We designed and tested a system for real-time control of a user interface by extracting surface electromyographic (sEMG) activity from eight electrodes in a wrist-band configuration. sEMG data were streamed into a machine-learning algorithm that classified hand gestures in real-time. After an initial model calibration, participants were presented with one of three types of feedback during a human-learning stage: veridical feedback, in which predicted probabilities from the gesture classification algorithm were displayed without alteration, modified feedback, in which we applied a hidden augmentation of error to these probabilities, and no feedback. User performance was then evaluated in a series of minigames, in which subjects were required to use eight gestures to manipulate their game avatar to complete a task. Experimental results indicated that, relative to baseline, the modified feedback condition led to significantly improved accuracy and improved gesture class separation. These findings suggest that real-time feedback in a gamified user interface with manipulation of feedback may enable intuitive, rapid, and accurate task acquisition for sEMG-based gesture recognition applications.
翻译:我们设计并测试了一套通过腕带式配置中的八个电极采集表面肌电(sEMG)活动来实现用户界面实时控制的系统。sEMG数据被实时传输至机器学习算法,用于对手势进行分类。在初始模型校准后,参与者在人类学习阶段接受三种反馈类型之一:真实反馈(手势分类算法预测的概率不加修改地显示)、修正反馈(对这些概率施加隐藏的误差增强)以及无反馈。随后通过一系列迷你游戏评估用户表现,要求受试者使用八种手势操纵游戏角色完成任务。实验结果表明,与基线条件相比,修正反馈条件显著提升了分类准确率并改善了手势类别分离度。这些发现表明,在游戏化用户界面中通过操纵反馈提供实时反馈,可促进基于sEMG的手势识别应用实现直观、快速且准确的任务习得。