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    EMG Biofeedback Videogame System for the Gait Rehabilitation of Hemiparetic Individuals

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    No. of downloads: 1651

    Date
    2010
    Author
    Bardack, Avi
    Bhandari, Pratik
    Doggett, James
    Epstein, Maxwell
    Gagliolo, Nicolas
    Graff, Steven
    Li, Erik
    Petro, Elaine
    Sailey, Mark
    Salaets, Natalie
    Tousley, Benjamin
    Turner, John
    Advisor
    Abshire, Pamela
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    Abstract
    We report a novel approach to electromyographic (EMG) biofeedback for post-stroke hemiparetic gait rehabilitation, using a videogame. An integrated hardware/software system facilitates gameplay of Tiger Woods PGA Tour 2004 in driving range mode by performing rehabilitation exercises. Real-time visual EMG biofeedback is provided as the patient performs exercises. Custom-built bioamplifiers and software collect, amplify, and filter the surface EMG signals from six lower-limb muscles, and score them by feature extraction. The ball is driven a distance proportional to each score. Exercises are scored by comparing the patient's EMG activation with target profiles. The user-friendly system is controlled by prompts on a personal computer. We envision two major benefits from this system. First, the biofeedback is offered in real-time, in a clear, intuitive form, and coupled with task-specific motions. Second, we hypothesize that adopting rehabilitation exercises to control a fun videogame will lead to greater adherence to the exercise regime, with accompanying improvements in gait.
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    http://hdl.handle.net/1903/10082
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    DRUM is brought to you by the University of Maryland Libraries
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