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生理虚拟人EB:通过肌电图操作第一人称虚拟人体验进行错误学习后的效应

Physio-avatar EB: aftereffects in error learning with EMG manipulation of first-person avatar experience.

作者信息

Ando Tetsuya, Matsui Kazuhiro, Okamoto Yuto, Atsuumi Keita, Taniguchi Kazuhiro, Hirai Hiroaki, Nishikawa Atsushi

机构信息

Graduate School of Engineering Science, Osaka University, Toyonaka, Japan.

Graduate School of Information Sciences, Hiroshima City University, Hiroshima, Japan.

出版信息

Front Bioeng Biotechnol. 2024 Oct 9;12:1421765. doi: 10.3389/fbioe.2024.1421765. eCollection 2024.

Abstract

INTRODUCTION

Many studies have investigated the manipulation of a virtual upper arm using electromyogram (EMG); however, these studies primarily used a machine learning model or trigger control for this purpose. Furthermore, most of them could only display the constant motion of the virtual arm because the motion to be displayed was selected by pattern recognition or trigger control. In addition, these studies did not examine changes in the electromyographic signals after experiencing the virtual arm. By contrast, we propose a real-time, continuous, learning-free avatar that manipulates the virtual arm with electromyogram signals or physio-avatar EMG biofeedback (EB). The goal of the physio-avatar EB system is to induce physiological changes through experiential interactions.

METHODS

We explored the possibility of changing motor control strategies by applying the system to healthy individuals as a case study. An intervention method that provided an experience of a body different from one's own was conducted on seven participants using a time-invariant calculation algorithm to determine the joint angles of the avatar. Control strategies for an indicator of the equilibrium point in the baseline and adaptation phases were determined to evaluate the physio-avatar EB intervention effect. The similarity of these BL and adaptation control strategies compared to those used during the washout period was assessed using the coefficient of determination. The accuracy and reliability of the virtual reality (VR) system were evaluated by comparison with existing studies and the required specs.

RESULTS AND DISCUSSION

Changes in motor control strategies due to the physio-avatar EB system were observed in four experiments, where the participants gradually returned to their pre-intervention control strategies. This result can be attributed to the aftereffects caused by error learning. This implies that the developed system influenced their motor control strategies. The number of EMG acquisition bits was 16 bits, and the sampling rate was 1,000 Hz. The refresh rate of the head-mounted display was 90 Hz, and its resolution was for a single eye. Additionally, the simulation frame rate was 30 FPS. These values were adequate compared to existing studies and required specs. The essential contribution of this study is the development of an avatar that is controlled by a different method than has been used in previous studies and the demonstration of changes in a subject's muscle activity after they experience an avatar. In the future, the clinical efficacy of the proposed system will be evaluated with actual patients.

摘要

引言

许多研究已经探讨了使用肌电图(EMG)来操控虚拟上臂;然而,这些研究主要为此目的使用机器学习模型或触发控制。此外,其中大多数研究只能展示虚拟手臂的恒定运动,因为要展示的运动是通过模式识别或触发控制来选择的。此外,这些研究没有考察体验虚拟手臂后肌电信号的变化。相比之下,我们提出了一种实时、连续、无需学习的虚拟形象,它通过肌电信号或生理虚拟形象肌电生物反馈(EB)来操控虚拟手臂。生理虚拟形象EB系统的目标是通过体验性交互来诱导生理变化。

方法

作为一个案例研究,我们探索了将该系统应用于健康个体以改变运动控制策略的可能性。使用时不变计算算法来确定虚拟形象的关节角度,对七名参与者实施了一种提供不同于自身身体体验的干预方法。确定基线期和适应期平衡点指标的控制策略,以评估生理虚拟形象EB干预效果。使用决定系数评估这些基线期和适应期控制策略与洗脱期使用的策略相比的相似性。通过与现有研究和所需规格进行比较,评估虚拟现实(VR)系统的准确性和可靠性。

结果与讨论

在四个实验中观察到了生理虚拟形象EB系统导致的运动控制策略变化,参与者逐渐恢复到干预前的控制策略。这一结果可归因于错误学习引起的后效。这意味着所开发的系统影响了他们的运动控制策略。肌电采集位数为16位,采样率为1000Hz。头戴式显示器的刷新率为90Hz,单眼分辨率为 。此外,模拟帧率为30FPS。与现有研究和所需规格相比,这些值是足够的。本研究的重要贡献在于开发了一种通过与以往研究不同的方法进行控制的虚拟形象,并证明了受试者体验虚拟形象后肌肉活动的变化。未来,将对实际患者评估所提出系统的临床疗效。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ba9e/11503014/301cc4125979/fbioe-12-1421765-g001.jpg

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