The Impact of a Custom Electromyograph (EMG) Controller on Player Enjoyment of Games Designed to Teach the Use of Prosthetic Arms
暂无分享,去创建一个
Peter A. Smith | Matt Dombrowski | Ryan Buyssens | Paul Barclay | Paul A. Barclay | Peter A. Smith | Matt Dombrowski | Ryan Buyssens
[1] Yee Mon Aung,et al. Development of augmented reality rehabilitation games integrated with biofeedback for upper limb , 2011 .
[2] Hayes Converse,et al. An EMG biofeedback device for video game use in forearm physiotherapy , 2013, 2013 IEEE SENSORS.
[3] Marko Turpeinen,et al. The influence of implicit and explicit biofeedback in first-person shooter games , 2010, CHI.
[4] Pejman Mirza-Babaei,et al. Understanding the Contribution of Biometrics to Games User Research , 2011, DiGRA Conference.
[5] David Kirsh,et al. Embodied cognition and the magical future of interaction design , 2013, TCHI.
[6] Alexander Toet,et al. Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game , 2008, Fun and Games.
[7] G.M. Lyons,et al. A computer game-based EMG biofeedback system for muscle rehabilitation , 2003, Proceedings of the 25th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (IEEE Cat. No.03CH37439).
[8] J. B. Brooke,et al. SUS: A 'Quick and Dirty' Usability Scale , 1996 .
[9] Michael L. Anderson. Embodied Cognition: A field guide , 2003, Artif. Intell..
[10] Danica Kragic,et al. Grasp Recognition for Programming by Demonstration , 2005, Proceedings of the 2005 IEEE International Conference on Robotics and Automation.
[11] Patrick van der Smagt,et al. Learning EMG control of a robotic hand: towards active prostheses , 2006, Proceedings 2006 IEEE International Conference on Robotics and Automation, 2006. ICRA 2006..
[12] Barbara S. Chaparro,et al. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) , 2016, Hum. Factors.
[13] Kurt M. Joseph,et al. Using the SUS to Help Demonstrate Usability’s Value to Business Goals , 2013 .
[14] Desney S. Tan,et al. Demonstrating the feasibility of using forearm electromyography for muscle-computer interfaces , 2008, CHI.
[15] M. R. Kerbel. What About Us? , 2018, Remote & Controlled.
[16] Cristina Conati,et al. A Study on Using Biometric Sensors for Monitoring User Emotions in Educational Games , 2003 .
[17] J. B. Brooke,et al. SUS: a retrospective , 2013 .
[18] J. Ross,et al. The shape of things to come: 3D printing in medicine. , 2014, JAMA.
[19] Zhang Xia,et al. EMG-driven computer game for post-stroke rehabilitation , 2010, 2010 IEEE Conference on Robotics, Automation and Mechatronics.
[20] Regan L. Mandryk,et al. Designing Affective Games with Physiological Input , 2011 .
[21] E. Biddiss,et al. Upper limb prosthesis use and abandonment: A survey of the last 25 years , 2007, Prosthetics and orthotics international.
[22] Nilanjan Sarkar,et al. Maintaining Optimal Challenge in Computer Games through Real-Time Physiological Feedback , 2005 .
[23] Kara S Tanaka,et al. Advances in 3D-Printed Pediatric Prostheses for Upper Extremity Differences. , 2016, The Journal of bone and joint surgery. American volume.
[24] R. Schleenbaker,et al. Electromyographic biofeedback for neuromuscular reeducation in the hemiplegic stroke patient: a meta-analysis. , 1993, Archives of physical medicine and rehabilitation.
[25] Walter F. Bischof,et al. Augmented reality improves myoelectric prosthesis training , 2014 .
[26] Peter A. Smith,et al. Utilizing Digital Game Environments for Training Prosthetic Use , 2016, HCI.
[27] Richard L. Hazlett,et al. Measuring emotional valence during interactive experiences: boys at video game play , 2006, CHI.