GLIMPSE: Google Glass interface for sensory feedback in myoelectric hand prostheses · 2018. 3....

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1 GLIMPSE: Google Glass interface for sensory feedback in myoelectric hand prostheses Marko Markovic, Hemanth Karnal, Bernhard Graimann, Dario Farina, Strahinja Dosen We acknowledge financial support by the German Ministry for Education and Research (BMBF) under the project INOPRO and the European Commission under the MYOSENS (FP7-PEOPLE-2011-IAPP-286208) project. M. Markovic, and S. Dosen are with the Institute of Neurorehabilitation Systems, Bernstein Focus Neurotechnology Göttingen, Bernstein Center for Computational Neuroscience, University Medical Center Göttingen, Georg-August University,37075 Göttingen, Germany (email: {marko.markovic, strahinja.dosen}@bccn.uni-goettingen.de). D. Farina is with the Department of Bioengineering, Imperial College London, SW7 2AZ London, UK (email: [email protected]). H. Karnal is with the Georg-August University, 37075 Göttingen, Germany (email: [email protected]). B. Graimann is with the Department of Translational Research and Knowledge Management, Otto Bock HealthCare GmbH, 37115 Duderstadt, Germany (email: [email protected]) Address for correspondence: * Strahinja Dosen Institute of Neurorehabilitation Systems Bernstein Focus Neurotechnology Göttingen Bernstein Center for Computational Neuroscience University Medical Center Göttingen, Georg-August University Von-Siebold-Str. 3, 37075 Göttingen, Germany Tel: + 49 (0) 551 / 3920408 Fax: + 49 (0) 551 / 3920408 Email: [email protected]

Transcript of GLIMPSE: Google Glass interface for sensory feedback in myoelectric hand prostheses · 2018. 3....

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    GLIMPSE: Google Glass interface for sensory feedback in

    myoelectric hand prostheses

    Marko Markovic, Hemanth Karnal, Bernhard Graimann, Dario Farina, Strahinja Dosen

    We acknowledge financial support by the German Ministry for Education and Research

    (BMBF) under the project INOPRO and the European Commission under the MYOSENS

    (FP7-PEOPLE-2011-IAPP-286208) project.

    M. Markovic, and S. Dosen are with the Institute of Neurorehabilitation Systems, Bernstein

    Focus Neurotechnology Göttingen, Bernstein Center for Computational Neuroscience,

    University Medical Center Göttingen, Georg-August University,37075 Göttingen,

    Germany (email: {marko.markovic, strahinja.dosen}@bccn.uni-goettingen.de).

    D. Farina is with the Department of Bioengineering, Imperial College London, SW7 2AZ

    London, UK (email: [email protected]).

    H. Karnal is with the Georg-August University, 37075 Göttingen, Germany (email:

    [email protected]).

    B. Graimann is with the Department of Translational Research and Knowledge Management,

    Otto Bock HealthCare GmbH, 37115 Duderstadt, Germany (email:

    [email protected])

    Address for correspondence:

    * Strahinja Dosen

    Institute of Neurorehabilitation Systems

    Bernstein Focus Neurotechnology Göttingen

    Bernstein Center for Computational Neuroscience

    University Medical Center Göttingen, Georg-August University

    Von-Siebold-Str. 3, 37075 Göttingen, Germany

    Tel: + 49 (0) 551 / 3920408

    Fax: + 49 (0) 551 / 3920408

    Email: [email protected]

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    Abstract

    Objective: Providing sensory feedback to the user of the prosthesis is an important challenge. The common

    approach is to use tactile stimulation, which is easy to implement but requires training and has limited

    information bandwidth. In this study, we propose an alternative approach based on augmented reality.

    Approach: We have developed the GLIMPSE, a Google Glass application which connects to the prosthesis via a

    Bluetooth interface and renders the prosthesis states (EMG signals, aperture, force and contact) using

    augmented reality (see-through display) and sound (bone conduction transducer). The interface was tested in

    healthy subjects that used the prosthesis with (FB group) and without (NFB group) feedback during a modified

    clothespins test that allowed to vary the difficulty of the task. The outcome measures were the number of

    unsuccessful trials, the time to accomplish the task, and the subjective ratings of the relevance of the feedback.

    Results: There was no difference in performance between FB and NFB groups in the case of a simple task

    (basic, same-color clothespins test), but the feedback significantly improved the performance in a more complex

    task (pins of different resistances). Importantly, the GLIMPSE feedback did not increase the time to accomplish

    the task. Therefore, the supplemental feedback might be useful in the tasks which are more demanding, and

    thereby less likely to benefit from learning and feedforward control. The subjects integrated the supplemental

    feedback with the intrinsic sources (vision and muscle proprioception), developing their own idiosyncratic

    strategies to accomplish the task.

