gamification

游戏化
  • 文章类型: Journal Article
    背景:数字技术和游戏化应用程序在医疗保健环境中很有用。游戏化使用技术通过类似游戏的体验来影响用户的行为和动机。患者坚持增强术后恢复(ERAS)计划对于实现术后早期恢复至关重要,并且持续监测对于获得良好结果至关重要。
    目的:本研究旨在描述用于增强术后恢复的移动应用程序(MobERAS)的开发和验证,一个游戏化的移动健康应用程序,用于根据ERAS计划在术后期间对患者进行远程监护,并评估其功能和可用性以及患者的体验,卫生保健专业人员,和计算机专业人员使用它。
    方法:我们开发了用于术后远程监测的MobERAS,在患者积极参与的过程中,并为卫生团队提供实时信息。应用程序开发过程包括理想化,跨学科团队组建,潜在需求评估,和产品部署。在整个开发过程中进行了可用性测试,并进行了改进,技术调整,和更新。定稿后,进行了全面的验证试验。评估的参数是那些可以影响住院时间的参数,比如恶心,呕吐,疼痛量表,恢复正常的胃肠功能,和血栓栓塞事件。MobERAS旨在由用户在手机上下载,片剂,或其他移动设备,并提供术后数据。该应用程序有一个GPS,监测患者的步行时间和距离,并连接到存储收集的数据的虚拟数据库。
    结果:纳入接受中型和大型妇科肿瘤手术的妇女。我们纳入了65例患者,平均年龄为53.2岁(SD7.4,范围18-85岁)。使用时间为23.4至70小时(平均45.1,SD19.2小时)。关于坚持使用MobERAS,平均填充率为56.3%(标准差为12.1%,范围41.7%-100%),并获得了65例患者中60例(92.3%)的下床数据。研究人员可以实时访问患者填写的数据。患者很好地接受了MobERAS的使用,与应用程序的可用性的良好评价。MobERAS易于使用,并且由于其游戏化的设计而被认为具有吸引力。该应用程序在所有项目中被医疗保健专业人员(n=20)和专门从事技术创新的专业人员(n=10)评为好或非常好。
    结论:MobERAS易于使用,安全,被患者接受,并得到专家的良好评估。它可以在临床外科实践中非常有用,并且是使患者和医疗保健专业人员更多参与ERAS计划的重要工具。
    BACKGROUND: Digital technology and gamified apps can be useful in the health care context. Gamification uses technology to influence users\' actions and motivations through experiences that resemble games. Patient adherence to the enhanced recovery after surgery (ERAS) program is crucial for achieving early recovery after surgery and continuous monitoring is essential for obtaining good results.
    OBJECTIVE: This study aimed to describe the development and validation of a mobile app for enhanced recovery after surgery (MobERAS), a gamified mobile health app for telemonitoring patients in the postoperative period based on the ERAS program, and to evaluate its functionality and usability and the experience of patients, health care professionals, and computer professionals with its use.
    METHODS: We developed MobERAS for postoperative telemonitoring, with active participation of patients in the process, and offering availability of real-time information for the health team. The app development process included idealization, interdisciplinary team formation, potential needs assessment, and product deployment. Usability tests were conducted throughout the development process with improvements, technical adjustments, and updates. After finalization, comprehensive verification tests were performed. The parameters evaluated are those that can influence the length of hospital stay, such as nausea, vomiting, pain scales, return to normal gastrointestinal function, and thromboembolic events. MobERAS was designed to be downloaded by users on their phones, tablets, or other mobile devices and to provide postoperative data. The app has a GPS that monitors the patient\'s walking time and distance and is connected to a virtual database that stores the collected data.
