ArticleJournal of neuroengineering and rehabilitation2021
Immersive augmented reality system for the training of pattern classification control with a myoelectric prosthesis.
Article in Journal of neuroengineering and rehabilitation, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.
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Who cites it
9 citing papers in PubMed.
- Article
- PhantomAR: gamified mixed reality system for alleviating phantom limb pain in upper limb amputees-design, implementation, and clinical usability evaluation.Journal of neuroengineering and rehabilitation · 2025Article
- EMG-controlled knee orthosis lowers effort in sit-to-stand.Frontiers in robotics and AI · 2025Article
- Metaverse Wearables for Immersive Digital Healthcare: A Review.Advanced science (Weinheim, Baden-Wurttemberg, Germany) · 2023Review
- Limb loading enhances skill transfer between augmented and physical reality tasks during limb loss rehabilitation.Journal of neuroengineering and rehabilitation · 2023Article
- Current status and clinical perspectives of extended reality for myoelectric prostheses: review.Frontiers in bioengineering and biotechnology · 2023Review
- Serious Games Are Not Serious Enough for Myoelectric Prosthetics.JMIR serious games · 2021Article
- The Need to Work Arm in Arm: Calling for Collaboration in Delivering Neuroprosthetic Limb Replacements.Frontiers in neurorobotics · 2021Review
- Exploring the Embodiment of a Virtual Hand in a Spatially Augmented Respiratory Biofeedback Setting.Frontiers in neurorobotics · 2021Article
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Authors and funding
6 authors.
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No grant is acknowledged in the PubMed record.
Abstract
backgroundHand amputation can have a truly debilitating impact on the life of the affected person. A multifunctional myoelectric prosthesis controlled using pattern classification can be used to restore some of the lost motor abilities. However, learning to control an advanced prosthesis can be a challenging task, but virtual and augmented reality (AR) provide means to create an engaging and motivating training.
methodsIn this study, we present a novel training framework that integrates virtual elements within a real scene (AR) while allowing the view from the first-person perspective. The framework was evaluated in 13 able-bodied subjects and a limb-deficient person divided into intervention (IG) and control (CG) groups. The IG received training by performing simulated clothespin task and both groups conducted a pre- and posttest with a real prosthesis. When training with the AR, the subjects received visual feedback on the generated grasping force. The main outcome measure was the number of pins that were successfully transferred within 20 min (task duration), while the number of dropped and broken pins were also registered. The participants were asked to score the difficulty of the real task (posttest), fun-factor and motivation, as well as the utility of the feedback.
resultsThe performance (median/interquartile range) consistently increased during the training sessions (4/3 to 22/4). While the results were similar for the two groups in the pretest, the performance improved in the posttest only in IG. In addition, the subjects in IG transferred significantly more pins (28/10.5 versus 14.5/11), and dropped (1/2.5 versus 3.5/2) and broke (5/3.8 versus 14.5/9) significantly fewer pins in the posttest compared to CG. The participants in IG assigned (mean ± std) significantly lower scores to the difficulty compared to CG (5.2 ± 1.9 versus 7.1 ± 0.9), and they highly rated the fun factor (8.7 ± 1.3) and usefulness of feedback (8.5 ± 1.7).
conclusionThe results demonstrated that the proposed AR system allows for the transfer of skills from the simulated to the real task while providing a positive user experience. The present study demonstrates the effectiveness and flexibility of the proposed AR framework. Importantly, the developed system is open source and available for download and further development.
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