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Utilizing Digital Game Environments for Training Prosthetic Use

  • Matt Dombrowski
  • Peter A. Smith
  • Ryan BuyssensEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9740)

Abstract

When the children receive their prosthetic, many of them still need to learn or, in many cases, relearn elements such as grabbing, squeezing and other range of movement with their newly fitted prosthetic. In this case, electromyogram or EMG sensors control the arms. The EMG is worn on an existing muscle and detects muscle movement as input. The EMG data feeds into the prosthetic device to stimulate movement in the hand. New users of this device are often confused over how to control the motion at first. Limibitless solutions, the creators of this device, approached the team at the University of Central Florida’s School of Visual Art & Design, about the possibility of developing videogames to train the use of the prosthetic prior to children receiving them, in hopes of reducing the time it takes to become proficient with the device.

Keywords

Games for health Game based training Augmented reality Game design Gamification 

Notes

Acknowledgments

We would like to thank Limbitless Solutions for their support on this project. We are honored to be able to support the amazing work they are doing to bring cost effective prosthetics to children in this small way.

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Matt Dombrowski
    • 1
  • Peter A. Smith
    • 1
  • Ryan Buyssens
    • 1
    Email author
  1. 1.University of Central FloridaOrlandoUSA

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