    RESULTS: Women undergoing medium and major gynecologic oncologic surgeries were included. We included 65 patients with an average age of 53.2 (SD 7.4, range 18-85) years. The time of use ranged from 23.4 to 70 hours (mean 45.1, SD 19.2 hours). Regarding adherence to the use of MobERAS, the mean fill rate was 56.3% (SD 12.1%, range 41.7%-100%), and ambulation data were obtained for 60 (92.3%) of the 65 patients. The researcher had access to the data filled out by the patients in real time. There was good acceptance of the use of MobERAS by the patients, with good evaluation of the app\'s usability. MobERAS was easy to use and considered attractive because of its gamified design. The app was rated as good or very good in all items by health care professionals (n=20) and professionals specializing in technological innovation (n=10).
    CONCLUSIONS: MobERAS is easy to use, safe, well accepted by patients, and well evaluated by experts. It can be of great use in clinical surgical practice and an important tool for greater engagement of patients and health care professionals with the ERAS program.
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  • 文章类型: English Abstract
    BACKGROUND: Traditional surgical training and further education has historically involved long working hours and hands-on experience within the framework of a teacher-apprentice relationship; however, changes in regulatory policy in the USA and subsequently in Switzerland and the European Union from 2003, led to restrictions in the working hours of medical residents. As a result the traditional method of surgical training \"see one, do one, teach one\" has come under scrutiny, prompting a search for alternative training methods beyond the confines of the operating theater.
    OBJECTIVE: This publication highlights the possibilities and limitations associated with the use of virtual reality (VR) and gamification in surgical training and further education. It examines the ability of these technological resources to enhance the effectiveness and engagement of medical residents and the feasibility of incorporating them into the surgical training curriculum.
    METHODS: The study was based on a literature search for current developments in surgical training, VR and gamification. Furthermore, various studies and projects that investigated the use of VR and gamification in medical training and further education were analyzed.
    CONCLUSIONS: In this investigation it could be shown that the use of VR reduces the perioperative risks and improves the training environment and learning. The use of gamification also increases the motivation and engagement of the medical residents. As a result the quality of medical education can be improved by the fusion of VR and gamification.
    UNASSIGNED: HINTERGRUND: Die traditionelle chirurgische Aus- und Weiterbildung war durch lange Arbeitszeiten und eine praktische Ausbildung im Rahmen eines Lehrer-Lehrling-Verhältnisses gekennzeichnet. Gesetzesänderungen in den Vereinigten Staaten und der Europäischen Union führten ab 2003 zu einer Reduzierung der Arbeitszeiten für Assistenzärztinnen und Assistenzärzte. In der Folge wurde der konventionelle Ausbildungsansatz „see one, do one, teach one“ aus Zeitgründen infrage gestellt und nach alternativen Ausbildungsstrategien jenseits des Operationssaals gesucht.
    UNASSIGNED: Die vorliegende Arbeit stellt Möglichkeiten und Grenzen des Einsatzes von Virtual Reality (VR) und Gamification in der chirurgischen Aus- und Weiterbildung dar. Im Fokus steht die Frage, inwiefern der Einsatz solcher Technologien die Effizienz und die Motivation von Assistenzärztinnen und Assistenzärzten steigert und inwiefern eine Integration in den chirurgischen Lehrplan möglich ist.
    METHODS: Die Arbeit basiert auf einer Literaturrecherche zu aktuellen Entwicklungen in der chirurgischen Aus- und Weiterbildung sowie zu VR und Gamification. Darüber hinaus werden verschiedene Studien und Projekte analysiert, welche den Einsatz von VR und Gamification in der medizinischen Aus- und Weiterbildung untersuchen.
    UNASSIGNED: Im Rahmen dieser Untersuchung konnte nachgewiesen werden, dass der Einsatz von VR perioperative Risiken reduziert und die Trainingsumgebung sowie das Lernen verbessert. Der Einsatz von Gamification steigert wiederum die Motivation und das Engagement der Assistenzärztinnen und Assistenzärzte. Folglich lässt sich die Qualität der medizinischen Aus- und Weiterbildung sowohl durch den Einsatz von VR als auch durch Gamification steigern.
