2020
DOI: 10.3390/s20226451
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An sEMG-Controlled 3D Game for Rehabilitation Therapies: Real-Time Time Hand Gesture Recognition Using Deep Learning Techniques

Abstract: In recent years the advances in Artificial Intelligence (AI) have been seen to play an important role in human well-being, in particular enabling novel forms of human-computer interaction for people with a disability. In this paper, we propose a sEMG-controlled 3D game that leverages a deep learning-based architecture for real-time gesture recognition. The 3D game experience developed in the study is focused on rehabilitation exercises, allowing individuals with certain disabilities to use low-cost sEMG sensor… Show more

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Cited by 58 publications
(37 citation statements)
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“…MYO can communicate on real-time hand gesture recognition using deep learning techniques with PCs via Bluetooth, virtual environments, or other objectives such as prosthesis [ 13 ], a steering assistance interface [ 14 ], an augmented reality dance game designed to improve rehabilitation therapies in upper limb amputees while the hand gestures are analyzed using EMG data collected by MYO [ 15 ], or an EMG intention detection system based on the MYO armband to control robotic hand orthosis [ 16 ]. It has been recognized as a noninvasive, more user-friendly, and time-saving device compared with conventional electrodes [ 17 ].…”
Section: Related Workmentioning
confidence: 99%
“…MYO can communicate on real-time hand gesture recognition using deep learning techniques with PCs via Bluetooth, virtual environments, or other objectives such as prosthesis [ 13 ], a steering assistance interface [ 14 ], an augmented reality dance game designed to improve rehabilitation therapies in upper limb amputees while the hand gestures are analyzed using EMG data collected by MYO [ 15 ], or an EMG intention detection system based on the MYO armband to control robotic hand orthosis [ 16 ]. It has been recognized as a noninvasive, more user-friendly, and time-saving device compared with conventional electrodes [ 17 ].…”
Section: Related Workmentioning
confidence: 99%
“…Second, the hand gestures were classified as smoking, eating, and drinking gestures, reporting a smoking accuracy of 91.38%. Nasri et al [ 41 ] used hand gesture recognition for an HCI-based system. In their system, a GRU-based algorithm recognized seven hand gestures to control a 3D game, achieving an accuracy of 82.15% with a new user.…”
Section: Related Workmentioning
confidence: 99%
“…These wearable electrodes enable the professional in charge to analyze the muscular activities and muscular strength of a patient during each exercise [18,19]. In some rehabilitation methods, with aim of having an interactive system and motivating patients with visual and audio feedback, during the process, sEMG analysis is incorporated into a 3D game [20,21], virtual reality (VR) [22], and augmented reality (AR) [23]. In addition, there are algorithms that take sEMG signals as the input in order to compute [24] different low-level move-ments of the muscles.…”
Section: Related Workmentioning
confidence: 99%