with Visual Biofeedback on the Predictability of Myoelectric Control Usability. IEEE Trans Neural Syst Rehabil Eng 2022; 30:878-892. [PMID: 35333717 DOI: 10.1109/tnsre.2022.3162421] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
Abstract
Studies have shown that closed-loop myoelectric control schemes can lead to changes in user performance and behavior compared to open-loop systems. When users are placed within the control loop, such as during real-time use, they must correct for errors made by the controller and learn what behavior is necessary to produce desired outcomes. Augmented feedback, consequently, has been used to incorporate the user throughout the training process and to facilitate learning. This work explores the effect of visual feedback presented during user training on both the performance and predictability of a myoelectric classification-based control system. Our results suggest that properly designed feedback mechanisms and training tasks can influence the quality of the training data and the ability to predict usability using linear combinations of metrics derived from feature space. Furthermore, our results confirm that the most common in-lab training protocol, screen guided training, may yield training data that are less representative of online use than training protocols that incorporate the user in the loop. These results suggest that training protocols should be designed that better parallel the testing environment to more effectively prepare both the algorithms and users for real-time control.
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Aydin T, Kesiktaş FN, Akbulut YD, Çorum M, Öneş K, Kizilkurt T, Buğdayci ND, Karacan I. The efficacy of robot-assisted training for patients with upper limb amputations who use myoelectric prostheses: a randomized controlled pilot study. Int J Rehabil Res 2022; 45:39-46. [PMID: 34775437 DOI: 10.1097/mrr.0000000000000506] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
Abstract
The aim of this pilot study was to investigate whether a movement therapy robot can improve skills in using a myoelectric prosthesis by patients with upper limb amputations. This prospective randomized, controlled study included a total of eleven patients with upper limb amputations who use myoelectric prostheses. The patients were randomized into a robot-assisted exercise group (n = 6) and a control group (n = 5). The robot group received robot-assisted training. No training program was provided to the control group. The outcome measure was kinematic data (A-goal hand-path ratio, A-goal deviation, A-goal instability and A-move) evaluated by the Armeo®Spring movement therapy robot. Significant improvements were noted in the A-goal hand-path ratio; A-goal deviation and A-goal instability in the robot group after treatment while compared with control group. No significant changes in A-move scores. We concluded that robot-assisted training may improve myoelectric prosthesis use skills in patients with upper limb amputation.
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Affiliation(s)
- Tuğba Aydin
- Istanbul Physical Medicine Rehabilitation Training and Research Hospital
| | - Fatma Nur Kesiktaş
- Istanbul Physical Medicine Rehabilitation Training and Research Hospital
| | | | - Mustafa Çorum
- Istanbul Physical Medicine Rehabilitation Training and Research Hospital
| | - Kadriye Öneş
- Istanbul Physical Medicine Rehabilitation Training and Research Hospital
| | - Taha Kizilkurt
- Orthopedics and Traumatology Department, Istanbul Faculty of Medicine, Istanbul University, Istanbul, Turkey
| | | | - Ilhan Karacan
- Istanbul Physical Medicine Rehabilitation Training and Research Hospital
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Garske CA, Dyson M, Dupan S, Morgan G, Nazarpour K. Serious Games Are Not Serious Enough for Myoelectric Prosthetics. JMIR Serious Games 2021; 9:e28079. [PMID: 34747715 PMCID: PMC8663510 DOI: 10.2196/28079] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2021] [Revised: 06/09/2021] [Accepted: 08/25/2021] [Indexed: 02/07/2023] Open
Abstract
Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training.
