EMG serious gaming myoelectric prosthesis Motor learning Transfer
Conditions
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
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
| Measure | Time frame |
|---|---|
| Prosthesis simulator task: Duration of the grasp Maximum size of hand opening Duration of maximum hand opening Amount of compression object | — |
Secondary
| Measure | Time 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
Outcome results
None listed