BackgroundA high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed.ObjectiveThe aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games.MethodsEleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game.ResultsResults showed a significant improvement in fine accuracy electrode activation (P<.01), electrode separation (P=.02), and endurance control (P<.01) from Pregaming EMG assessments to the Follow-Up measurement. The deviation around the EMG goal value diminished and the opposing electrode was activated less frequently. Participants had the most fun playing the games when collecting items and facing challenging game play.ConclusionsMost upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by employing a video game-based rehabilitation protocol.
Technology-enhanced learning (TEL) is a promising solution for higher education settings by creating a collaborative, engaging learning experience despite high student numbers and a lack of individual feedback and support. When creating such TEL environments to fit a particular local context, co-creation methods provide a way for all stakeholders to meaningfully address and design for their own needs. In our specific university context, we are working on supporting different forms of learning within large, face-to-face university lectures. Our goal is to create a learning environment for students to learn and evolve in a self-directed and collaborative manner, using a mixture of traditional lectures and online learning activities. Throughout the creation of this innovative TEL environment, we made a point of inviting students to participate in the design and development process. We introduced multiple modes of co-creation for students to reflect on the current system, create prototypes and redesigns, and even practically implement new ideas and solutions. In this paper we reflect on these different modes of co-creation and discuss their impact on various design spaces within this project - the learning design, the learning content and the learning platform. Our findings point to the necessity of using multiple modes of co-creation simultaneously to get a better picture of the complex educational context and interconnections between design spaces.
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