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Affiliation(s)
- Christian Alexander Garske
- Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Matthew Dyson
- Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Sigrid Dupan
- Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom
| | - Graham Morgan
- Networked and Ubiquitous Systems Engineering Group, School of Computing, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Kianoush Nazarpour
- Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom
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Pacheco MM, Moraes R, Lemos TW, Bongers RM, Tani G. Convergence in myoelectric control: Between individual patterns of myoelectric learning. Biomed Signal Process Control 2021. [DOI: 10.1016/j.bspc.2021.103057] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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Karczewski AM, Dingle AM, Poore SO. The Need to Work Arm in Arm: Calling for Collaboration in Delivering Neuroprosthetic Limb Replacements. Front Neurorobot 2021; 15:711028. [PMID: 34366820 PMCID: PMC8334559 DOI: 10.3389/fnbot.2021.711028] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/17/2021] [Accepted: 06/22/2021] [Indexed: 11/21/2022] Open
Abstract
Over the last few decades there has been a push to enhance the use of advanced prosthetics within the fields of biomedical engineering, neuroscience, and surgery. Through the development of peripheral neural interfaces and invasive electrodes, an individual's own nervous system can be used to control a prosthesis. With novel improvements in neural recording and signal decoding, this intimate communication has paved the way for bidirectional and intuitive control of prostheses. While various collaborations between engineers and surgeons have led to considerable success with motor control and pain management, it has been significantly more challenging to restore sensation. Many of the existing peripheral neural interfaces have demonstrated success in one of these modalities; however, none are currently able to fully restore limb function. Though this is in part due to the complexity of the human somatosensory system and stability of bioelectronics, the fragmentary and as-yet uncoordinated nature of the neuroprosthetic industry further complicates this advancement. In this review, we provide a comprehensive overview of the current field of neuroprosthetics and explore potential strategies to address its unique challenges. These include exploration of electrodes, surgical techniques, control methods, and prosthetic technology. Additionally, we propose a new approach to optimizing prosthetic limb function and facilitating clinical application by capitalizing on available resources. It is incumbent upon academia and industry to encourage collaboration and utilization of different peripheral neural interfaces in combination with each other to create versatile limbs that not only improve function but quality of life. Despite the rapidly evolving technology, if the field continues to work in divided "silos," we will delay achieving the critical, valuable outcome: creating a prosthetic limb that is right for the patient and positively affects their life.
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Affiliation(s)
| | - Aaron M. Dingle
- Division of Plastic Surgery, Department of Surgery, University of Wisconsin–Madison, Madison, WI, United States
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Heerschop A, van der Sluis CK, Bongers RM. Transfer of mode switching performance: from training to upper-limb prosthesis use. J Neuroeng Rehabil 2021; 18:85. [PMID: 34022945 PMCID: PMC8141154 DOI: 10.1186/s12984-021-00878-4] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/18/2020] [Accepted: 05/11/2021] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Current myoelectric prostheses are multi-articulated and offer multiple modes. Switching between modes is often done through pre-defined myosignals, so-called triggers, of which the training hardly is studied. We evaluated if switching skills trained without using a prosthesis transfer to actual prosthesis use and whether the available feedback during training influences this transfer. Furthermore we examined which clinically relevant performance measures and which myosignal features were adapted during training. METHODS Two experimental groups and one control group participated in a five day pre-test-post-test design study. Both experimental groups used their myosignals to perform a task. One group performed a serious game without seeing their myosignals, the second group was presented their myosignal on a screen. The control group played the serious game using the touchpad of the laptop. Each training session lasted 15 min. The pre- and post-test were identical for all groups and consisted of performing a task with an actual prosthesis, where switches had to be produced to change grip mode to relocate clothespins. Both clinically relevant performance measures and myosignal features were analysed. RESULTS 10 participants trained using the serious game, 10 participants trained with the visual myosignal and 8 the control task. All participants were unimpaired. Both experimental groups showed significant transfer of skill from training to prosthesis use, the control group did not. The degree of transfer did not differ between the two training groups. Clinically relevant measure 'accuracy' and feature of the myosignals 'variation in phasing' changed during training. CONCLUSIONS Training switching skills appeared to be successful. The skills trained in the game transferred to performance in a functional task. Learning switching skills is independent of the type of feedback used during training. Outcome measures hardly changed during training and further research is needed to explain this. It should be noted that five training sessions did not result in a level of performance needed for actual prosthesis use. Trial registration The study was approved by the local ethics committee (ECB 2014.02.28_1) and was included in the Dutch trial registry (NTR5876).
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Affiliation(s)
- Anniek Heerschop
- Department of Human Movement Sciences, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands
| | - Corry K. van der Sluis
- Department of Rehabilitation Medicine, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands
| | - Raoul M. Bongers
- Department of Human Movement Sciences, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands
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Lv B, Chai G, Sheng X, Ding H, Zhu X. Evaluating User and Machine Learning in Short- and Long-Term Pattern Recognition-Based Myoelectric Control. IEEE Trans Neural Syst Rehabil Eng 2021; 29:777-785. [PMID: 33861704 DOI: 10.1109/tnsre.2021.3073751] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Proper training is essential to achieve reliable pattern recognition (PR) based myoelectric control. The amount of training is commonly determined by experience. The purpose of this study is to provide an offline validation method that makes the offline performance transferable to online control and find the proper amount of training that achieves good online performance. In the offline experiment, eight able-bodied subjects and three amputees participated in a ten-day training. Repeatability index (RI) and classification error (CE) were used to evaluate user learning and machine learning, respectively. The performance of cross-validation (CV) and time serial related validation (TSV) was compared. Learning curves were established with different training trials by TSV. In the online experiment, sixteen able-bodied subjects were randomly divided into two groups with one- or five-trial training, respectively, followed by participating in the test with and without classifier-output feedback. The correlation between offline and online tests was analyzed. Results indicated that five-trial training was proper to train the user and the classifier. The long-term retention of skills could not shorten the learning process. The correlation between CEs of TSV and the online test was strong ( r=0.87 ) with five-trial training, while the correlation between CEs of CV and the online test was weak ( r=0.30 ). Outcomes demonstrate that offline performance evaluated by TSV is transferable to online performance and the learning process can guide the user to achieve good online myoelectric control with minimum training.
