TY - GEN
T1 - EMG Rehab
T2 - 9th European Medical and Biological Engineering Conference, EMBEC 2024
AU - Aldana Palomino, Ana Cristina
AU - Moreno Elescano, Sergio Enrique
AU - Cruces Chancahuaña, André Jesús
AU - Dianderas Jorge, Angel Eduardo
AU - Cieza Huane, Leslie Yessenia
AU - Cardenas Caceres, Pablo
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.
PY - 2024
Y1 - 2024
N2 - Physical rehabilitation is crucial to maximize function and minimize disability in those who have suffered patellar tendon, however it depends not only on the method, but also on how it is performed as depending on this the treatment may be more effective than another in the patient. This paper introduces EMG Rehab, an interactive platform for the physical rehabilitation of young college students who have suffered lower body injuries. Employing electromyography (EMG) in conjunction with the Bitalino device and Python programming language, quantifies muscle intensity during therapy. Through interactive gaming, EMG Rehab fosters more efficient and engaging treatment, characterized by a patient-centric approach that balances challenge and entertainment. The proposed platform utilizes EMG to assess muscle electrical activity, complemented by a dynamic rehabilitation environment featuring video games designed to motivate patients and facilitate targeted exercises. EMG Rehab offers personalized feedback by recording and analyzing muscle activity, empowering patients to track progress and improve performance. This interactive game-based platform is designed to engage young college students actively in therapy, thereby enhancing rehabilitation outcomes.
AB - Physical rehabilitation is crucial to maximize function and minimize disability in those who have suffered patellar tendon, however it depends not only on the method, but also on how it is performed as depending on this the treatment may be more effective than another in the patient. This paper introduces EMG Rehab, an interactive platform for the physical rehabilitation of young college students who have suffered lower body injuries. Employing electromyography (EMG) in conjunction with the Bitalino device and Python programming language, quantifies muscle intensity during therapy. Through interactive gaming, EMG Rehab fosters more efficient and engaging treatment, characterized by a patient-centric approach that balances challenge and entertainment. The proposed platform utilizes EMG to assess muscle electrical activity, complemented by a dynamic rehabilitation environment featuring video games designed to motivate patients and facilitate targeted exercises. EMG Rehab offers personalized feedback by recording and analyzing muscle activity, empowering patients to track progress and improve performance. This interactive game-based platform is designed to engage young college students actively in therapy, thereby enhancing rehabilitation outcomes.
KW - Bitalino
KW - Electromyography
KW - Interactive platform
KW - Physical rehabilitation
UR - http://www.scopus.com/inward/record.url?scp=85195872638&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-61625-9_37
DO - 10.1007/978-3-031-61625-9_37
M3 - Conference contribution
AN - SCOPUS:85195872638
SN - 9783031616242
T3 - IFMBE Proceedings
SP - 346
EP - 355
BT - 9th European Medical and Biological Engineering Conference - Proceedings of EMBEC 2024
A2 - Jarm, Tomaž
A2 - Šmerc, Rok
A2 - Mahnič-Kalamiza, Samo
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 9 June 2024 through 13 June 2024
ER -