ObjectiveTo design and implement an electromyography (EMG)-based controller for a hand
robotic assistive device, which is able to classify the user's motion
intention before the effective kinematic movement execution.MethodsMultiple degrees-of-freedom hand grasp movements (i.e. pinching, grasp an
object, grasping) were predicted by means of surface EMG signals, recorded
from 10 bipolar EMG electrodes arranged in a circular configuration around
the forearm 2–3 cm from the elbow. Two cascaded artificial neural networks
were then exploited to detect the patient's motion intention from the EMG
signal window starting from the electrical activity onset to movement onset
(i.e. electromechanical delay).ResultsThe proposed approach was tested on eight healthy control subjects (4
females; age range 25–26 years) and it demonstrated a mean ± SD testing
performance of 76% ± 14% for correctly predicting healthy users' motion
intention. Two post-stroke patients tested the controller and obtained 79%
and 100% of correctly classified movements under testing conditions.ConclusionA task-selection controller was developed to estimate the intended movement
from the EMG measured during the electromechanical delay.
The design of a computer-supported serious game concerning inhibition skills in children with Attention Deficit/Hyperactivity Disorder (ADHD) is reported. The game consists of a series of activities, each eliciting the tendency to respond in an immediate, inadequate way. The game is based on the Dual Pathway Model of ADHD proposed by Sonuga-Barke. In the game, children must block impulsive tendencies, reflect upon the situation, inhibit irrelevant thoughts, and find the non-intuitive solution. In the game, the player personifies a superhero, who is asked to save a realm on the opposite side of the Earth (Antonyms) where things happen according to the opposite of the usual rules. The hero faces a series of challenges, in the form of mini-games, to free the planet from enemies crossing different scenarios. To succeed in the game, the player should change his/her attitude by thinking before performing any action rather than acting on impulse. The player is induced to be reflective and thoughtful as well. Results from the evaluation of a preliminary version of the serious game are reported. They support the notion that Antonyms is an adequate tool to lead children to inhibit their tendency to behave impulsively.
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