Ego-perspective enhanced fitness training experience of AR Try to Move game

Research Article
Open access

Ego-perspective enhanced fitness training experience of AR Try to Move game

Chongyu Zhang 1*
  • 1 Technical University of Munich    
  • *corresponding author chongyu.zhang@tum.de
Published on 22 February 2024 | https://doi.org/10.54254/2755-2721/41/20230766
ACE Vol.41
ISSN (Print): 2755-273X
ISSN (Online): 2755-2721
ISBN (Print): 978-1-83558-307-4
ISBN (Online): 978-1-83558-308-1

Abstract

AR, a recent emerging technology, has been widely used in entertainment to provide users with immersive, interactive, and, sometimes, engaging experiences. The process of rehabilitation treatment and motor training process is often boring, and it is well known that users’ exercise efficiency is often not as efficient as in a rehabilitation institution. Thus far, there is no effective upper limb sports rehabilitation training game based on the ego-perspective. Hence, with the objective of enhancing the enjoyment experience in rehabilitation and more effective remote rehabilitation training, this work aims to provide an AR Try to Move game and a convolutional neural network (CNN) for identifying and classifying user gestures from a self-collected AR multiple interactive gestures dataset. Utilizing an AR game scoring system, users are incentivized to enhance their upper limb muscle system through remote training with greater effectiveness and convenience.

Keywords:

AR Game, Fitness Training, Rehabilitation, Digital Medicine, Deep Learning, CNN

Zhang,C. (2024). Ego-perspective enhanced fitness training experience of AR Try to Move game. Applied and Computational Engineering,41,275-281.
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1. Introduction

AR, a technology that superimposes virtual elements onto the physical world, has garnered substantial attention in recent times due to its characteristics, real and virtual combined, interactive and 3D spatial context [1]. As the demand for extended and monotonous rehabilitation training for post-stroke patients has grown [2], and with the rise of digital medicine to facilitate home-based training, the integration of AR technology provides a promising solution. Khademi et al. designed an AR program for post-stroke patients with upper-limb impairments. This program detects essential hand movements and offers tactile feedback interactively, allowing users to engage in activities pouring water, and more for a lifelike experience [3]. Chen et al. designed an AR game that integrates hand-controlled virtual football interaction with traditional Bobath therapy. The game incorporates virtual bone joint overlays and football movements onto the patient’s video feed, facilitating the assessment of lower-limb balance [4]. In other research [5][6][7], various AR games were introduced with feedback systems. These games enabled users to engage in activities like car driving, board games, and Pokémon Go, with their performance tracked and showcased for remote transmission to the therapist. Existing AR applications exhibit the potential to harness the benefits of AR, enhancing interactivity and providing valuable guidance in monotonous training processes. However, prevalent AR games tend to suffer from limited design scope and overly simplistic gameplay. These limitations hinder their ability to offer users a truly immersive and ego experience, such as combining their musculoskeletal system information in real-time during rehabilitation training.

We want to enhance users’ enjoyment and interactive engagement by leveraging multiple sensory channels (visual, auditory, and fitness-related stimuli), all while maintaining the same level of effectiveness as that achieved in a traditional rehabilitation institute. We selected Microsoft® HoloLens 2 HMD as an implementation unit, because of its good performance, and ease of development. To reach the goal above, this paper made the following contribution, and one pipeline is represented in Figure 1:

design one AR puzzle game named Try to Move incorporated a variety of rehabilitation training interactive gestures, making it engaging and diverse for users to generate a wide range of upper limb movements.

collect one user multiple interactive gestures AR game dataset, classify all multiple interactive gestures in 16 classes with a lighting CNN model achieved high accuracy, forming a scoring and reward system integrated with multiple factors in AR game.

/word/media/image1.png

Figure 1. Pipeline of ego-perspective AR Try to Move game.

2. Methodology

As discussed earlier, in order to enhance the enjoyment of rehabilitation and make remote training more effective, this paper proposes in this section how to design the AR Try to Move game with more upper-limb rehabilitation conductive multiple multiple interactive gestures in visible areas and spatial movement in HoloLens 2, and the creation of lighting CNN for multiple interactive gestures classification. We discuss our development in 2 parts as follows.

