Gaming Application for Prosthesis Training, Dr Adam Galpin

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Part of the “Gaming” Research, Innovation and Enterprise Exchange
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Thu 28 Mar, 2013
University of Salford

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Gaming Application for Prosthesis Training, Dr Adam Galpin

  1. 1. A Gaming Application forProsthesis TrainingDr. Adam GalpinDr. Laurence KenneyDr. Sibylle ThiesDr. Emma Gowen (University of Manchester)
  2. 2. Transradial Amputation
  3. 3. Myoelectric control
  4. 4. Rejection of Prosthetic• Recent review found rejection rates 0-75%• Mean rates: 23%• Remained constant despite technological improvements
  5. 5. Reliance on Vision
  6. 6. Vision during pouring task
  7. 7. VisualisationSimulationPC
  8. 8. Increasing difficulty
  9. 9. Flow
  10. 10. Narrative / creating meaning
  11. 11. Competition
  12. 12. MotorLearning
  13. 13. Observational Learning
  14. 14. Mirror View Egocentric View
  15. 15. Transient action Intransient action
  16. 16. VisualisationSimulationPC
  17. 17. ThankyouMyoelectric prosthesis: http://flickr.com/photos/marsmet45Flow: http://flickr.com/photos/KaptainKoboldCompetition:http://flickr.com/photos/djniksMotor Learning: http://commons.wikimedia.org/wiki/File:SuzanneLenglen.jpg/SnowdogObservational Learning: http://en.wikipedia.org/wiki/File:Makak_neonatal_imitation.png

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