    Significance: The present study demonstrates a novel self-contained, ready-to-deploy, wearable feedback

    interface based on widely used and readily available technology. The interface was successfully tested and was

    proven to be feasible and functionally beneficial. The GLIMPSE can be used as a practical solution but also as a

    general and flexible instrument to investigate closed-loop prosthesis control.

    Keywords – augmented reality, closed-loop, upper limb prosthesis, grasping, force control, smart-

    devices

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    1. Introduction

    Closing the loop in upper-limb prosthetics by providing artificial somatosensory feedback to the

    user is an important challenge, as emphasized by the users, industry and research community [1]–[3].

    The aim is to restore bilateral communication between the brain and its end effector, mimicking the

    biological information transmission. Natural somatosensory feedback is instrumental for the motor

    control of grasping [4] as well as the exploration of the environment [5]. Despite the present interest

    and past research, there is only one recently presented commercially available device conveying the

    grasping force information using a single vibration motor [6].

    The most common methods to provide feedback rely on sensory substitution [7]. In sensory

    substitution, the information that is lost due to amputation is transmitted using a modality different

    from that employed naturally (e.g., pressure to vibration). In this approach, the information obtained

    from the prosthesis sensors (e.g., grasping force) is coded into stimulation patterns, which are

    delivered through electro- or vibro-tactile stimulation to the skin of the residual limb. For example,

    the measured grasping force can be proportionally translated into intensity and/or frequency of

    stimulation [8]. Of course, in order to exploit this type of feedback, the user first needs to learn to

    perceive and decode the elicited tactile sensations. Many interfaces with single and multiple

    stimulation channels have been previously tested, transmitting most often grasping force [9]–[13] but

    also proprioceptive information (e.g., elbow angle [14], wrist rotation [15], hand aperture size [16],

    motion [17]).There are also methods to provide modality-matched feedback through the use of force

    applicators [18], [19] or pressure cuffs [20]. Finally, the feedback can be restored using invasive

    techniques, by stimulating peripheral nerves [21], [22], [23] or cortical structures using implantable

    interfaces [24], [25].

    Since it is non-invasive and technically simple to implement, the surface stimulation is still the

    most common method. However, this approach is characterized by important drawbacks. First, the

    tactile interfaces have a limited bandwidth. Due to the physiological [26], [27] (e.g., forearm receptor

    density) and technological [28] (e.g., stimulation selectivity) constraints, only a limited amount of

    information can transmitted to the user [29], [28]. Second, the provided feedback can be unintuitive,

    since the user is asked to control a prosthesis variable (e.g., grasping force) by relying on a variable of

    a different nature (e.g., forearm vibration). This means that the provided information is not used for

    online control under normal circumstances. Humans routinely use vision or hand touch and pressure

    to control the movements, whereas the vibration frequency or intensity is a novel and unfamiliar

    input. Consequently, the sensory substitution relying on the tactile sense implies training and

    adaptation, which become longer and more tedious as the feedback complexity increases. On the other

    hand, multichannel interfaces with sophisticated coding schemes become increasingly relevant, as

    they can accommodate the state of multiple degrees of freedom prostheses, which are flexible

    multifunction systems. In this case, an advanced feedback is needed to ensure the unambiguous

    information transfer of multiple state variables, as shown in [9]. Finally, the tactile interface needs to

    be integrated into the prosthesis, which incurs additional hardware costs; in order for the feedback

    interfaces to find their way to the consumers, the prosthesis hardware needs to be redesigned.

    On a more general level, since the first tactile feedback-systems were introduced [30], [31], there

    is an ongoing debate on the actual role and benefits of artificial feedback. The most important

    question is whether and to which extent the feedback improves the prosthesis performance and utility.

    The results in the literature are often contradictory. The studies that exclude other feedback sources,

    which are inherently present in the prosthesis (e.g., sound or vision), or alter the control paradigm

    (e.g., using joystick instead of the myocontrol [32], or use virtual prosthesis [12]), usually report

    benefits of the tactile feedback [12], [15], [16], [33]–[37]. On the other hand, studies that evaluated

    the tactile feedback using more realistic setups, including real prosthesis and functional activities,

    often failed to demonstrate any significant benefits of the approach [10], [38]. In some cases, the

    feedback was useful but only in a subset of conditions and subjects [16], [39]. Nevertheless, there is

    also evidence of functional gains with tactile feedback in daily living tasks [40], [41].