2.1. Design for AR Try to Move game

Based on Table 1 proposed rehabilitation process conducive multiple interactive gestures [8][9], this work aims to let users take those gestures more and reward users more with more interactive gestures and muscle activation. This work summarizes the mainly involved human upper-limb muscle (group) while performing the above movement and gestures based on previous research and extensive literature review. This work designed an AR Try to Move game (Figure 1) with four different levels of difficulty. Users need to complete our game by taking colorful pieces with different shapes into one blue target container. Every interaction by “taking” in our game will perform the multiple interactive gestures below. The AR game design part refers to this pipeline.

Table 1. Propose rehabilitation conducive gestures and participating muscle (group).

Participating motor part

Main participating muscle (group)

N

Multiple interactive gesture

Upper/lower limb

Involved upper/lower limb body muscles

-

Move forward (1) and backward(2), turn right (3) and left (4)

Forearm, Humerus

Biceps Brachii, Triceps Brachii, Deltoid, Trapezius, Subscapularis, Subclavius, Teres Minor, Infraspinatus, Brachioradialis [10][11]

9

Upper and front arm folding movement (5)

Forearm, Hand

Flexor Carpi Radialis, Flexor Carpi Ulnaris, Palmaris Longus, Flexor Digitorum Superficialis, Flexor Digitorum Profundus, Extensor Carpi Radialis Brevis, Extensor Carpi Radialis Longus, Extensor Carpi Ulnaris, Extensor Digitorum, Extensor Digiti Minimi [13][14][15]

10

Movement of the forearm drives movement of the wrist (6)

Forearm, Hand

Extensor Digitorum, Extensor Indicis, Extensor Digiti Minimi, Extensor Pollicis Longus, Extensor Pollicis Brevis, Extensor Carpi Radialis Longus [12][13][14][15]

6

Wrist extension (7)

Forearm, Hand

Flexor Digitorum Superficialis, Flexor Digitorum Profundus, Flexor Pollicis Longus, Flexor Carpi Radialis, Flexor Carpi Ulnaris, Palmaris Longus [12][13][14] [15]

6

Wrist flexion (8)

Forearm, Hand

Extensor Digitorum, Extensor Indicis, Extensor Digiti Minimi, Extensor Pollicis Longus, Extensor Pollicis Brevis, Extensor Carpi Radialis Longus, Extensor Carpi Ulnaris, Extensor Digitorum Communis [12][16][17]

8

Open hand (9)

Forearm, Hand

Flexor Digitorum Superficialis, Flexor Digitorum Profundus, Flexor Pollicis Longus, Flexor Carpi Radialis, Flexor Carpi Ulnaris, Palmaris Longus, Flexor Pollicis Brevis, Flexor Digiti Minimi Brevis [12][16][17]

8

Close hand (10)

Forearm, Hand, Finger

Flexor Digitorum Superficialis, Flexor Digitorum Profundus, Extensor Digitorum, Extensor Indicis, Interossei Muscles, Lumbrical Muscles, Thenar and Hypothenar Muscles, Flexor Carpi Radialis, Extensor Carpi Radialis Longus [12][16][17][18]

10

Tap with index-finger (a)

Forearm, Hand, Finger

Flexor Digitorum Superficialis, Flexor Digitorum Profundus, Flexor Pollicis Longus, Flexor Carpi Radialis, Flexor Carpi Ulnaris, Thenar Muscles, Hypothenar Muscles, Lumbrical Muscles, Interossei Muscles, Extensor Muscles [12] [16][17][18]

10

All-finger grasping (b)

Forearm, Hand, Finger

Thenar Muscles, Lumbrical Muscles, Interossei Muscles, Flexor Pollicis Longus, Flexor Digitorum Superficialis, Flexor Digitorum Profundus, Extensor Muscles, Opponent Muscles [12][16][17]

8/

16

Index-Thumb-finger grasping (single hand (c) and double hands (d))

Humerus, Forearm

Biceps Brachii, Supinator [13][16]

2

Turn the palm upwards (e)

Humerus, Forearm

Pronator Teres, Pronator Quadratus, Brachioradialis [13][16]

3

Turn the palm downwards (f)