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  • 文章类型: Journal Article
    游戏化正在成为医学教育中的一项主动学习创新,以提高学生的参与度,并在独特的协作环境中促进终身学习。生物化学中的临床酶学是医学课程的核心主题之一。然而,学生在理解和保留信息方面面临挑战。因此,CARD&BoardGAmes在医学教育(CARBGAME)中被引入并评估了其在增强学习方面的有效性,应用程序,并通过游戏化背景保留临床酶学知识。这项混合方法研究涉及150名一年级本科医学生。比赛前,学生完成了临床酶学的预测试。后来,他们被分成25个小组,参加为生物化学酶学设计的棋盘游戏。学生们轮流掷骰子,回答游戏板上的问题,继续前进。第一支达到100并解决基于案例的问题的团队被认为是获胜者。在棋盘游戏之后,学生们参加了后测,以比较创新的教育影响。此外,随后的内部评估评分与未实施本干预的前一批比较.然后,学生使用5分Likert量表的32项问卷评估CABGAME-临床酶学的有效性。在10分评分表上获得的反馈,用于定性分析,学生和教师的看法被记录在小组中。CARBGAME收到了来自学生和教师的压倒性的积极反馈。学生们认为它很有趣,相关,一致,激励,协作,促进体验式学习。游戏的低风险方法,有效的反馈,成就感受到高度赞赏,使其成为教育的宝贵工具。记录了知识的显着改善,从比赛前20分得分的平均得分为8.37±1.126,到比赛后的16.53±1.219,p值为0.0001。干预组和非干预组学生之间的内部评估分数的比较也显示了使用CARBGAME的学生之间的显着改善(p<0.0001)。CARBGAME创新已实现了促进主动学习和增强临床酶学性能的预期结果。教师和学生的积极回应也表明迫切需要将游戏等创新组件引入课程,以实现学生的参与并促进有意义的学习体验。
    Gamification is emerging as an active learning innovation in medical education to enhance student engagement and promote life-long learning in a unique and collaborative environment. Clinical enzymology in biochemistry is one of the core topics in the medical curriculum. However, students face challenges in comprehension and retention of information. Hence, CARd & Board GAmes in Medical Education (CARBGAME) was introduced and evaluated for its effectiveness in enhancing learning, application, and retention of knowledge in clinical enzymology via gamification context. This mixed-method study involved 150 first-year undergraduate medical students. Before the game, students completed a pre-test in clinical enzymology. Later they were divided into 25 small groups to compete in the board game designed for enzymology in biochemistry. The students took turns throwing the dice and answering the questions on the game board to continue moving forward. The first team to reach 100 and solve the case-based question was deemed the winner. Following the board game, the students took up the post-test to compare the educational impact of the innovation. Also, the subsequent internal assessment scores were compared with previous batch who were not implemented with this intervention. Then students evaluated the effectiveness of CARBGAME-Clinical Enzymology using a 32-item questionnaire on 5-point Likert scale. The feedback obtained on a 10-point rating scale and for qualitative analysis, students\' and faculty perceptions were recorded in small groups. CARBGAME received overwhelmingly positive feedback from both students and faculty. It was perceived well by students for being fun, relevant, consistent, motivating, collaborative, and promoting experiential learning. The game\'s low-stakes approach, effective feedback, and sense of accomplishment were highly appreciated, making it a valuable tool for education. A significant improvement in knowledge was recorded, from a mean score of 8.37 ± 1.126 on a 20-point scoring scale before the game to 16.53 ± 1.219 after with a p-value of 0.0001. The comparison of the internal assessment scores between the intervention and non-intervention group of students also showed a significant improvement among those implemented with CARBGAME (p < 0.0001). The CARBGAME innovation has achieved the intended outcome of promoting active learning and enhanced performance in clinical enzymology. Highly positive responses from faculty and students also indicate the exigent need to introduce innovative components like games into curricula to achieve student engagement and promote a meaningful learning experience.
