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\subsection{Related Studies on Electromyography}  \subsection{Related Studies on EMG used in Computer Science}  In the game industry, EMG technology has been widely used to replace physical components, such as the traditional joysticks and keyboards with something virtual. In a study conducted by Wheeler and Jorgensen (2003), \cite{Wheeler_2003},  it has been understood that there are two forms of most used gesture-recognition systems for receiving inputs. First is through image processing with an external camera as the source of input. Second is through muscle sensors such as the wearable dry-electrode sleeve device they have developed to sense EMG signal as computer inputs. These EMG electrodes work by detecting skin currents with a very low-impendence connection with the skin. It receives the currents that travel in the muscle fiber from the innervation point to the end of the muscle. This device was tested using a virtual number pad and in their case, the participant had to be extra careful and precise with each movement because of the sensitivity and difficulty of distinguishing the keys that were hit. As mentioned above, another gesture-recognition system is image processing through an external camera. In the study performed by Rautaray and Agrawal (2011), various image processing techniques were applied for hand tracking and gesture recognition in a virtual gaming environment such as Camshift, Lucas Kanade, Haar etc. The different gestures used for the game interactions were grab, punch and go.