2.1.1. Generate random puzzle

First, we randomly generate the number of pieces, the shape, and the size of the target container required for game design according to the following algorithm 1 in Figure 2 in Python. One colorful piece is a combination of 3D squares. Every piece’s name and position are jointly defined in a matrix (e.g. piece 2 with 2 squares defines all 3D matrix locations where the number 2 can be found). To imitate the randomness of the piece appearance in the real 3D puzzle, realize the pre-defined multiple interactive gestures and spatial movement, means that: 1.) the location and orientation of pieces are random adjacent to each other along the Unity axis, 2) all pieces should be separately located in different positions in the AR environment. The random puzzle grid with pieces dictionary for different levels of 4 difficulty is generated. It takes the input puzzle size S and number of pieces N for locations in a 3D matrix filled with N (simultaneously as “name of the pieces”). As iteration begins, the algorithm 1 tries to extend to a free adjacent location in the next step. For any free location with the true label, the extension is a success, and the number of the piece N replaces the last value. After that, if still not all locations are successfully placed (in case of success_2_cube == True), it calculates the number of missing pieces that need to be added to the puzzle grid to ensure complexity. The JSON files with output puzzle_grid and dic_pieces are generated for game design in Unity.

/word/media/image2.png

/word/media/image3.png

/word/media/image4.png

Figure 2. Pipeline of ego-perspective AR Try to Move game, Algorithm 1 contains the function GENERATE PUZZLE and FIND NEIGHBOR, the right below part shows the AR game structure.

2.1.2. Design Try to Move game in Unity

To enable users to move themselves and achieve multiple upper-limb interactions in a more realistic and fantastic real-world environment, we designed an AR Try to Move game in Unity for compilation in HoloLens 2. In Unity, the main structure, execution process, menu, and scoring board are implemented and shown in Figure 2. Once one button of the menu is activated, it then reads the generated puzzle.json file containing the dimension puzzle_grid and vector in puzzle dictionary dic_pieces first. With randomized seeds equivalent for presenting the different difficulties, a random number of colorful pieces and a blue puzzle container are randomized and generated through the puzzle generation steps in the puzzle function (grey block in Figure 2). While playing, the score is calculated with the Formula in Table 2 after finishing the puzzle game or time running out by time measurement.

When users want to increase the difficulty of our AR Try to Move game, they can freely increase the volume of the container, whose current size is 4x4x4, or change the seed number of generated puzzle pieces with their needs, making the game more personalized and diverse in style. The common issues in game design with faster gameplay and higher score rewards time by time due to experience can be solved with our design approach.

2.2. Classification of the multiple interactive gestures with CNN

Based on our scoring system design, users will get a basic score about how well they have completed the game with limited time when the game is over. In addition, we obtained 2 reward scores based on the times of multiple interactive gestures and the number of muscle activations during the game, which is estimated by a lighting CNN. For rewards estimation, we designed one lighting CNN and a confusion matrix. CNN performs well in image processing. Therefore, a lighting CNN can complete the task of identifying and classifying multiple interactive gestures with high accuracy for our collected dataset with 16 classes of multiple interactive gestures in our game. Our CNN consists of three convolutional layers for upper limb feature extraction, followed by max-pooling layers for downsampling, a flattening layer, and two fully connected layers for classification, which have been presented in Figure 1.

3. Experiment

To verify that our game can allow users to take more upper limb multiple interactive gestures for more effective and enjoyable training, we recorded the complete situation of users when using HoloLens 2 to experience different levels and made it into our AR interactive gesture dataset. It contains all the gestures of 16 times game-playing, which first three times of 4 levels record the situation that users can obtain all 3 scores. The last time recording of 4 levels only contained the user’s basic score.

Using our dataset we trained our CNN with a learning rate of 10-3, Adam as Optimizer and sparse categorical cross-entropy loss. We recorded after training the confusion matrix, which presents the times of the users’ multiple interactive gestures ((1)-(10) and (a)-(f)) mentioned in Table 2 during playing as R1 in its diagonal, the number of participating muscle activations involved in each interactive gesture (R2). The classification accuracy after training reached 98.7% or higher, which resulted in a total of no more than 5 misclassified multiple interactive gestures in the nondiagonal position in every confusion matrix. The calculation of the basic score follows the guideline: within the specified time, the less time it takes, the higher the basic score will be. Due to our game design with random generalization, higher scores due to higher proficiency are effectively avoided. Summarized with the confusion matrix of two rewards, a final score (F) came out.

