Air guitar: Software interprets signals sent from electromyography sensors attached to a forearm, enabling the user to control computer games such as Guitar Hero and Rock Band.
Microsoft

Computing

Muscle-Bound Computer Interface

Forearm electrodes could enable new forms of hands-free computer interaction.

  • Wednesday, October 28, 2009
  • By Kate Greene

It's a good time to be communicating with computers. No longer are we constrained by the mouse and keyboard--touch screens and gesture-based controllers are becoming increasingly common. A startup called Emotiv Systems even sells a cap that reads brain activity, allowing the wearer to control a computer game with her thoughts.

Now, researchers at Microsoft, the University of Washington in Seattle, and the University of Toronto in Canada have come up with another way to interact with computers: a muscle-controlled interface that allows for hands-free, gestural interaction.

A band of electrodes attach to a person's forearm and read electrical activity from different arm muscles. These signals are then correlated to specific hand gestures, such as touching a finger and thumb together, or gripping an object tighter than normal. The researchers envision using the technology to change songs in an MP3 player while running or to play a game like Guitar Hero without the usual plastic controller.

Muscle-based computer interaction isn't new. In fact, the muscles near an amputated or missing limb are sometimes used to control mechanical prosthetics. But, while researchers have explored muscle-computer interaction for nondisabled users before, the approach has had limited practicality. Inferring gestures reliably from muscle movement is difficult, so such interfaces have often been restricted to sensing a limited range of gestures or movements.

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The new muscle-sensing project is "going after healthy consumers who want richer input modalities," says Desney Tan, a researcher at Microsoft. As a result, he and his colleagues had to come up with a system that was inexpensive and unobtrusive and that reliably sensed a range of gestures.

The group's most recent interface, presented at the User Interface Software and Technology conference earlier this month in Victoria, British Columbia, uses six electromyography sensors (EMG) and two ground electrodes arranged in a ring around a person's upper right forearm for sensing finger movement, and two sensors on the upper left forearm for recognizing hand squeezes. While these sensors are wired and individually placed, their orientation isn't exact--that is, specific muscles aren't targeted. This means that the results should be similar for a thin, EMG armband that an untrained person could slip on without assistance, Tan says. The research builds on previous work that involved a more expensive EMG system to sense finger gestures when a hand is laid on a flat surface.

Video

The sensors cannot accurately interpret muscle activity straight away. Software must be trained to associate the electrical signals with different gestures. The researchers used standard machine-learning algorithms, which improve their accuracy over time (the approach is similar to the one Tan uses for his brain-computer interfaces.)

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flared0ne

395 Comments

  • 628 Days Ago
  • 05/25/2010

Seems pretty straightforward...

"All you need" (heh) is a "bracelet" or arm-band with piezo-sensors; very similar to the home-builder's "stud finder", which operates by detecting density changes beneath a surface.

Against a wall, the sensors detect a dense framing member by its dampening factor; against a wrist (or around a bicep or tricep), the sensors detect variations in tendon position and muscle tension during gestures.

The power and the beauty comes from the fact that you don't NEED to track specific 'things', you're set up to detect and extract a 'gestalt signature' of familiar motion from within a wide range of gestures.

One of the simplest possible training paths: spend awhile typing on a keyboard and using a touch-pad, while 'training' (discrimination and feedback) is based on the generated text and resulting cursor movements. After awhile, you can take away the keyboard, but you can still keep typing.

A little bit of tactile and audio feedback, and you're ready to bewilder your in-flight neighbors with your typing fingers and touchpad gestures on your empty tray-table. Then all you need is the wrap-around sunglasses with the heads-up display.

I have timestamped drawings and schematics from twenty years ago for a wearable "sleeve" design which would suffice to capture both planar 'typing' gestures AND the more-involved holographic-manipulation gestures common to Avatar, Tony Stark, and the Sci-fi channel in general... All waiting for sufficiently potent DSP devices (and animation capture packages) to become available.

We live in interesting times.

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