Loading…
Use of recurrence quantification analysis in virtual reality training: A case study
The aim of the present study was to apply recurrence quantification analysis (RQA) to surface electromyographic (sEMG) signals during virtual reality training. It has been previously demonstrated that the percentage of determinism (%DET) assessed by RQA may be related to the synchronization of motor...
Saved in:
Main Authors: | , |
---|---|
Format: | Conference Proceeding |
Language: | English |
Subjects: | |
Online Access: | Request full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | |
---|---|
cites | |
container_end_page | 854 |
container_issue | |
container_start_page | 849 |
container_title | |
container_volume | |
creator | Vuong, Barry McConville, Kristiina |
description | The aim of the present study was to apply recurrence quantification analysis (RQA) to surface electromyographic (sEMG) signals during virtual reality training. It has been previously demonstrated that the percentage of determinism (%DET) assessed by RQA may be related to the synchronization of motor units. The experiment consisted of three weeks of training using the Nintendo Wii Fit® software, Wii Fit balance board and the Nintendo Wii® system for a healthy male in his early twenties. Myoelectric signals were acquired from the right peroneus longus and soleus muscles. During the course of the virtual training, in-game balance tests and a soccer simulator were employed. There appeared to be a gradual decrease in %DET as the subject trained. As a result, it can be suggested that RQA may be a viable method for measuring motor learning during rehabilitation. |
doi_str_mv | 10.1109/TIC-STH.2009.5444379 |
format | conference_proceeding |
fullrecord | <record><control><sourceid>ieee_6IE</sourceid><recordid>TN_cdi_ieee_primary_5444379</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>5444379</ieee_id><sourcerecordid>5444379</sourcerecordid><originalsourceid>FETCH-LOGICAL-i175t-a6eef018b6ac9325b4e8d62b98cd06f3c3364533c9bfedf2b517c208460b06ed3</originalsourceid><addsrcrecordid>eNpVkM1KAzEYRSNSUGufQBd5gan5n8RdKWoLBRedrksm80UiY6pJRpi3d8RuvJvLhcNZXITuKVlSSsxDs11X-2azZISYpRRC8NpcoIWpNRVsWrrW8vLfrvUM3fzihhBh-BVa5PxOpgjJtBTXaH_IgE8eJ3BDShAd4K_BxhJ8cLaEU8Q22n7MIeMQ8XdIZbD9RNs-lBGXZEMM8e0Rr7CzkymXoRtv0czbPsPi3HN0eH5q1ptq9_qyXa92VaC1LJVVAJ5Q3SrrDGeyFaA7xVqjXUeU545zJSTnzrQeOs9aSWvHiBaKtERBx-fo7s8bAOD4mcKHTePx_Av_AUSLVcE</addsrcrecordid><sourcetype>Publisher</sourcetype><iscdi>true</iscdi><recordtype>conference_proceeding</recordtype></control><display><type>conference_proceeding</type><title>Use of recurrence quantification analysis in virtual reality training: A case study</title><source>IEEE Electronic Library (IEL) Conference Proceedings</source><creator>Vuong, Barry ; McConville, Kristiina</creator><creatorcontrib>Vuong, Barry ; McConville, Kristiina</creatorcontrib><description>The aim of the present study was to apply recurrence quantification analysis (RQA) to surface electromyographic (sEMG) signals during virtual reality training. It has been previously demonstrated that the percentage of determinism (%DET) assessed by RQA may be related to the synchronization of motor units. The experiment consisted of three weeks of training using the Nintendo Wii Fit® software, Wii Fit balance board and the Nintendo Wii® system for a healthy male in his early twenties. Myoelectric signals were acquired from the right peroneus longus and soleus muscles. During the course of the virtual training, in-game balance tests and a soccer simulator were employed. There appeared to be a gradual decrease in %DET as the subject trained. As a result, it can be suggested that RQA may be a viable method for measuring motor learning during rehabilitation.</description><identifier>ISBN: 9781424438778</identifier><identifier>ISBN: 1424438772</identifier><identifier>EISBN: 9781424438785</identifier><identifier>EISBN: 1424438780</identifier><identifier>DOI: 10.1109/TIC-STH.2009.5444379</identifier><identifier>LCCN: 2009900493</identifier><language>eng</language><publisher>IEEE</publisher><subject>Computational modeling ; Costs ; Electromyography ; Fatigue ; Muscles ; Signal analysis ; Surface fitting ; Testing ; Virtual environment ; Virtual reality</subject><ispartof>2009 IEEE Toronto International Conference Science and Technology for Humanity (TIC-STH), 2009, p.849-854</ispartof><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/5444379$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,780,784,789,790,2056,27924,54919</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/5444379$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc></links><search><creatorcontrib>Vuong, Barry</creatorcontrib><creatorcontrib>McConville, Kristiina</creatorcontrib><title>Use of recurrence quantification analysis in virtual reality training: A case study</title><title>2009 IEEE Toronto International Conference Science and Technology for Humanity (TIC-STH)</title><addtitle>TIC-STH</addtitle><description>The aim of the present study was to apply recurrence quantification analysis (RQA) to surface electromyographic (sEMG) signals during virtual reality training. It has been previously demonstrated that the percentage of determinism (%DET) assessed by RQA may be related to the synchronization of motor units. The experiment consisted of three weeks of training using the Nintendo Wii Fit® software, Wii Fit balance board and the Nintendo Wii® system for a healthy male in his early twenties. Myoelectric signals were acquired from the right peroneus longus and soleus muscles. During the course of the virtual training, in-game balance tests and a soccer simulator were employed. There appeared to be a gradual decrease in %DET as the subject trained. As a result, it can be suggested that RQA may be a viable method for measuring motor learning during rehabilitation.