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Upper Limb Muscles Activity during Punches in Virtual Reality Exergame on Standing and Sitting Position Putra, Bayu Aji Mayogya; Masduchi, Reni Hendrarati; Tinduh, Damayanti; Pawana, I Putu Alit
Surabaya Physical Medicine and Rehabilitation Journal Vol. 3 No. 1 (2021): SPMRJ, FEBRUARY 2021
Publisher : Faculty of Medicine, Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/spmrj.v3i1.21550

Abstract

Background: Physical activity (PA) provides various health benefits. Unfortunately, individuals with disabilities may experience health problems and greater obstacles to PA participation. Boxing exergame (EXG) based on virtual reality (VR) can be an alternative option to increase physical activity level because it is fun, relatively affordable and accessible. Punching in boxing requires complex movements, wherein the lower limbs are contributor for effective punches. An understanding of muscles activity is important to uncover the potential benefits of VR EXG.Aim: To evaluate the differences in upper limb muscles activity of the dominant side in standing compared to sitting position during punches.Material and methods: This was a cross-sectional study involving 15 healthy adult men. Surface electromyography examinations was performed on four upper limb muscles of the dominant side (upper trapezius, anterior deltoid, biceps, triceps) when delivering straight, hook and uppercut punches while playing VR EXG "Fitness Boxing" Nintendo Switchâ„¢ in standing and sitting position.Results: Fifteen healthy men (age 31.87±3.14 years old, BMI 23.77±2.47 kg.m-2) were participated in this study. No significant difference found in the percentage of maximum voluntary isometric contraction (%MVIC) values of the upper trapezius, anterior deltoid, biceps and triceps muscles of the dominant sides when the subjects delivered straight, hook and uppercut punches (p>0.05), except for upper trapezius muscle during uppercut punch in standing compared to sitting position (p=0.041).Conclusion: The VR EXG "Fitness Boxing" Nintendo Switchâ„¢ can be done in a standing or sitting position to get similar effect on the upper limb muscles.
Low-cost and open-source anthropomorphic prosthetics hand using linear actuators Triwiyanto Triwiyanto; I Putu Alit Pawana; Torib Hamzah; Sari Luthfiyah
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 18, No 2: April 2020
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v18i2.14799

Abstract

A robust, low cost, open-source, and low power consumption in the research of prosthetics hand is essential. The purpose of this study is to develop a low-cost, open-source anthropomorphic prosthetics hand using linear actuator based on electromyography (EMG) signal control. The main advantages of this proposed method are the low-cost, lightweight and simplicity of controlling the prosthetic hand using only single channel. This is achieved by evaluating the DC motor and exploring number of locations of the EMG signal. The development of prosthetics hand consists of 3D anthropomorphic hand design, active electrodes, microcontroller, and linear actuator. The active electrodes recorded the EMG signal from extensor carpi radialis longus. The built-in EMG amplifier on the electrode amplified the EMG signal. Further, the A/D converter in the Arduino microcontroller converted the analog signal into digital. A filtering process consisted of bandpass and notch filter was performed before it used as a control signal. The linear actuator controlled each finger for flexion and extension motion. In the assessment of the design, the prosthetic hand capable of grasping ten objects. In this study, the cost and weight of the prosthetics hand are 471.99 US$ and 0.531 kg, respectively. This study has demonstrated the design of low cost and open-source of prosthetics hand with reasonable cost and lightweight. Furthermore, this development could be applied to amputee subjects.