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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
   To increase patient retention, we aim to
    increase engagement with the subject
   Implementation of biofeedback in the form of
    games could address this issue
Signal    Sleeve
                                                EZ430-
                                 EZ430-       RF250 with
                ADS1298
                                 RF250         TUSB410




                          Computer
  User   Feedback
                                           Java
                           Video Game
                                          Analysis
   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
   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
   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
   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
   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
   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
 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
   Our mentor, Dr. Pamela Abshire
   University of MD, College Park
   Gemstone Program
   Honors College
   Texas Instruments

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Sigma xi software_powerpoint

  • 1. A Look at Biofeedback and Interpretation of Muscle Movement
  • 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. Signal Sleeve EZ430- EZ430- RF250 with ADS1298 RF250 TUSB410 Computer User Feedback Java Video Game Analysis
  • 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. 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. 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. 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. 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. 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.  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. Our mentor, Dr. Pamela Abshire  University of MD, College Park  Gemstone Program  Honors College  Texas Instruments