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  • 文章类型: Journal Article
    背景:整合游戏化功能的数字干预有望促进日常步骤。然而,有关此类干预措施有效性的结果具有异质性,尚未在现实生活中得到证实.
    目的:本研究旨在使用真实数据在大样本中检验游戏化干预措施的有效性及其潜在的调节者。具体来说,我们测试了(1)与基线相比,游戏化干预是否在干预和随访期间增强了每日步数,(2)干预参与者的这种增强是否高于非参与者,(3)什么参与者特征或干预参数调节了程序的效果。
    方法:对2019年至2022年间注册移动健康Kiplin计划的4819名患者的数据进行了回顾性分析。在这次干预中,参与者可以参加一个或几个游戏,在其中跟踪他们的每日步数,允许个人玩他们的整体活动。非参与者是注册参加该计划但未参加干预的人,被视为对照组。通过嵌入在参与者的商业可穿戴设备或智能手机中的加速度计测量每日步数。接触干预,干预内容,和参与者的特征被纳入多水平模型以检验研究目标.
    结果:干预组的参与者表现出比非参与者的平均每日步幅显著增加(P<.001)。然而,干预效果取决于参与者的初始体力活动。基线每日步数<7500的参与者在Kiplin干预期间(每日步数+3291步)和随访期间(每日步数+945步),均比基线显著改善。而基线水平较高的参与者在干预后每日步数无改善或显著减少.年龄(P<.001)和暴露(P<.001)正调节干预效果。
    结论:在现实世界中,在大样本中,与非参与者相比,Kiplin干预在干预期间和随访期间从基线开始增加参与者的每日步数方面显著有效.有趣的是,对干预的反应因参与者的初始步骤而异,存在高原效应。借鉴自决理论的见解,我们可以假设游戏化的效果可能取决于参与者的初始动机和活动。
    BACKGROUND: Digital interventions integrating gamification features hold promise to promote daily steps. However, results regarding the effectiveness of this type of intervention are heterogeneous and not yet confirmed in real-life contexts.
    OBJECTIVE: This study aims to examine the effectiveness of a gamified intervention and its potential moderators in a large sample using real-world data. Specifically, we tested (1) whether a gamified intervention enhanced daily steps during the intervention and follow-up periods compared to baseline, (2) whether this enhancement was higher in participants in the intervention than in nonparticipants, and (3) what participant characteristics or intervention parameters moderated the effect of the program.
    METHODS: Data from 4819 individuals who registered for a mobile health Kiplin program between 2019 and 2022 were retrospectively analyzed. In this intervention, participants could take part in one or several games in which their daily step count was tracked, allowing individuals to play with their overall activity. Nonparticipants were people who registered for the program but did not take part in the intervention and were considered as a control group. Daily step counts were measured via accelerometers embedded in either commercial wearables or smartphones of the participants. Exposure to the intervention, the intervention content, and participants\' characteristics were included in multilevel models to test the study objectives.
    RESULTS: Participants in the intervention group demonstrated a significantly greater increase in mean daily steps from baseline than nonparticipants (P<.001). However, intervention effectiveness depended on participants\' initial physical activity. The daily steps of participants with <7500 baseline daily steps significantly improved from baseline both during the Kiplin intervention (+3291 daily steps) and the follow-up period (+945 daily steps), whereas participants with a higher baseline had no improvement or significant decreases in daily steps after the intervention. Age (P<.001) and exposure (P<.001) positively moderated the intervention effect.
    CONCLUSIONS: In real-world settings and among a large sample, the Kiplin intervention was significantly effective in increasing the daily steps of participants from baseline during intervention and follow-up periods compared to nonparticipants. Interestingly, responses to the intervention differed based on participants\' initial steps, with the existence of a plateau effect. Drawing on the insights of self-determination theory, we can assume that the effect of gamification could depend of the initial motivation and activity of participants.