Table 2. Comparative results: recording of B and classification for R1, R2, and calculation F for 16 classes of upper limb multiple interactive gesture

Level

Time

B

Times of multiple interactive gesture* (Hand + Arm) w.r.t Table 1

R1

R2

F1

(1)

(2)

(3)

(4)

(5)

(6)

(7)

(8)

(9)

(10)

(a)

(b)

(c)

(d)

(e)

(f)

Guidance

186s

-

1

1

6

6

6

6

6

6

0

0

4

0

6

0

0

0

48

274

322

Guidance

237s

-

1

1

6

6

6

6

8

7

0

0

4

0

4

2

0

1

52

311

363

Guidance

221s

-

1

0

5

6

6

6

7

6

0

0

4

0

4

2

0

0

47

296

343

Guidance

230s

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

32

254

286

Easy

93s

61

8

8

9

14

10

13

0

3

2

0

6

0

6

4

0

0

83

426

570

Easy

102s

57

6

6

7

7

8

9

2

6

1

0

6

0

6

5

1

2

72

414

543

Easy

87s

64

6

6

9

9

11

12

0

6

1

1

6

0

6

4

0

0

77

443

584

Easy

105s

56

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

59

378

493

Middle

147s

69

7

7

10

10

9

12

3

8

5

2

9

0

8

8

1

0

99

607

775

Middle

162s

66

11

11

13

15

13

16

5

7

6

0

8

0

11

6

0

0

122

661

849

Middle

158s

67

8

8

10

9

11

14

1

9

5

3

8

0

9

5

0

1

101

598

766

Middle

167s

65

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

87

522

674

Difficult

246s

59

10

10

15

15

16

22

2

13

10

3

13

2

15

7

2

0

155

944

1158

Difficult

218s

64

15

15

17

17

15

23

4

12

12

2

12

3

17

6

1

2

173

963

1200

Difficult

255s

58

13

13

18

18

19

20

3

15

12

2

13

2

14

7

3

3

175

980

1213

Difficult

260s

57

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

147

902

1106

1: Formula (1) for F calculation: \( F= \frac{100}{{t_{total}}}*({t_{total}}-{t_{end}})+ \sum _{t=0}^{{t_{end}}}Times of gesture+ \sum _{t=0}^{{t_{end}}}Times of gesture* {N_{number of participating muscle activations}} \)

*: Times of multiple interactive gesture (Hand + Arm) are classified with CNN and here is the classification results of the diagonal of confusion matrix.

Every time of playing the game can collect around 50, 90, 120, and 180 pictures of the user’s upper limb interactive gestures and spatial movements. In guidance, users need to follow the digital instructions to complete the game and obtain rewards. As the difficulty level increased, the clearance time became longer with the appearance of fake pieces, and the game playing became more enjoyable. Users always try more multiple interactive gestures to complete a higher level of difficulty and deepen their understanding of their muscle activation states. We also found that the time-based score calculation principle can encourage users to complete the game by more interacting in the shortest possible time because more multiple interactive gestures and less time meant a higher final score. The comparative groups in Table 2 were not classified by CNN. We only quietly recorded the number of users’ multiple interactive gestures and muscle activations and calculated the F, without providing any information to users. We discover that through obtaining two rewards, users can be motivated to interact more, activate their muscles, take more gestures, and with higher enjoyable experience. Therefore, our research can be used for digital rehabilitation training at home. The same rehabilitation training effect can be expected because of our game and reward system. All analysis was meant in line with our original design intentions for the AR Try to Move game.

4. Conclusion and future work

In summary, we proposed in our work one AR Try to Move game with CNN classification and reward system to let users achieve the most interactive gestures in the game and the training process. Our games are designed based on 16 multiple interactive gestures that are conducive to rehabilitation training. The lighting CNN can classify the recorded multiple interactive gestures taken by the users with high accuracy and provide a confusion matrix every time. Based on our design, calculating and informing users of basic scores and rewards allows users to take more interactive gestures and train themselves more. The experiment shows that our game mechanism also encourages the user to take more multiple interactive gestures and spatial movements to complete the game in as little time as possible and achieve a final score as high as possible, carry out more enjoyable and interesting upper limb training with a better understanding of their own muscle activations in movement with HoloLens 2. More effective upper limb rehabilitation training can be expected to take remotely even in non-medical centers.