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Kristoffersen MB, Franzke AW, Bongers RM, Wand M, Murgia A, van der Sluis CK. User training for machine learning controlled upper limb prostheses: a serious game approach. J Neuroeng Rehabil 2021; 18:32. [PMID: 33579326 PMCID: PMC7881655 DOI: 10.1186/s12984-021-00831-5] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/08/2020] [Accepted: 01/26/2021] [Indexed: 01/10/2023] Open
Abstract
BACKGROUND Upper limb prosthetics with multiple degrees of freedom (DoFs) are still mostly operated through the clinical standard Direct Control scheme. Machine learning control, on the other hand, allows controlling multiple DoFs although it requires separable and consistent electromyogram (EMG) patterns. Whereas user training can improve EMG pattern quality, conventional training methods might limit user potential. Training with serious games might lead to higher quality EMG patterns and better functional outcomes. In this explorative study we compare outcomes of serious game training with conventional training, and machine learning control with the users' own one DoF prosthesis. METHODS Participants with upper limb absence participated in 7 training sessions where they learned to control a 3 DoF prosthesis with two grips which was fitted. Participants received either game training or conventional training. Conventional training was based on coaching, as described in the literature. Game-based training was conducted using two games that trained EMG pattern separability and functional use. Both groups also trained functional use with the prosthesis donned. The prosthesis system was controlled using a neural network regressor. Outcome measures were EMG metrics, number of DoFs used, the spherical subset of the Southampton Hand Assessment Procedure and the Clothespin Relocation Test. RESULTS Eight participants were recruited and four completed the study. Training did not lead to consistent improvements in EMG pattern quality or functional use, but some participants improved in some metrics. No differences were observed between the groups. Participants achieved consistently better results using their own prosthesis than the machine-learning controlled prosthesis used in this study. CONCLUSION Our explorative study showed in a small group of participants that serious game training seems to achieve similar results as conventional training. No consistent improvements were found in either group in terms of EMG metrics or functional use, which might be due to insufficient training. This study highlights the need for more research in user training for machine learning controlled prosthetics. In addition, this study contributes with more data comparing machine learning controlled prosthetics with Direct Controlled prosthetics.
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Affiliation(s)
- Morten B Kristoffersen
- Department of Rehabilitation Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands.
| | - Andreas W Franzke
- Department of Rehabilitation Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands
| | - Raoul M Bongers
- Department of Human Movement Sciences, University of Groningen, University Medical Center Groningen, Groningen, Netherlands
| | | | - Alessio Murgia
- Department of Human Movement Sciences, University of Groningen, University Medical Center Groningen, Groningen, Netherlands
| | - Corry K van der Sluis
- Department of Rehabilitation Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands
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Garske CA, Dyson M, Dupan S, Nazarpour K. Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers. JMIR Serious Games 2021; 9:e23710. [PMID: 33522975 PMCID: PMC7884217 DOI: 10.2196/23710] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2020] [Revised: 11/17/2020] [Accepted: 11/26/2020] [Indexed: 12/16/2022] Open
Abstract
Background Serious games have been investigated for their use in multiple forms of rehabilitation for decades. The rising trend to use games for physical fitness in more recent years has also provided more options and garnered more interest for their use in physical rehabilitation and motor learning. In this study, we report the results of an opinion survey of serious games in upper limb prosthetic training. Objective This study investigates and contrasts the expectations and preferences for game-based prosthetic rehabilitation of people with limb difference and researchers. Methods Both participant groups answered open and closed questions as well as a questionnaire to assess their user types. The distribution of the user types was compared with a Pearson chi-square test against a sample population. The data were analyzed using the thematic framework method; answers fell within the themes of usability, training, and game design. Researchers shared their views on current challenges and what could be done to tackle these. Results A total of 14 people with limb difference and 12 researchers participated in this survey. The open questions resulted in an overview of the different views on prosthetic training games between the groups. The user types of people with limb difference and researchers were both significantly different from the sample population, with χ25=12.3 and χ25=26.5, respectively. Conclusions We found that the respondents not only showed a general willingness and tentative optimism toward the topic but also acknowledged hurdles limiting the adoption of these games by both clinics and users. The results indicate a noteworthy difference between researchers and people with limb difference in their game preferences, which could lead to design choices that do not represent the target audience. Furthermore, focus on long-term in-home experiments is expected to shed more light on the validity of games in upper limb prosthetic rehabilitation.
