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
Copyright Status
Unknown
Socpus ID
84978886827 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/84978886827
STARS Citation
Dombrowski, Matt; Smith, Peter A.; and Buyssens, Ryan, "Utilizing Digital Game Environments For Training Prosthetic Use" (2016). Scopus Export 2015-2019. 4463.
https://stars.library.ucf.edu/scopus2015/4463