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  • 文章类型: Editorial
    暂无摘要。
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  • 文章类型: Journal Article
    背景:游戏化和增强现实(AR)是创新的教学模式。关于将这两种策略结合在护理教育中的效果的研究很少。
    目的:探讨在机械通气(MV)教学中联合使用游戏化和AR对护生知识的影响,动机,自我效能感,和满意度。
    方法:随机对照试验。
    方法:在埃及方便选择护理学院。
    方法:共410名护生。
    方法:参与者被随机分配到干预组或对照组(每组205人)。Kahoot游戏和AR用于干预组,而对照组采用了传统的讲座。结果包括学生的知识水平,学习动机,自我效能感,和满意度。
    结果:混合设计重复测量ANOVA检验显示,随着时间的推移,受试者内知识测验得分存在统计学上的显着差异(p值[效应大小]:<0.001[0.515]),由于干预措施的主要影响,受试者之间(<0.001[0.146]),以及组间和时间的内部交互效应(<0.001[0.515])。使用Kahoot和AR后,干预组的平均自我效能感总分明显高于对照组(<0.001[0.662])。与传统讲座相比,Kahoot和AR组的动机总分中位数明显更高(<0.001[0.558])。
    结论:Kahoot游戏和AR显著增加护生的知识,动机,与传统MV学习班相比,自我效能感。护理教育者需要将Kahoot和AR纳入其教学方法,以提高护士学生的满意度和发展。
    BACKGROUND: Gamification and augmented reality (AR) are innovative teaching modalities. Research on the effects of combining these two strategies in nursing education is scarce.
    OBJECTIVE: To examine the effect of the combined use of gamification and AR in teaching mechanical ventilation (MV) on nurse students\' knowledge, motivation, self-efficacy, and satisfaction.
    METHODS: Randomized controlled trial.
    METHODS: A conveniently selected faculty of nursing in Egypt.
    METHODS: A total of 410 nurse students.
    METHODS: Participants were randomly assigned to the intervention or control group (205 in each). Kahoot games and AR were used in the intervention group, whereas a traditional lecture was applied in the control group. The outcomes included levels of students\' knowledge, learning motivation, self-efficacy, and satisfaction.
    RESULTS: Mixed design repeated-measures ANOVA test revealed a statistically significant difference in knowledge test scores within-subject over time (p-value [effect size]: <0.001 [0.515]), between-subject due to the main effect of interventions (<0.001 [0.146]), and within-between interaction effect of group and time (<0.001 [0.515]). After using Kahoot and AR, the total mean self-efficacy score was significantly higher in the intervention group than in the control group (<0.001 [0.662]). The total median motivation score was significantly higher for the Kahoot and the AR groups compared with the traditional lecture (<0.001 [0.558]).
    CONCLUSIONS: Kahoot games and AR significantly increased nurse students\' knowledge, motivation, and self-efficacy compared with traditional MV learning classes. Nursing educators need to incorporate Kahoot and AR in their pedagogies to enhance nurse students\' satisfaction and development.
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  • 文章类型: English Abstract
    Surgical techniques in amputation medicine did not change for a long time, while prosthesis technology underwent rapid development. The focus shifted to optimising the residual limb for prostheses use. At the same time, digital technologies such as gamification, virtual and mixed reality revolutionised rehabilitation. The use of gamification elements increases motivation and adherence to therapy, while immersive technologies enable realistic and interactive therapy experiences. This is particularly useful in the context of controlling modern prostheses and treating phantom pain. In addition, digital applications contribute to optimised documentation of symptoms and therapy successes. Overall, these technologies open up new, effective and personalised therapeutic approaches that can significantly improve the quality of life of amputation patients.
