Tash Diaz edited subsection_Related_Studies_on_muscle__.tex  about 8 years ago

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As mentioned, another gesture-recognition system is image processing through an external camera. In the study performed by Rautaray et al. \cite{Rautaray_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.  According to Jayarathne et al. \cite{Jayarathne_2015},a  surface EMG (sEMG)application that  can be used to  indicate muscle efforts has been created. After developing, the efforts. The  muscle effort indicator application that they have developed  was then implemented in the Flappy Bird game. It has been demonstrated that with the use of fast Fourier transform (FFT) and several other computer algorithms that sEMG can be used to provide biofeedback in a gaming environment. Another A  muscle contraction research also  was carried out by Gao et al. \cite{Gao_2006} in which the force of the muscles for an Arm Wrestling Robot game was also calculated with the implementation of sEMG and several computing techniques such as black-propagation neural network and 3-D accelerometers. Taneichi et al. \cite{Taneichi_2012} also implemented sEMG to evaluate skills using a fighting game called Super Street Fight IV: Arcade Edition (SSF4AE). 10 subjects were divided into two groups: the skilled and unskilled. In their experiment, they measured sEMG signals only in the left arm which controls the lever of the arcade controller. Based on the results, there were significant differences in standard deviation of all channels by chi-squared test. It has been learned that sEMG is a good way too evaluate fighting skills.  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.