A Look at Biofeedback and Interpretation of Muscle Movement
   Physical therapy can be a generally    repetitive, strenuous process that may not    result in short term improvement1...
Signal    Sleeve                                                EZ430-                                 EZ430-       RF250 ...
   We are in the process of teaching our neural    net to recognize a wide variety of exercises     Using the Waikato En...
   Two forms of biofeedback are under    consideration     Basic Biofeedback     Game-based Biofeedback   Basic shows ...
   Videogames have been shown to be highly    engaging and will hopefully lead to increased    willingness or even eagern...
   The games must be very simple to    accommodate what is essentially a 1-button    input   Games cannot be reflex-base...
   Re-contextualized Pong:     Opponent will always play      perfectly     Perform the exercise correctly      to play...
   Physical therapy could be improved using    video game biofeedback and EMG if the two    worked harmoniously in a devi...
 1. E. Sluijs, G. Kok, J. van der Zee, “Correlates of exercise compliance in physical  therapy,” Physical Therapy, vol. 7...
   Our mentor, Dr. Pamela Abshire   University of MD, College Park   Gemstone Program   Honors College   Texas Instru...
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Sigma xi software_powerpoint

  1. 1. A Look at Biofeedback and Interpretation of Muscle Movement
  2. 2.  Physical therapy can be a generally repetitive, strenuous process that may not result in short term improvement1 To increase patient retention, we aim to increase engagement with the subject Implementation of biofeedback in the form of games could address this issue
  3. 3. Signal Sleeve EZ430- EZ430- RF250 with ADS1298 RF250 TUSB410 Computer User Feedback Java Video Game Analysis
  4. 4.  We are in the process of teaching our neural net to recognize a wide variety of exercises  Using the Waikato Environment for Knowledge Analysis (WEKA) v.3.6.8  Preliminary N = 10 testing has yielded approximately 100 data sets for this purpose
  5. 5.  Two forms of biofeedback are under consideration  Basic Biofeedback  Game-based Biofeedback Basic shows which muscles are activated Game-based requires that an exercise be performed correctly to achieve victory
  6. 6.  Videogames have been shown to be highly engaging and will hopefully lead to increased willingness or even eagerness to continue the exercises2 Add a tangible goal to the day-t0-day process of exercising: victory/high scores
  7. 7.  The games must be very simple to accommodate what is essentially a 1-button input Games cannot be reflex-based or fast- paced, as this would discourage accuracy End user ease-of-use is a priority concern, making intuitive interface design paramount
  8. 8.  Re-contextualized Pong:  Opponent will always play perfectly  Perform the exercise correctly to play perfectly as well  Perform correctly for long enough to win  Not reflex-based
  9. 9.  Physical therapy could be improved using video game biofeedback and EMG if the two worked harmoniously in a device simple enough for patient in-home use Team ADEPT is designing and producing this device and the companion biofeedback suite We project that we will begin testing on human subjects within a month
  10. 10.  1. E. Sluijs, G. Kok, J. van der Zee, “Correlates of exercise compliance in physical therapy,” Physical Therapy, vol. 73, no.11, 1993, pp. 771-782. 2. C.E. Stepp, D. Britton, C. Chang, A.L. Merati, Y. Matsuoka, “Feasibility of game- based electromyographic biofeedback for dysphagia rehabilitation,” 5th International Conference on IEEE/EMBS Conference on Neural Engineering, pp.233-236, June 2011
  11. 11.  Our mentor, Dr. Pamela Abshire University of MD, College Park Gemstone Program Honors College Texas Instruments

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