We discovered one possibility for future research. Post-stroke patients often cannot effectively move themselves independently. Therefore, our expectation is to ensure the configuration of stimulation signals tailored to various upper limb gestures. It empowers users to pinpoint the specific muscle activation and stimulation location, thereby facilitating our game completion with stimulation assistance. This versatility broadens the scope of our software, aligning it with the diverse rehabilitation requirements of patients with various medical conditions for digital medicine.


References

[1]. Van Krevelen D W F, Poelman R. A survey of augmented reality technologies, applications and limitations[J]. International journal of virtual reality, 2010, 9(2): 1-20.

[2]. Saunders D H, Sanderson M, Hayes S, et al. Physical fitness training for stroke patients[J]. Cochrane Database of systematic reviews, 2020 (3).

[3]. Mousavi Hondori H, Khademi M, Dodakian L, et al. A spatial augmented reality rehab system for post-stroke hand rehabilitation[M]//Medicine Meets Virtual Reality 20. IOS Press, 2013: 279-285.

[4]. Chen S, Hu B, Gao Y, et al. Lower limb balance rehabilitation of post-stroke patients using an evaluating and training combined augmented reality system[C]//2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2020: 217-218.

[5]. Ying W, Aimin W. Augmented reality based upper limb rehabilitation system[C]//2017 13th IEEE International Conference on Electronic Measurement & Instruments (ICEMI). IEEE, 2017: 426-430.

[6]. Yamabe T, Nakajima T. Playful training with augmented reality games: case studies towards reality-oriented system design[J]. Multimedia Tools and Applications, 2013, 62: 259-286.

[7]. Jenny S E, Thompson R M. Pokémon Go: Encouraging Recreation through Augmented Reality Gaming[J]. International Journal of Technology in Teaching and Learning, 2016, 12(2): 112-122.

[8]. Ferreira B, Menezes P. Gamifying motor rehabilitation therapies: challenges and opportunities of immersive technologies[J]. Information, 2020, 11(2): 88.

[9]. Nasri N, Orts-Escolano S, Cazorla M. An semg-controlled 3d game for rehabilitation therapies: Real-time time hand gesture recognition using deep learning techniques[J]. Sensors, 2020, 20(22): 6451.

[10]. Chatzopoulos D, Galazoulas C, Patikas D, et al. Acute effects of static and dynamic stretching on balance, agility, reaction time and movement time[J]. Journal of sports science & medicine, 2014, 13(2): 403.

[11]. Pan B, Sun Y, Xie B, et al. Alterations of muscle synergies during voluntary arm reaching movement in subacute stroke survivors at different levels of impairment[J]. Frontiers in Computational Neuroscience, 2018, 12: 69.

[12]. Mannella K, Forman G N, Mugnosso M, et al. The effects of isometric hand grip force on wrist kinematics and forearm muscle activity during radial and ulnar wrist joint perturbations[J]. PeerJ, 2022, 10: e13495.

[13]. Meadmore K L, Exell T A, Hallewell E, et al. The application of precisely controlled functional electrical stimulation to the shoulder, elbow and wrist for upper limb stroke rehabilitation: a feasibility study[J]. Journal of neuroengineering and rehabilitation, 2014, 11(1): 1-11.

[14]. Lacquaniti F, Soechting J F. Coordination of arm and wrist motion during a reaching task[J]. Journal of Neuroscience, 1982, 2(4): 399-408.

[15]. Forman D A, Forman G N, Avila-Mireles E J, et al. Characterizing forearm muscle activity in university-aged males during dynamic radial-ulnar deviation of the wrist using a wrist robot[J]. Journal of Biomechanics, 2020, 108: 109897.

[16]. Averta G, Barontini F, Catrambone V, et al. U-Limb: A multi-modal, multi-center database on arm motion control in healthy and post-stroke conditions[J]. GigaScience, 2021, 10(6): giab043.

[17]. Ma’touq J, Hu T, Haddadin S. A validated combined musculotendon path and muscle-joint kinematics model for the human hand[J]. Computer methods in biomechanics and biomedical engineering, 2019, 22(7): 727-739.

[18]. Lee D L, Kuo P L, Jindrich D L, et al. Computer keyswitch force–displacement characteristics affect muscle activity patterns during index finger tapping[J]. Journal of Electromyography and Kinesiology, 2009, 19(5): 810-820.


