TY - GEN
T1 - Instrumentation Design of Game Rehabilitation with Myoelectric Command
AU - Wiani, Ni Wayan Yulya
AU - Arifin, Achmad
AU - Fatoni, Muhammad Hilman
AU - Pramudijanto, Josaphat
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - Stroke is a potentially fatal illness caused by clotting of the blood vessels that supply oxygen to the brain. Up to 65 percent of stroke patients are affected by Hemiparesis. Muscle weakness is a typical side effect, which might lead to a reduction in physical activity. This makes it difficult for post-stroke patients to carry out daily tasks. Therefore, a game-based rehabilitation strategy focused on grasping movement is recommended to help the upper limbs recover. Individual biomedical signals were used to control the game. EMG instrumentation used to process biomedical signals. To aid in this process, hand gloves are also used to evaluate the range of motion produced during rehabilitation. The game becomes more exciting by using Leap Motion to track patient hand movements and move virtual hands in the game. The experimental results revealed an average increase in the amplitude of the LEMG signal generated by participants 1 and 2. The average amplitude increase in subject 1 was 22.81 mV, while it was 89.60 mV in subject 2. For further research, a compact and sensitive EMG instrumentation can be built. In addition, real-time computing can be used to build rehabilitation systems that can detect the onset of LEMG and create more interactive games.
AB - Stroke is a potentially fatal illness caused by clotting of the blood vessels that supply oxygen to the brain. Up to 65 percent of stroke patients are affected by Hemiparesis. Muscle weakness is a typical side effect, which might lead to a reduction in physical activity. This makes it difficult for post-stroke patients to carry out daily tasks. Therefore, a game-based rehabilitation strategy focused on grasping movement is recommended to help the upper limbs recover. Individual biomedical signals were used to control the game. EMG instrumentation used to process biomedical signals. To aid in this process, hand gloves are also used to evaluate the range of motion produced during rehabilitation. The game becomes more exciting by using Leap Motion to track patient hand movements and move virtual hands in the game. The experimental results revealed an average increase in the amplitude of the LEMG signal generated by participants 1 and 2. The average amplitude increase in subject 1 was 22.81 mV, while it was 89.60 mV in subject 2. For further research, a compact and sensitive EMG instrumentation can be built. In addition, real-time computing can be used to build rehabilitation systems that can detect the onset of LEMG and create more interactive games.
KW - EMG
KW - Game rehabilitation
KW - Hand glove
KW - Stroke
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85125320600&partnerID=8YFLogxK
U2 - 10.1109/BioSMART54244.2021.9677751
DO - 10.1109/BioSMART54244.2021.9677751
M3 - Conference contribution
AN - SCOPUS:85125320600
T3 - BioSMART 2021 - Proceedings: 4th International Conference on Bio-Engineering for Smart Technologies
BT - BioSMART 2021 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 4th International Conference on Bio-Engineering for Smart Technologies, BioSMART 2021
Y2 - 8 December 2021 through 10 December 2021
ER -