Fig. 4 | Journal of NeuroEngineering and Rehabilitation

Fig. 4

From: User training for machine learning controlled upper limb prostheses: a serious game approach

Fig. 4

Prosthesis Gripper with inserts showing different game situations. Main screen shows the gripper about to grasp a blue box which corresponds to fine pinch. Bottom right corner shows the required grip. Top right corner shows the score, which was always visible. Insert A1, tracking task where the avatar must follow the light. Insert A2, a beam shows when the avatar is close enough and points are awarded and written on screen (green numbers). Insert B, after the tracking task is completed, the player must activate the grip corresponding to the colour of the dispenser at the top. This must be done before the hourglass shown on the dispenser runs out. Insert C, when the object has been grasped, it turns green and the player must release it again. Insert D, when the object is released, a thousand points is awarded. Insert E, if the gripper is opened too much, sparks showed, and the gripper would force close

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