Cite this article

Zhang,C. (2024). Ego-perspective enhanced fitness training experience of AR Try to Move game. Applied and Computational Engineering,41,275-281.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume title: Proceedings of the 2023 International Conference on Machine Learning and Automation

ISBN:978-1-83558-307-4(Print) / 978-1-83558-308-1(Online)
Editor:Mustafa İSTANBULLU
Conference website: https://2023.confmla.org/
Conference date: 18 October 2023
Series: Applied and Computational Engineering
Volume number: Vol.41
ISSN:2755-2721(Print) / 2755-273X(Online)

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References

[1]. Van Krevelen D W F, Poelman R. A survey of augmented reality technologies, applications and limitations[J]. International journal of virtual reality, 2010, 9(2): 1-20.

[2]. Saunders D H, Sanderson M, Hayes S, et al. Physical fitness training for stroke patients[J]. Cochrane Database of systematic reviews, 2020 (3).

[3]. Mousavi Hondori H, Khademi M, Dodakian L, et al. A spatial augmented reality rehab system for post-stroke hand rehabilitation[M]//Medicine Meets Virtual Reality 20. IOS Press, 2013: 279-285.

[4]. Chen S, Hu B, Gao Y, et al. Lower limb balance rehabilitation of post-stroke patients using an evaluating and training combined augmented reality system[C]//2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2020: 217-218.

[5]. Ying W, Aimin W. Augmented reality based upper limb rehabilitation system[C]//2017 13th IEEE International Conference on Electronic Measurement & Instruments (ICEMI). IEEE, 2017: 426-430.

[6]. Yamabe T, Nakajima T. Playful training with augmented reality games: case studies towards reality-oriented system design[J]. Multimedia Tools and Applications, 2013, 62: 259-286.

[7]. Jenny S E, Thompson R M. Pokémon Go: Encouraging Recreation through Augmented Reality Gaming[J]. International Journal of Technology in Teaching and Learning, 2016, 12(2): 112-122.

[8]. Ferreira B, Menezes P. Gamifying motor rehabilitation therapies: challenges and opportunities of immersive technologies[J]. Information, 2020, 11(2): 88.

[9]. Nasri N, Orts-Escolano S, Cazorla M. An semg-controlled 3d game for rehabilitation therapies: Real-time time hand gesture recognition using deep learning techniques[J]. Sensors, 2020, 20(22): 6451.

[10]. Chatzopoulos D, Galazoulas C, Patikas D, et al. Acute effects of static and dynamic stretching on balance, agility, reaction time and movement time[J]. Journal of sports science & medicine, 2014, 13(2): 403.

[11]. Pan B, Sun Y, Xie B, et al. Alterations of muscle synergies during voluntary arm reaching movement in subacute stroke survivors at different levels of impairment[J]. Frontiers in Computational Neuroscience, 2018, 12: 69.

[12]. Mannella K, Forman G N, Mugnosso M, et al. The effects of isometric hand grip force on wrist kinematics and forearm muscle activity during radial and ulnar wrist joint perturbations[J]. PeerJ, 2022, 10: e13495.

[13]. Meadmore K L, Exell T A, Hallewell E, et al. The application of precisely controlled functional electrical stimulation to the shoulder, elbow and wrist for upper limb stroke rehabilitation: a feasibility study[J]. Journal of neuroengineering and rehabilitation, 2014, 11(1): 1-11.

[14]. Lacquaniti F, Soechting J F. Coordination of arm and wrist motion during a reaching task[J]. Journal of Neuroscience, 1982, 2(4): 399-408.

[15]. Forman D A, Forman G N, Avila-Mireles E J, et al. Characterizing forearm muscle activity in university-aged males during dynamic radial-ulnar deviation of the wrist using a wrist robot[J]. Journal of Biomechanics, 2020, 108: 109897.

[16]. Averta G, Barontini F, Catrambone V, et al. U-Limb: A multi-modal, multi-center database on arm motion control in healthy and post-stroke conditions[J]. GigaScience, 2021, 10(6): giab043.

[17]. Ma’touq J, Hu T, Haddadin S. A validated combined musculotendon path and muscle-joint kinematics model for the human hand[J]. Computer methods in biomechanics and biomedical engineering, 2019, 22(7): 727-739.

[18]. Lee D L, Kuo P L, Jindrich D L, et al. Computer keyswitch force–displacement characteristics affect muscle activity patterns during index finger tapping[J]. Journal of Electromyography and Kinesiology, 2009, 19(5): 810-820.