The 1st IEEE Global Conference on Consumer Electronics 2012 2012
DOI: 10.1109/gcce.2012.6379550
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Fighting game skill evaluation method using surface EMG signal

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Cited by 6 publications
(3 citation statements)
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“…Whether in consumer electronics or prosthetics, effectively switching between command sets for various application scenarios is crucial ( Zhang et al, 2009 ; Kim et al, 2016 ). For instance, in rehabilitation training based on game interaction, referring to diagnostic results to establish a rehabilitation prescription (command set) is often necessary ( Taneichi and Toda, 2012 ). However, the calibration process after switching sets can be excessively time-consuming and labor-intensive, particularly when recording data for new actions, which also requires a considerable amount of time ( Wang et al, 2023a ).…”
Section: Calibration Burden Scenariosmentioning
confidence: 99%
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“…Whether in consumer electronics or prosthetics, effectively switching between command sets for various application scenarios is crucial ( Zhang et al, 2009 ; Kim et al, 2016 ). For instance, in rehabilitation training based on game interaction, referring to diagnostic results to establish a rehabilitation prescription (command set) is often necessary ( Taneichi and Toda, 2012 ). However, the calibration process after switching sets can be excessively time-consuming and labor-intensive, particularly when recording data for new actions, which also requires a considerable amount of time ( Wang et al, 2023a ).…”
Section: Calibration Burden Scenariosmentioning
confidence: 99%
“…In recent years, MPR technology has found wider application in human-computer interaction and has even demonstrated potential in consumer electronic devices. For example, it is utilized in MI devices for virtual reality, gaming entertainment, and industrial control ( Zhang et al, 2009 ; Taneichi and Toda, 2012 ; Khalaf et al, 2020 ). Although the performance of myoelectric interfaces (MIs) is satisfactory under laboratory conditions, there are usually a variety of practical challenges in real-lift applications ( Parajuli et al, 2019 ; Stephanidis et al, 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…Within the domain of video games, there have been a few attempts at skill prediction, using a variety of techniques, including physiological monitoring, recording game events, and logging player input from the hardware. The first of these, monitoring physiological responses, explored skill in a fighting game [18]. The researchers distinguished between players of different skill using the performance metric 'success rate' when inputting commands.…”
Section: B Skill Predictionmentioning
confidence: 99%