Utilizing Digital Game Environments For Training Prosthetic Use

Keywords

Augmented reality; Game based training; Game design; Games for health; Gamification

Abstract

When the children receive their prosthetic, many of them still need to learn or, in many cases, relearn elements such as grabbing, squeezing and other range of movement with their newly fitted prosthetic. In this case, electromyogram or EMG sensors control the arms. The EMG is worn on an existing muscle and detects muscle movement as input. The EMG data feeds into the prosthetic device to stimulate movement in the hand. New users of this device are often confused over how to control the motion at first. Limibitless solutions, the creators of this device, approached the team at the University of Central Florida’s School of Visual Art & Design, about the possibility of developing videogames to train the use of the prosthetic prior to children receiving them, in hopes of reducing the time it takes to become proficient with the device.

Publication Date

1-1-2016

Publication Title

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Volume

9740

Number of Pages

481-489

Document Type

Article; Proceedings Paper

Personal Identifier

scopus

DOI Link

https://doi.org/10.1007/978-3-319-39907-2_46

Socpus ID

84978886827 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/84978886827

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