Preliminary Results on the Evaluation of Different Feedback
Methods for the Operation of a Muscle-Controlled Serious Game
Julia Habenicht
1
and Elsa Andrea Kirchner
1,2
1
University of Duisburg-Essen, Bismarckstraße 81 47057 Duisburg, Germany
2
Robotics Innovation Center, German Research Center for Artificial Intelligence, Robert-Hooke Straße 1,
28359 Bremen, Germany
Keywords: Muscle-Controlled Serious Game, Motor Learning, Auditory Feedback, Visual Feedback, Electromyogram.
Abstract: Muscle-controlled serious games can improve the ability of a targeted muscle control. This aspect is important
for controlling muscle-controlled prostheses or for (re-)learning motor movements. Although there are more
options, all muscle-controlled serious games are using visual feedback for providing information of the
current muscle activity. The aim of this study is to compare the feedback methods visual, auditory and haptic
feedback for motor learning with a muscle-controlled serious game. Due to the current status of the study, in
this paper only the results of visual and auditory feedback will be analysed. Subjects were divided into two
groups – visual or auditory feedback. A muscle-controlled serious game was played on three days in a row
by three subjects in each group. For the visual group the game provided only visual and for the auditory group
it provided only auditory feedback. At the end of each session one set without any feedback was played to
control the learning status. Preliminary results show a slightly better performance of the auditory group. As
the results aren’t significant, more subjects are needed to get further information about the most promising
feedback method for motor learning with muscle-controlled serious games.
1 INTRODUCTION
Serious games are games, which aren’t there just for
fun but also to have positive effects on the player
(Olgers, de Weg, & Ter Maaten, 2021). In muscle-
controlled serious games the game is used to provide
biofeedback (in this case the muscle activity) in form
of a game. With those games the targeted control of
muscle activity can be practiced (Ghassemi, et al.,
2019).
There are two primary target groups for muscle-
controlled serious games. One target group consists
of people with muscle-controlled prostheses, for
whom a better prothesis control is aimed. Studies
investigated the effect of practicing with muscle-
controlled serious games with the aim to reach a
better control of muscle-controlled prostheses. The
results show a significant positive effect on fine
motor movements with prostheses (Radhakrishnan,
Smailagic, French, Siewiorek, & Balan, 2019, van
Dijk et al. 2016) and also for the targeted control of
individual muscles (Winslow, Ruble, & Huber, 2018).
The other target group consists of stroke patients.
The results of studies show that playing muscle-
controlled serious games can help the patients re-
learning fine motor movements (Hung, et al., 2021)
and can also help to build muscle mass, which got lost
due to the stroke (Garcia-Hernandez, Garza-Martinez,
& Parra-Vega, 2018).
The results of these studies show consistently
positive effects on learning the control of muscle
activity. According to our research, all of these games
work with visual feedback. Serious games which are
controlled by movements in general not only muscle
activity often use different types of feedbacks. A study
of Schättin et al. (2022) investigated the likability of
visual, auditory and haptic feedback while playing a
serious game. The results of the interviews revealed
that the subjects liked the haptic feedback as well as the
combination of haptic feedback and auditory feedback
the most (Schättin, et al., 2022).
When it comes to the correct execution of
movements, auditory feedback in the form of alarms
has also proven to be a useful feedback method.
(Riskowski, Mikesky, Bahamonde, & Burr, 2009;
Underwood, 2009; Clarkson, James, Watkins, & Foley,
2013 ;Riskowski, Mikesky, Bahamonde, & Burr,
2009; Baudry, Leroy, Thouvarecq, & Choller, 2006).
Habenicht, J. and Kirchner, E.
Preliminary Results on the Evaluation of Different Feedback Methods for the Operation of a Muscle-Controlled Serious Game.
DOI: 10.5220/0012309600003657
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2024) - Volume 1, pages 721-725
ISBN: 978-989-758-688-0; ISSN: 2184-4305
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
721
The goal of studies that used auditory alarms was to
signal the subject when they were not performing a
movement correctly. These results showed an
immediate positive effect (Riskowski, Mikesky,
Bahamonde, & Burr, 2009) but also effects up to two
weeks (Baudry, Leroy, Thouvarecq, & Choller, 2006).
