Development of Surface EMG Game Control Interface for Persons with Upper Limb Functional Impairments

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dc.contributor.author Muguro, Joseph
dc.contributor.author Laksono, Pringgo Widyo
dc.contributor.author Rahmaniar, Wahyu
dc.contributor.author Njeri, Waweru
dc.contributor.author Yuta Sasatake
dc.contributor.author Muhammad Syaiful Amri bin Suhaimi
dc.contributor.author Kojiro Matsushita
dc.contributor.author Minoru Sasaki
dc.contributor.author Maciej Sulowicz
dc.contributor.author Wahyu Caesarendra
dc.date.accessioned 2021-11-23T15:34:29Z
dc.date.available 2021-11-23T15:34:29Z
dc.date.issued 2021-11
dc.identifier.citation Muguro, J.K.; Laksono, P.W.; Rahmaniar, W.; Njeri, W.; Sasatake, Y.; Suhaimi, M.S.A.b.; Matsushita, K.; Sasaki, M.; Sulowicz, M.; Caesarendra, W. Development of Surface EMG Game Control Interface for Persons with Upper Limb Functional Impairments. Signals 2021, 2, 834–851.https://doi.org/10.3390/ signals2040048 en_US
dc.identifier.uri https://doi.org/10.3390/ signals2040048
dc.identifier.uri http://repository.dkut.ac.ke:8080/xmlui/handle/123456789/4918
dc.description.abstract In recent years, surface Electromyography (sEMG) signals have been effectively applied in various fields such as control interfaces, prosthetics, and rehabilitation. We propose a neck rotation estimation from EMG and apply the signal estimate as a game control interface that can be used by people with disabilities or patients with functional impairment of the upper limb. This paper utilizes an equation estimation and a machine learning model to translate the signals into corresponding neck rotations. For testing, we designed two custom-made game scenes, a dynamic 1D object interception and a 2D maze scenery, in Unity 3D to be controlled by sEMG signal in real-time. Twenty-two (22) test subjects (mean age 27.95, std 13.24) participated in the experiment to verify the usability of the interface. From object interception, subjects reported stable control inferred from intercepted objects more than 73% accurately. In a 2D maze, a comparison of male and female subjects reported a completion time of 98.84 s. 50.2 and 112.75 s. 44.2, respectively, without a significant difference in the mean of the one-way ANOVA (p = 0.519). The results confirmed the usefulness of neck sEMG of sternocleidomastoid (SCM) as a control interface with little or no calibration required. Control models using equations indicate intuitive direction and speed control, while machine learning schemes offer a more stable directional control. Control interfaces can be applied in several areas that involve neck activities, e.g., robot control and rehabilitation, as well as game interfaces, to enable entertainment for people with disabilities. en_US
dc.language.iso en en_US
dc.publisher MDPI en_US
dc.title Development of Surface EMG Game Control Interface for Persons with Upper Limb Functional Impairments en_US
dc.type Article en_US


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