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Tash Diaz edited usepackage_graphicx_section_Review_of__.tex
about 8 years ago
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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 A virtual air guitar (VAG) was developed
in the study conducted by
Armiger Karjalainen et al.
\cite{Armiger_2008} for Guitar Hero® using
surface EMG to train and assess the performance a combination of
upper-extremity amputees. Instead handheld controllers and a guitar synthesizer. In their study, they implemented camera tracking of
hand positions 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 orange gloves. A similar study was conducted by Figueiredo et al. They created an open source framework for air guitar games that has same features and
then use them to control also uses the
game. In their experiment, same image processing methods with the
scores obtained using EMG control were relatively lower than those VAG of
which were achieved via manual gameplay. Karjalainen et al.