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 myo armband


How can AI reduce wrist injuries in the workplace?

Pitzalis, Roberto F., Cartocci, Nicholas, Di Natali, Christian, Caldwell, Darwin G., Berselli, Giovanni, Ortiz, Jesús

arXiv.org Artificial Intelligence

This paper explores the development of a control and sensor strategy for an industrial wearable wrist exoskeleton by classifying and predicting workers' actions. The study evaluates the correlation between exerted force and effort intensity, along with sensor strategy optimization, for designing purposes. Using data from six healthy subjects in a manufacturing plant, this paper presents EMG-based models for wrist motion classification and force prediction. Wrist motion recognition is achieved through a pattern recognition algorithm developed with surface EMG data from an 8-channel EMG sensor (Myo Armband); while a force regression model uses wrist and hand force measurements from a commercial handheld dynamometer (Vernier GoDirect Hand Dynamometer). This control strategy forms the foundation for a streamlined exoskeleton architecture designed for industrial applications, focusing on simplicity, reduced costs, and minimal sensor use while ensuring reliable and effective assistance.


Ephemeral Myographic Motion: Repurposing the Myo Armband to Control Disposable Pneumatic Sculptures

Chen, Celia, Leitch, Alex

arXiv.org Artificial Intelligence

This paper details the development of an interactive sculpture built from deprecated hardware technology and intentionally decomposable, transient materials. We detail a case study of "Strain" - an emotive prototype that reclaims two orphaned digital artifacts to power a kinetic sculpture made of common disposable objects. We use the Myo, an abandoned myoelectric armband, in concert with the Programmable Air, a soft-robotics prototyping project, to manipulate a pneumatic bladder array constructed from condoms, bamboo skewers, and a small library of 3D printed PLA plastic connectors designed to work with these generic parts. The resulting sculpture achieves surprisingly organic actuation. The goal of this project is to produce several reusable components: software to resuscitate the Myo Armband, homeostasis software for the Programmable Air or equivalent pneumatic projects, and a library of easily-printed parts that will work with generic bamboo disposables for sculptural prototyping. This project works to develop usable, repeatable engineering by applying it to a slightly whimsical object that promotes a strong emotional response in its audience. Through this, we transform the disposable into the sustainable. In this paper, we reflect on project-based insights into rescuing and revitalizing abandoned consumer electronics for future works.


An adaptive self-organizing fuzzy logic controller in a serious game for motor impairment rehabilitation

Esfahlani, Shabnam Sadeghi, Cirstea, Silvia, Sanaei, Alireza, Wilson, George

arXiv.org Artificial Intelligence

Rehabilitation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a serious game using a fusion of implemented technologies that can be easily used by patients and therapists to assess and enhance sensorimotor performance and also increase the activities in the daily lives of patients. The game allows a player to control avatar movements through a Kinect Xbox, Myo armband and rudder foot pedal, and involves a series of reach-grasp-collect tasks whose difficulty levels are learnt by a fuzzy interface. The orientation, angular velocity, head and spine tilts and other data generated by the player are monitored and saved, whilst the task completion is calculated by solving an inverse kinematics algorithm which orientates the upper limb joints of the avatar. The different values in upper body quantities of movement provide fuzzy input from which crisp output is determined and used to generate an appropriate subsequent rehabilitation game level. The system can thus provide personalised, autonomously-learnt rehabilitation programmes for patients with neuromuscular disorders with superior predictions to guide the development of improved clinical protocols compared to traditional theraputic activities.