The Use of Video Games for Training Users of Myoelectric Orthotics

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The Use of Video Games for Training Users of Myoelectric Orthotics The Use of Video Games for Training Users of Myoelectric Orthotics Interactive Qualifying Project Report completed in partial fulfillment Of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA by Christopher Knapp __________________ Kyle Baker __________________ Patrick Lynch __________________ Sean Halloran __________________ Date: March 4, 2015 ____________________________________ Professor Robert W. Lindeman, Advisor i Abstract Assistive orthotics technology has rapidly increased in functionality in the past decade. In this field of medicine once mostly composed of static braces, the latest orthotic devices are now powered, allowing for people with disabled extremities to accomplish functional tasks. Myoelectric sensors allow users to command powered orthotics at will. However, the control of such devices remains nontrivial. In our studies we sought to use the motivational and educational power of video games to better train users of powered orthotic devices. The results of our research led to several designs for games to do this, as well as an implementation of one such design, found to be effective in a small user study of powered myoelectric orthotics users. The results of this work show that an effectively engaging game controlled with powered orthotics can motivate users to use their orthotics more often, and that playing such a game is likely to improve one’s competency in controlling their powered orthotics. ii Table of Contents 1 Introduction .......................................................................................................................................... 1 1.1 Modes of Operation ...................................................................................................................... 1 1.2 Controlling Arm Movement .......................................................................................................... 3 2 Background ........................................................................................................................................... 4 2.1 Orthotics and Prosthetics.............................................................................................................. 4 2.2 Games for Health/Training ........................................................................................................... 4 2.3 Distraction Therapy/Immersion .................................................................................................... 5 2.4 Motivation ..................................................................................................................................... 6 3 Proposed Designs .................................................................................................................................. 9 3.1 Angry Birds .................................................................................................................................... 9 3.2 Galaga ......................................................................................................................................... 10 3.3 Tower Defense ............................................................................................................................ 11 3.4 Minigames ................................................................................................................................... 13 4 Final Design ......................................................................................................................................... 17 4.1 Controls ....................................................................................................................................... 17 4.2 Stylistic Choices ........................................................................................................................... 18 4.3 Implementation .......................................................................................................................... 20 4.3.1 Backgammon Hardware Connection .................................................................................. 20 4.3.2 Backgammon Software Architecture .................................................................................. 21 4.4 Backgammon AI .......................................................................................................................... 22 5 Methodology ....................................................................................................................................... 23 5.1 Instructions Given to Users ......................................................................................................... 23 5.2 Pre-Trial Survey ........................................................................................................................... 24 5.3 User Testing ................................................................................................................................ 25 5.4 Post-Trial Survey ......................................................................................................................... 25 6 Results ................................................................................................................................................. 26 7 Future Work ........................................................................................................................................ 29 7.1 Artificial Intelligence ................................................................................................................... 29 7.2 Multiplayer .................................................................................................................................. 29 7.3 Animations .................................................................................................................................. 30 7.4 Highlighting ................................................................................................................................. 31 7.5 Sound Effects .............................................................................................................................. 31 iii 7.6 Instructions ................................................................................................................................. 31 7.7 Reconnecting and Saving the Game ........................................................................................... 32 8 Conclusion ........................................................................................................................................... 33 9 References .......................................................................................................................................... 35 iv List of Figures Figure 1: The MyoPro extended ................................................................................................................... 1 Figure 2: The MyoPro flexed ......................................................................................................................... 2 Figure 3: Early Galaga-type concept art ...................................................................................................... 11 Figure 4: Tower Defense Game Concept Art .............................................................................................. 12 Figure 5: Minigame concept art .................................................................................................................. 14 Figure 6: Example of Wario Ware art style [5] ............................................................................................ 15 Figure 7: Example of current selection highlighting ................................................................................... 18 Figure 8: Example of possible selection highlighting .................................................................................. 18 Figure 9: Our Backgammon board .............................................................................................................. 19 Figure 10: Stream of data from MyoPro to Unity ....................................................................................... 20 Figure 11: Components of Backgammon software design ......................................................................... 21 Figure 12: Backgammon board used to introduce testers to Backgammon .............................................. 23 v List of Tables Table 1: Pre Testing Survey Results ............................................................................................................ 27 Table 2: Post Testing Survey Results ........................................................................................................... 28 vi 1. Introduction To accomplish our goal of training users of myoelectric orthotics, we did not only want to design games, we wanted to make games that we could measure the effectiveness of. To do this within the capabilities of our student team, we picked a particular orthotic device to work with and designed our game for that. We focused our efforts on the MyoPro [7], a powered orthotic device controlled using signals sent to a user’s biceps and triceps. Myomo is the company that produces the MyoPro. The MyoPro was designed in order to help people who have lost use of their arm, due to a stroke or an accident or for other reasons, move their arm again. When the user has the MyoPro on, there is a sensor on the user’s biceps and a sensor on the user’s triceps on the arm that the MyoPro
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