</description><subject>Computational modeling</subject><subject>Costs</subject><subject>Electromyography</subject><subject>Fatigue</subject><subject>Muscles</subject><subject>Signal analysis</subject><subject>Surface fitting</subject><subject>Testing</subject><subject>Virtual environment</subject><subject>Virtual reality</subject><isbn>9781424438778</isbn><isbn>1424438772</isbn><isbn>9781424438785</isbn><isbn>1424438780</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2009</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><recordid>eNpVkM1KAzEYRSNSUGufQBd5gan5n8RdKWoLBRedrksm80UiY6pJRpi3d8RuvJvLhcNZXITuKVlSSsxDs11X-2azZISYpRRC8NpcoIWpNRVsWrrW8vLfrvUM3fzihhBh-BVa5PxOpgjJtBTXaH_IgE8eJ3BDShAd4K_BxhJ8cLaEU8Q22n7MIeMQ8XdIZbD9RNs-lBGXZEMM8e0Rr7CzkymXoRtv0czbPsPi3HN0eH5q1ptq9_qyXa92VaC1LJVVAJ5Q3SrrDGeyFaA7xVqjXUeU545zJSTnzrQeOs9aSWvHiBaKtERBx-fo7s8bAOD4mcKHTePx_Av_AUSLVcE</recordid><startdate>200909</startdate><enddate>200909</enddate><creator>Vuong, Barry</creator><creator>McConville, Kristiina</creator><general>IEEE</general><scope>6IE</scope><scope>6IL</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIL</scope></search><sort><creationdate>200909</creationdate><title>Use of recurrence quantification analysis in virtual reality training: A case study</title><author>Vuong, Barry ; McConville, Kristiina</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i175t-a6eef018b6ac9325b4e8d62b98cd06f3c3364533c9bfedf2b517c208460b06ed3</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2009</creationdate><topic>Computational modeling</topic><topic>Costs</topic><topic>Electromyography</topic><topic>Fatigue</topic><topic>Muscles</topic><topic>Signal analysis</topic><topic>Surface fitting</topic><topic>Testing</topic><topic>Virtual environment</topic><topic>Virtual reality</topic><toplevel>online_resources</toplevel><creatorcontrib>Vuong, Barry</creatorcontrib><creatorcontrib>McConville, Kristiina</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Explore</collection><collection>IEEE Proceedings Order Plans (POP All) 1998-Present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Vuong, Barry</au><au>McConville, Kristiina</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Use of recurrence quantification analysis in virtual reality training: A case study</atitle><btitle>2009 IEEE Toronto International Conference Science and Technology for Humanity (TIC-STH)</btitle><stitle>TIC-STH</stitle><date>2009-09</date><risdate>2009</risdate><spage>849</spage><epage>854</epage><pages>849-854</pages><isbn>9781424438778</isbn><isbn>1424438772</isbn><eisbn>9781424438785</eisbn><eisbn>1424438780</eisbn><abstract>The aim of the present study was to apply recurrence quantification analysis (RQA) to surface electromyographic (sEMG) signals during virtual reality training. It has been previously demonstrated that the percentage of determinism (%DET) assessed by RQA may be related to the synchronization of motor units. The experiment consisted of three weeks of training using the Nintendo Wii Fit® software, Wii Fit balance board and the Nintendo Wii® system for a healthy male in his early twenties. Myoelectric signals were acquired from the right peroneus longus and soleus muscles. During the course of the virtual training, in-game balance tests and a soccer simulator were employed. There appeared to be a gradual decrease in %DET as the subject trained. As a result, it can be suggested that RQA may be a viable method for measuring motor learning during rehabilitation.</abstract><pub>IEEE</pub><doi>10.1109/TIC-STH.2009.5444379</doi><tpages>6</tpages></addata></record> |
fulltext | fulltext_linktorsrc |
identifier | ISBN: 9781424438778 |
ispartof | 2009 IEEE Toronto International Conference Science and Technology for Humanity (TIC-STH), 2009, p.849-854 |
issn | |
language | eng |
recordid | cdi_ieee_primary_5444379 |
source | IEEE Electronic Library (IEL) Conference Proceedings |
subjects | Computational modeling Costs Electromyography Fatigue Muscles Signal analysis Surface fitting Testing Virtual environment Virtual reality |
title | Use of recurrence quantification analysis in virtual reality training: A case study |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-12T11%3A22%3A33IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-ieee_6IE&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=proceeding&rft.atitle=Use%20of%20recurrence%20quantification%20analysis%20in%20virtual%20reality%20training:%20A%20case%20study&rft.btitle=2009%20IEEE%20Toronto%20International%20Conference%20Science%20and%20Technology%20for%20Humanity%20(TIC-STH)&rft.au=Vuong,%20Barry&rft.date=2009-09&rft.spage=849&rft.epage=854&rft.pages=849-854&rft.isbn=9781424438778&rft.isbn_list=1424438772&rft_id=info:doi/10.1109/TIC-STH.2009.5444379&rft.eisbn=9781424438785&rft.eisbn_list=1424438780&rft_dat=%3Cieee_6IE%3E5444379%3C/ieee_6IE%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-i175t-a6eef018b6ac9325b4e8d62b98cd06f3c3364533c9bfedf2b517c208460b06ed3%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_id=info:pmid/&rft_ieee_id=5444379&rfr_iscdi=true |