    UNASSIGNED: Die chirurgischen Techniken in der Amputationsmedizin unterlagen über einen langen Zeitraum keiner Veränderung, während die Prothesentechnik eine rasante Weiterentwicklung erfuhr. Der Fokus verlagerte sich auf die Optimierung des Amputationsstumpfes für Prothesen. Gleichzeitig führten digitale Technologien wie Gamification, Virtual und Mixed Reality zu einer Revolutionierung der Rehabilitation. Die Anwendung von Gamification-Elementen steigert die Motivation und Adhärenz hinsichtlich der Therapie, während immersive Technologien realistische und interaktive Therapieerfahrungen ermöglichen. Dies ist insbesondere im Kontext der Steuerung moderner Prothesen sowie der Behandlung von Phantomschmerzen von Nutzen. Darüber hinaus tragen digitale Anwendungen zu einer optimierten Dokumentation von Symptomen und Therapieerfolgen bei. Insgesamt eröffnen diese Technologien neue, effektive und personalisierte Therapieansätze, die die Lebensqualität von Amputationspatienten erheblich verbessern können.
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  • 文章类型: English Abstract
    The effectiveness of game-based learning strategies lies in the ability of these strategies to engage learners and enhance their motivation to learn. This is particularly important for today\'s younger generations, which are known to respond better to visual rather than textual information. Gamified education provides stimulating, realistic, and enjoyable learning experiences, helping students understand complex nursing knowledge and skills. The diversity of game-based learning tools, including based board games, escape room games, digital games, simulation games, mobile serious games, and virtual reality games, not only enhances students\' learning effectiveness and skills but also improves their problem-solving abilities, communication skills, and ability to cope with various challenges in clinical care. In general, game-based learning is a strategy with great potential and importance. This strategy not only has profound implications for modern nursing education and clinical practice but also, through its promotion of innovative thinking and diversified applications, can effectively promote the learning motivation of nursing professionals, improve teaching effectiveness, and enhance professional abilities and self-directed learning capabilities. In an era in which medical knowledge is constantly evolving, game-based learning should be promoted and utilized to cultivate nursing professionals\' capabilities effectively.
    BACKGROUND: 悅趣化教學之多元化發展與臨床運用.
    悅趣化學習是一個具有潛力和重要性的教學策略,對於現代護理教育和臨床實務具有深遠的影響,透過悅趣化教學的創新思維和多元化應用,可以促進學生的學習動機,提高教學效果,並有效培養護理人員的專業能力和自主學習能力。悅趣化學習策略的有效性在於其能夠吸引學習者並提升其學習動機,這對於現今偏好視覺性資訊的年輕世代尤其重要,悅趣化教學通過提供刺激性、真實性和樂趣性的學習體驗,有助於護理人員理解複雜的護理知識與技能。悅趣化教學具有多樣性,包括桌上型遊戲、密室逃脫遊戲、數位互動教學工具、模擬遊戲、行動嚴肅遊戲和虛擬實境遊戲等,這些工具不僅可以增強學生的學習成效和技能,還能夠提升其問題解決能力、溝通技巧,並幫助他們應對臨床照護中的各種挑戰。.
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  • 文章类型: English Abstract
    With the recent rapid changes in the medical environment and technology, traditional teaching methods are no longer sufficient to meet current professional needs. There is an increasing demand for emerging technologies in higher education, necessitating more interactive and personalized educational approaches. Hence, educators are exploring innovative teaching interventions, including digital simulations and gamified learning, to enhance motivation and engagement in learning. In this article, the concept and core elements of gamified learning are introduced and related methods applicable to nursing education such as digital simulations, virtual reality, tabletop games, and escape rooms are described. In addition, gamification teaching techniques that enhance student learning motivation as well as improve learning outcomes in theory and practice are discussed. Gamified learning enables nursing students to practice in rich and diverse interactive simulated environments. Using appropriate teaching strategies, the gamified approach to learning can strengthen critical thinking, problem-solving abilities, and communication confidence in students. Designing game mechanisms and methods that align with educational objectives and mastering the key principles of gamified teaching is an effective approach to diversifying and enhancing the effectiveness of learning activities in the classroom.
