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Learning to use a prosthesis by playing a video game.

Learning to use a prosthesis by playing a video game.

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON25192
Enrollment
50
Registered
2014-11-12
Start date
2014-11-10
Completion date
Unknown
Last updated
2024-02-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

EMG serious gaming myoelectric prosthesis Motor learning Transfer

Interventions

4 groups play several different games. 3 are controlled using a EMG-interface. 1 is a sham-training (control) using a regular video game.

Sponsors

University of Groningen University Medical Center Groningen NHL University of Applied Sciences
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: Able-bodied participants, age 18-40.

Exclusion criteria

Exclusion criteria: Left-handedness (History of) disorders of the arm/upper body Prior experience using a myoelectric prosthesis

Design outcomes

Primary

MeasureTime frame
Prosthesis simulator task: Duration of the grasp Maximum size of hand opening Duration of maximum hand opening Amount of compression object

Secondary

MeasureTime frame
In-game performance: Accuracy EMG-game relation Game engagement Questionnaire

Contacts

Public ContactL. Dijk, van

University of Groningen University Medical Center Groningen Center for Human Movement Science P.O.Box 196

l.van.dijk@umcg.nl

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)