The Efficiency and Usability Human-Computer Interface in Cervical Spinal Cord Injury by Game-based Electromyography Biofeedback and Electromyography Biofeedback
The purpose of this study was to compare the efficacy and usability of human-computer interface in cervical spinal cord injury with two computer games based and EMG biofeedback.
The sample size was 20 participants (healthy and spinal cervical lesions) who were selected as available. The statistical population of the study was spinal cord injury patients referred to spinal cord injury clinic in Tehran. Participants received three 30-minute sessions per week for 1 month of EMG biofeedback training and game-based biofeedback interventions. SPSS version 23 was used for data analysis.
Results showed that participants considered using EMG biofeedback and game biofeedback as 75/8% and 72/0% usability. According to results the game-based biofeedback has better efficiency than EMG biofeedback by through put variables.
The EMG and gaming biofeedback system can be used for interaction and control such as computers, wheelchairs, and more.
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