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