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Researches about the use of EMG in therapeutic games were performed by Brown et al. \cite{Donoso_Brown_2014} and Viriyasaksathian et al. \cite{Viriyasaksathian_2011}. EMG gestures were applied to a game for the upper-limb rehabilitation and motor control improvement of stroke patients. In the research conducted by the latter, the combination of music synchronization, biofeedback technology and augmented reality was employed to attract the attention of stroke patients since existing therapy methods are often boring thus results to lack of motivation.  Studies have been conducted about the implementation of EMG based gestures on guitar rhythm games. An alternate interface has been developed in the study conducted by Armiger et al. \cite{Armiger_2008} for Guitar Hero® using surface EMG to train and assess the performance of upper-extremity amputees. Instead of using the guitar, EMG electrodes were used to record the myoelectric activity. After recording, the acquired data is processed in real-time using pattern recognition algorithms to classify the gestures and then use them to control the game. In their experiment, the scores obtained using EMG control were relatively lower than those of which were achieved via manual gameplay.  https://www.authorea.com/users/88075/articles/102469/master/file/figures/Fig3/Fig3.png