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Affiliation(s)
- Christian Alexander Garske
- Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Matthew Dyson
- Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom
| | - Sigrid Dupan
- Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom
| | - Kianoush Nazarpour
- Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom
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Zhu Z, Martinez-Luna C, Li J, McDonald BE, Dai C, Huang X, Farrell TR, Clancy EA. EMG-Force and EMG-Target Models During Force-Varying Bilateral Hand-Wrist Contraction in Able-Bodied and Limb-Absent Subjects. IEEE Trans Neural Syst Rehabil Eng 2020; 28:3040-3050. [PMID: 33196443 DOI: 10.1109/tnsre.2020.3038322] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
System identification models relating forearm electromyogram (EMG) signals to phantom wrist radial-ulnar deviation force, pronation-supination moment and/or hand open-close force (EMG-force) are hampered by lack of supervised force/moment output signals in limb-absent subjects. In 12 able-bodied and 7 unilateral transradial limb-absent subjects, we studied three alternative supervised output sources in one degree of freedom (DoF) and 2-DoF target tracking tasks: (1) bilateral tracking with force feedback from the contralateral side (non-dominant for able-bodied/ sound for limb-absent subjects) with the contralateral force as the output, (2) bilateral tracking with force feedback from the contralateral side with the target as the output, and (3) dominant/limb-absent side unilateral target tracking without feedback and the target used as the output. "Best-case" EMG-force errors averaged ~ 10% of maximum voluntary contraction (MVC) when able-bodied subjects' dominant limb produced unilateral force/moment with feedback. When either bilateral tracking source was used as the model output, statistically larger errors of 12-16 %MVC resulted. The no-feedback alternative produced errors of 25-30 %MVC, which was nearly half the tested force range of ± 30 %MVC. Therefore, the no-feedback model output was not acceptable. We found little performance variation between DoFs. Many subjects struggled to perform 2-DoF target tracking.
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Heerschop A, van der Sluis CK, Otten E, Bongers RM. Looking beyond proportional control: The relevance of mode switching in learning to operate multi-articulating myoelectric upper-limb prostheses. Biomed Signal Process Control 2020. [DOI: 10.1016/j.bspc.2019.101647] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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A Low-Cost, Wireless, 3-D-Printed Custom Armband for sEMG Hand Gesture Recognition. SENSORS 2019; 19:s19122811. [PMID: 31238529 PMCID: PMC6631507 DOI: 10.3390/s19122811] [Citation(s) in RCA: 36] [Impact Index Per Article: 7.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/16/2019] [Revised: 06/15/2019] [Accepted: 06/20/2019] [Indexed: 11/30/2022]
Abstract
Wearable technology can be employed to elevate the abilities of humans to perform demanding and complex tasks more efficiently. Armbands capable of surface electromyography (sEMG) are attractive and noninvasive devices from which human intent can be derived by leveraging machine learning. However, the sEMG acquisition systems currently available tend to be prohibitively costly for personal use or sacrifice wearability or signal quality to be more affordable. This work introduces the 3DC Armband designed by the Biomedical Microsystems Laboratory in Laval University; a wireless, 10-channel, 1000 sps, dry-electrode, low-cost (∼150 USD) myoelectric armband that also includes a 9-axis inertial measurement unit. The proposed system is compared with the Myo Armband by Thalmic Labs, one of the most popular sEMG acquisition systems. The comparison is made by employing a new offline dataset featuring 22 able-bodied participants performing eleven hand/wrist gestures while wearing the two armbands simultaneously. The 3DC Armband systematically and significantly (p<0.05) outperforms the Myo Armband, with three different classifiers employing three different input modalities when using ten seconds or more of training data per gesture. This new dataset, alongside the source code, Altium project and 3-D models are made readily available for download within a Github repository.
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