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Virtual/Augmented Reality for Rehabilitation Applications Using Electromyography as Control/Biofeedback: Systematic Literature Review

期刊

ELECTRONICS
卷 11, 期 14, 页码 -

出版社

MDPI
DOI: 10.3390/electronics11142271

关键词

artificial intelligence; classification; control; motor rehabilitation; prosthesis; stroke; surface electromyography signals; user interface

资金

  1. Proyecto IV-8 call AMEXcidAUCI 2018-2022 [CYTED-DITECROD-218RT0545]

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This article conducts a systematic literature review to explore the applications of virtual reality (VR) and augmented reality (AR) in rehabilitation therapy, with a focus on the use of surface electromyography (sEMG) signals for control and feedback. The study finds that while there is still limited research in this area, the applications are diverse, including neurological motor rehabilitation and prosthesis training. However, there is currently no consensus on signal processing and classification criteria.
Virtual reality (VR) and augmented reality (AR) are engaging interfaces that can be of benefit for rehabilitation therapy. However, they are still not widely used, and the use of surface electromyography (sEMG) signals is not established for them. Our goal is to explore whether there is a standardized protocol towards therapeutic applications since there are not many methodological reviews that focus on sEMG control/feedback. A systematic literature review using the PRISMA (preferred reporting items for systematic reviews and meta-analyses) methodology is conducted. A Boolean search in databases was performed applying inclusion/exclusion criteria; articles older than 5 years and repeated were excluded. A total of 393 articles were selected for screening, of which 66.15% were excluded, 131 records were eligible, 69.46% use neither VR/AR interfaces nor sEMG control; 40 articles remained. Categories are, application: neurological motor rehabilitation (70%), prosthesis training (30%); processing algorithm: artificial intelligence (40%), direct control (20%); hardware: Myo Armband (22.5%), Delsys (10%), proprietary (17.5%); VR/AR interface: training scene model (25%), videogame (47.5%), first-person (20%). Finally, applications are focused on motor neurorehabilitation after stroke/amputation; however, there is no consensus regarding signal processing or classification criteria. Future work should deal with proposing guidelines to standardize these technologies for their adoption in clinical practice.

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