2017 IEEE International Conference on Systems, Man, and Cybernetics (SMC) 2017
DOI: 10.1109/smc.2017.8122749
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Development of a myoelectric prosthesis simulator using augmented reality

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Cited by 10 publications
(5 citation statements)
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“…For instance, severed patients could use it to train themselves to use a virtual prosthesis before implanting a real one [50]. Research has shown that this could not only help to accelerate user adaptation but also reduce phantom limb pain and lower rejection rates through the development of long-lasting ownership illusions [51], [52]. Similarly, partial avatarization in AR could help to recover motor functions during rehabilitation after a stroke [53], as done by Heinrich et al [54].…”
Section: Partial Avatarizationmentioning
confidence: 99%
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“…For instance, severed patients could use it to train themselves to use a virtual prosthesis before implanting a real one [50]. Research has shown that this could not only help to accelerate user adaptation but also reduce phantom limb pain and lower rejection rates through the development of long-lasting ownership illusions [51], [52]. Similarly, partial avatarization in AR could help to recover motor functions during rehabilitation after a stroke [53], as done by Heinrich et al [54].…”
Section: Partial Avatarizationmentioning
confidence: 99%
“…At first glance, it seems that partial avatarization was the most explored part of the body avatarization continuum. It was frequently used to embody virtual prosthetics [15], [52] or hands in studies of VHIs and variants, leaving out other human limbs [1], [20], [57], [127]. Body accessorization was the second most explored area of the continuum and was mainly used in application-oriented AR publications interested in fashion and innovative interaction [154].…”
Section: Exploration Of the Body Avatarization Continuummentioning
confidence: 99%
“…Some researchers developed a custom-made AR platform and augmented a VR headset with cameras [41], [42]. Previous research in screen-based AR has focused on myoelectric prosthesis control and the transferability of tasks from virtual environments to real-world settings, involving pick and place tasks [43] for pattern recognition control [44] or motor skill enhancement [45].…”
Section: Introductionmentioning
confidence: 99%
“…virtual reality), such as more accurate depth perception due to the incorporation of real world distance cues [17] and a reduced risk of adverse effects like virtual reality sickness [18]. Several rehabilitation systems have been developed wherein the user dons a virtual prosthesis and manipulates virtual objects via a myoelectric control strategy [19][20][21]. These systems have been shown to be valuable in that they: (1) allow for self-paced, at-home training [22], (2) increase user motivation for habitual practice [23], and (3) can offer real-time feedback on grasp characteristics such as optimal force or aperture [24,25].…”
Section: Introductionmentioning
confidence: 99%