Haptic feedback just like vibration alone isn’t very
common in serious games. It is mainly added as a
supporting feedback method (Kaul, Meier, & Rohs,
2017). Outside serious games it is often used to
improve orientation in order to reduce the workload of
the visual and auditory system (van Erp, Saturday, &
Jansen, 2006).
As auditory and haptic feedback got positive
results regarding serious games in general, they could
also be a possible feedback method in muscle-
controlled serious games. The aim of this study is to
evaluate the feedback methods of visual, auditory and
haptic feedback while playing a muscle-controlled
serious game. Due to the current status of the study
only the first results of the visual and auditory
modality will be presented.
2 METHODS
2.1 Participants
In the experiment 6 healthy subjects (3 male and 3
female; average age 24.5 ±2.9) voluntarily partici-
pated. All subjects were righthanded in accordance to
the Edinburgh handedness inventory (Oldfield, 1971).
They gave their written informed consent to the
experiment and were told that they could stop the
experiment at any time without any consequences.
Information about the ethic vote can be found in the
section Ethics Statement at the end of the paper. The
six subjects were divided into either the visual group or
the auditory group resulting in two groups of three
subjects. The group selection was randomized.
2.2 Data Acquisition
2.2.1 Electromyography
Before the experiment started subjects were prepared
with a surface EMG electrode to measure the muscle
activity of the right m. flexor digitorum (Figure 1.).
The bipolar 16 channel waveplus pico blue EMG
system from Cometa was used
to measure the muscle
activity. Skin preparation included the cleaning with
alcohol. The electrode was placed in accordance to
the SENIAM guidelines (Hermens, Freriks,
Disselhorst-Klug, & Rau, 2000).
Figure 1: Location of the m. flexor digitorum
(alamy, n.d).
2.2.2 Serious Game
For the visual group the game consists of a column
divided into four areas (Figure 2.). These areas can be
reached by a bar, which is controlled by the
contraction of the muscle. Next to the areas the digits
0, 1, 5, 10 are shown. The goal of the game is to reach
the areas of the digit displayed in randomized order
as accurately as possible with the muscle-controlled
bar. The digit to be reached is clearly visible above
the column. The bar must be in the area of the
displayed digit for at least three seconds. If the bar is
in the correct range, a countdown of three seconds
appears. After the three seconds, the target is reached
and the bar must be steered into the zero range by
relaxing the muscle. After another three seconds in
this area, the next target appears.
The auditory group was placed behind a movable
wall so they weren’t able to see the screen. For this
group the goal was to hear the sound of music
instruments which are connected to a certain muscle
activity. The ranges for the muscle activity of the
instruments correspond to the ranges of the numbers
from the visual group. The subjects were told an
instrument and the task was to find the muscle
contraction which is connected to the before heard
instrument. When they could hear the sound of the
instrument, they knew they were in the right range.
Otherwise, there was no sound. When they lasted in
the right range for at least three seconds a bubble
sound was played and they had to relax. When the
muscle activity was under a pre-defined value the
next instrument was announced.
Before playing the game, it had to be calibrated.
For this, the maximum muscle activity and the
relaxed muscle activity was measured. Based on these
values the ranges for the game were calculated. A
detailed description of which number/ instrument
correspond to which muscle activity can be seen in
Table 1.
BIOSIGNALS 2024 - 17th International Conference on Bio-inspired Systems and Signal Processing
722
Figure 2: Muscle-controlled Serious Game for visual
feedback.
Table 1: Explanation of the game calibration. Goals with
the corresponding muscle activity of the maximal voluntary
contraction (MVC).
Goals Muscle activity
Goal 1
Number 1/
Instrument 1
20%-40% of MVC
Goal 2
Number 5/
Instrument 2
40%-60% of MVC
Goal 3
Number 10/
Instrument 3
60%-80% of MVC
2.2.3 Experimental Design
Seven sets of the game were played with a following
learning control set on three days in a row. In each set
every number/ instrument had to be reached three
times. The order was randomized. The learning
control set consists of a set in which the subjects
didn’t receive any feedback of the game. The game
just showed/told the target and the subjects had to
contract the muscle the right way out of their
memory. After they thought they were in the right
range for at least three seconds they had to relax the
muscle and the next target was shown/told. A detailed
description of the experimental design is depicted in
Figure 3.