    The goal of the present study was to address the aforementioned drawbacks of the tactile

    interfaces and at the same time provide new insights about how different intrinsic and extrinsic

    proprioceptive, visual, tactile and audio cues interact and contribute to the closed-loop prosthesis

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    control. To this aim, we have implemented and evaluated a novel multi-modal feedback interface that

    utilizes augmented-reality (AR) and sound. Specifically, we developed the GLIMPSE (Google Glass

    Interface for Myoelectric ProstheSEs) that connects, via Bluetooth (BT), to the Michelangelo Hand

    Prosthesis [42] and renders the AR feedback on the embedded optical head-mounted display

    (OHMD). The potential benefits of providing visual feedback in the context of prosthetics have been

    recognized before [43], [44]. For example, in [43] the bicolor LED placed on the prosthesis thumb

    was used to communicate the grip force to the user. In [44], the subjects wore AR glasses and the

    information on the hand aperture and orientation was represented by projecting the virtual box shape

    (AR) directly in front of the target object. This was a feasibility study and the data processing was

    performed on the laptop, with the glasses that were cumbersome and unsuitable for daily application.

    Here we present the first fully self-contained and wearable AR feedback system, implementing non-

    intrusive visual feedback through a miniature see-through display. The Google Glass was selected for

    this implementation since it represents a unique platform that embeds the hardware functionalities

    typical of a smart-phone into a compact and ergonomic system. The device includes an AR OHMD

    and a bone conduction transducer that can be used to convey intuitive, high-bandwidth visual and

    audio feedback, respectively. The GLIMPSE app was designed to be flexible, integrating several

    feedback layers and variables that can fit different application scenarios.

    The developed system was evaluated experimentally using a realistic setup and clothespins

    reallocation test, with two levels of difficulty (same-pin-color and mixed-color reallocation). The

    evaluation included objective (time, success rate) as well as subjective outcome measures

    (questionnaire). In addition to presenting a radically novel technical solution for the feedback in

    prosthetics, the present experiments provide important insights into the general role and benefits of

    feedback especially in the context of task learning and execution. The evaluation considered multiple

    variables provided through intentional artificial visual feedback as well as the feedback sources

    intrinsic to the prosthesis (e.g., motor sound). This was possible due to the high bandwidth of the AR

    interface that allowed us to simultaneously communicate abundance of feedback variables (force,

    aperture, EMG biofeedback[45] and touch) to the user. This has allowed the subjects to freely select

    what was most useful for accomplishing the task. In that sense, the present study can be regarded as

    an open-ended subjective exploration of the relevance of the feedback modalities.

    The main hypothesis regarding the benefit of feedback was that the supplemental visual

    information would be useful only during the more challenging task (mixed color reallocation),

    whereas the intrinsically available visual, proprioceptive and audio cues would be sufficient to

    perform a simpler task (same-color reallocation). Moreover, regarding the relevance of the feedback

    variables, we hypothesized that the EMG feedback will prove to be the most useful to the user. This

    was based on our previous research where we introduced EMG feedback [45], [46] as an alternative to

    classically used feedback paradigms (e.g., force feedback), demonstrating that the novel method

    indeed improved the control of grasping force during routine grasping as well as force steering.

    Finally, we also expected that the supplemental visual feedback would require a certain, constant

    amount of user attention to be utilized to its full extent. The assumption was that the users would need

    to monitor the feedback shown in the glasses while executing the grasp, which could increase the time

    required to accomplish the task.

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    2. Material and methods

    2.1. Overall system architecture

    The overall system architecture is depicted in Figure 1. The system consists of two components:

    1) Michelangelo left-hand prosthesis with a wrist rotator and two 13E200 dry EMG electrodes with

    integrated amplifiers (Otto Bock Healthcare GmbH, Vienna, AT) [47] and 2) Google Glass [48]

    (Alphabet Inc., California, USA).

    The Michelangelo prosthesis implements commercial state-of-the-art (SoA) two-channel

    sequential and proportional myoelectric control, with trigger-based state-switching between three

    available functions: palmar grip, lateral grip and wrist rotation. The prosthesis is instrumented with

    three position encoders (thumb, fingers, and wrist) and a single force transducer positioned at the base

    of the thumb, measuring the hand aperture, hand rotation and grasping force, respectively. The

    embedded prosthesis controller samples the sensor data and the processed EMG signals at the

    frequency of 100 Hz. The sampled data plus the flag indicating the currently active prosthesis

    function are streamed via a proprietary BT communication interface to the Google Glass.