    BACKGROUND: 遊戲化教學運用在護理教育.
    隨著醫療環境與技術的迅速變遷,傳統教學模式已不足以滿足當前的專業需求,高等教育中對新興技術的需求日益增加,迫切需要更互動性和個性化的教育模式。是以教學上探索著包括數位模擬和遊戲化學習在內的創新教學介入方法,以提升學習動機和參與度。本文介紹遊戲化學習的概念和核心元素,列舉運用於護理教學包括數位模擬、虛擬實境、桌上遊戲以及密室逃脫等方式,以及遊戲化教學技巧,這些策略不僅增強學生的學習動機,也提升了理論與實務技能的學習效果。遊戲化學習使護理學生能在豐富且多元互動的模擬環境中練習,搭配合宜教學的策略安排,能夠強化學生的批判性思考、問題解決能力和溝通的信心。設計能符合教學目標的遊戲機制與方法,掌握遊戲化教學的關鍵原則,讓教室裡的學習活動多樣貌與具效益。.
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  • 文章类型: Journal Article
    目的:从手腕记录的肌电图(EMG)信号的使用正在成为人机交互(HMI)的理想输入方式。尽管基于前臂的EMG已经在假肢中使用了数十年,评估基于手腕的控制性能的先前工作相对较少,尤其是在网上,用户在循环研究。此外,尽管基于手腕的控制有不同的激励用例,研究大多采用了传统的假肢控制评估框架。
    方法:从节奏游戏和施密特定律的速度-准确性权衡中获得灵感,这项工作提出了一种新的时间约束评估环境,线性增加的难度来比较手腕和前臂EMG的在线可用性。与更常用的Fitts法律式测试相比,所提出的环境可能为EMG的新兴用例提供不同的见解,因为它将机器学习算法的性能与比例控制分离,很容易推广到不同的手势集,并且可以提取广泛的可用性指标,这些指标描述用户在特定时间以不同程度的诱导压力成功完成任务的能力。
    结果:结果表明,在使用传统的假肢控制手势时,基于手腕EMG的控制与前臂EMG的控制相当,并且在使用精细的手指手势时甚至可以更好。此外,结果表明,随着环境难度的增加,在线指标及其与离线指标的相关性下降,强调在一系列困难的实时评估中评估肌电控制的重要性。
    结论:这项工作为新兴的HMI应用的肌电控制系统的未来设计和评估提供了有价值的见解。
    OBJECTIVE: The use of electromyogram (EMG) signals recorded from the wrist is emerging as a desirable input modality for human-machine interaction (HMI). Although forearm-based EMG has been used for decades in prosthetics, there has been comparatively little prior work evaluating the performance of wrist-based control, especially in online, user-in-the-loop studies. Furthermore, despite different motivating use cases for wrist-based control, research has mostly adopted legacy prosthesis control evaluation frameworks.
    METHODS: Gaining inspiration from rhythm games and the Schmidt\'s law speed-accuracy tradeoff, this work proposes a new temporally constrained evaluation environment with a linearly increasing difficulty to compare the online usability of wrist and forearm EMG. Compared to the more commonly used Fitts\' Law-style testing, the proposed environment may offer different insights for emerging use cases of EMG as it decouples the machine learning algorithm\'s performance from proportional control, is easily generalizable to different gesture sets, and enables the extraction of a wide set of usability metrics that describe a users ability to successfully accomplish a task at a certain time with different levels of induced stress.
    RESULTS: The results suggest that wrist EMG-based control is comparable to that of forearm EMG when using traditional prosthesis control gestures and can even be better when using fine finger gestures. Additionally, the results suggest that as the difficulty of the environment increased, the online metrics and their correlation to the offline metrics decreased, highlighting the importance of evaluating myoelectric control in real-time evaluations over a range of difficulties.
    CONCLUSIONS: This work provides valuable insights into the future design and evaluation of myoelectric control systems for emerging HMI applications.
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