To evaluate the different feedback methods, the
learning control set data was used to determine the
percentage of the time the muscle activity was in the
right range for each of the goals. The analysis was
made for each goal in both groups. For the
comparison between the feedback methods a
Wilcoxon Test was performed between the visual and
auditory data of all results of all subjects (Figure 4).
The significance value was set at p< 0.05.
Figure 3: Experimental Design.
Figure 4: Description of statistical analysis.
3 RESULTS
Over all, the auditory group achieved a higher
performance than the visual group although this
difference was not significant. Table 2. shows the
results of each subject for each goal. The values in the
table represent the mean results of all three days for
Table 2: Percentage of time the muscle activity was in the
right range per goal. The results of the learning control set
of all three days are depicted.
Visual Feedback
Subject 1 Subject 2 Subject 3
Goal 1 40.64% 32.03% 27.58%
Goal 2 22.04% 27.47% 14.96%
Goal 3 27.43% 27.68% 56.34%
Auditory Feedback
Subject 1 Subject 2 Subject 3
Goal 1 42.23% 47.57% 24.35%
Goal 2 23.40% 27.31% 27.57%
Goal 3 39.92% 40.32% 55.57%
Muscle-controlled
b
a
r
Shown goal
Numbers to
reach
Goal X
Preliminary Results on the Evaluation of Different Feedback Methods for the Operation of a Muscle-Controlled Serious Game
723
each goal. In average both groups showed the lowest
performance reaching goal 2 and the highest
performance in reaching goal 3. Figure 5 represents
the combined results of each subject per group of all
three days for the three goals. Results show a higher
performance in reaching each goal which leads to a
higher performance in general for the auditory group
(Figure 6)
.
Figure 5: Achieved goals in the learning control sets of the
visual and auditory group in percent. Each block combines
the results of all three days of each subject.
Figure 6: Comparison between visual and auditory group.
Each block combines all achieved results of each subject for
each goal of the learning control set on all three days.
4 DISCUSSION
The aim of the study was the evaluation of different
feedback methods for a muscle-controlled serious
game. In general, the results show a tendency for
better performance of the auditory group in each goal
which can be interpreted as a higher learning effect
for the auditory group. Since the results are not
significant, more subjects need to be studied.
An explanation for the better results of the
auditory group could be the guidance hypothesis
which states that the permanent feedback during
acquisition leads to a dependency on the feedback
(Salamin, Tadi, Blanke, Vexo, & Thalmann, 2010;
Schmidt, Frequent Augmented Feedback Can
Degrade Learning: Evidence and Interpretations,
1991; Schmidt, Young, Swinnen, & Shapiro, 1989).
As the auditory group only received feedback when
they where in the right range, no dependency on the
feedback could be developed. That could be an
explanation for the higher performance in the learning
control set.
For the investigated subjects it is striking that for
both groups the lowest performance was at goal 2. A
reason could be that for goal 1 and goal 3 one could
figure out that either the muscle activity should be
very high or very low. To find the range in between
is therefore more difficult.
Nevertheless, more subjects are needed to verify
the presented results. For a right statement the
experiments for the haptic feedback have to be
performed and analysed as well.
5 CONCLUSIONS
This study should provide further insights into
possible feedback methods in muscle-controlled
serious games. However, individual adaptations may
be necessary for the application in rehabilitation
practice.
These first results show a tendency towards a
higher learning effect in the auditory group. As these
data are not statistically significant more subjects are
needed for verification. Considering the current
results so far, auditory feedback should be taken into
account as a method for motor learning with muscle-
controlled serious games.
ETHICS STATEMENT
The studies involving human participants were
approved by the local Ethical Committee of the
University of Duisburg-Essen, Germany. The
participants provided their written informed consent
to participate in this study.
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