    The Google Glass implements standard smartphone components: 700 MAh battery, dual-core

    CPU @ 1.2 GHz, 1GB RAM, 16GB storage, 5 Mpix RGB camera, touchpad, dynamic speaker, BT

    and Wireless module with an addition of the 800 x 480 Pixels WGA OHMD. The Google Glass

    operating system is based on a special version of Android (4.4.2), and it can run apps called

    Glassware that are optimized for the device. We developed a custom Glassware App, hereafter called

    the GLIMPSE (see Annex I for implementation details). The GLIMPSE communicates with the

    Michelangelo prosthesis, receives and decodes the prosthesis sensor data and renders the feedback at

    the refresh rate of 25 Hz on the embedded OHMD. Importantly, the user perceives the OHMD as a

    25” high-definition screen that is placed eight feet away from him. The system overview, overall user

    interface as well as the feedback layout are presented in Figure 1. The rendered feedback has three

    different layouts (see section 2.2 and additional materials) through which the user can circle-through

    in real-time by using the “swipe left/right” gesture. Therefore, by providing several functionally

    different feedback layers, the application can accommodate different usage scenarios and user needs

    (e.g., fine, sensitive force control task, or fast, dexterous prosthesis control).

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    Figure 1. System overview and GLIMPSE interface. The GLIMPSE consists of three functional

    blocks: a) Main Menu which handles the overall App behavior, initializes the BT device scanning and

    data logging; b) Device selection menu which lists all available BT devices (filtered by MAC address)

    and c) Feedback rendering menu which renders selected feedback layout. The user navigates through

    menus via touchpad by using basic finger gestures (scroll, tap, swipe down). Once the BT connection

    between the prosthesis and the Glass has been established, the prosthesis sends the sensor data,

    sampled at 100 Hz. The data are decoded by the GLIMPSE application and rendered on the embedded

    display at the refresh rate of 25 Hz.

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    2.2. Feedback layouts

    Three feedback layouts addressing potentially different application scenarios were developed; one

    layout was used in the present experiment and it is therefore described in the text (see Figure 2), while

    the other two solutions are illustrated with the additional material attached to the present manuscript.

    The user can view only one layout at a time, but he/she is free to change it at any given point by

    performing the “swipe left/right” gesture, as shown in Figure 1c. In addition to the depicted visual

    output, the contact (force > threshold) event is communicated to the user via the embedded audio

    output device (bone transducer) by playing a high-pitched “tap” sound from the Glass user interface

    library.

    The layout of interest in the present experiment (Figure 2) is designed for assisting delicate tasks,

    i.e., those that include fine force and aperture control. It consists of two horizontal bars, top bar

    indicating the current aperture (in green or yellow) and the lower indicating the current EMG (blue)

    and force (red). The horizontal bars are divided in six segments via five vertical lines. When the

    prosthesis is fully opened, the aperture bar is full and as the prosthesis closes, the bar size decreases

    from right to left, reaching zero once the hand is fully closed. When the contact event is detected, the

    color of the aperture bar changes from green to yellow in order to indicate to the user that the

    prosthesis has grasped an object. The lower horizontal bar displays the current level of EMG activity

    as well as the measured grasping force.The EMG from the flexor muscle is rendered as a blue bar

    starting from the left, and increasing to the right, while the extensor activity starts from the opposite

    direction (right), and increases to the left. The activity from both muscles is therefore displayed using

    a single bar. This was necessary in order to be able to visualize all the variables of interest on the

    display of a limited size. The measured grip force is indicated using a vertical red line moving from

    the left to right as the force increases, and opposite for decreasing. Importantly, the EMG signals from

    the prosthesis were low-pass filtered using a first-order Butterworth IIR filter with the 1.5 Hz cutoff

    frequency. This decreased the variability of the EMG so that the EMG level (bar) was stable enough

    to be perceived and controlled online by the subject. Finally, since the Michelangelo prosthesis can

    produce rather powerful grip force of ~100 N, the EMG and force feedback were provided only for

    the lower 60% of the respective force/EMG range. The aim was to allow the user to benefit from the

    closed-loop control with an increased resolution and controllability, in the operation range where it

    matters the most (i.e., low and medium speeds/forces).

    This layout implements an intuitive representation of the prosthesis control and operation. The

    two EMG signals are the command inputs for the prosthesis, proportionally controlling closing and

    force increase, and opening and force decrease, respectively. Therefore, the user sees explicitly and

    precisely the control input he/she is sending to the system, and is therefore able to modulate this input

    online. As already demonstrated in [45] this type of EMG feedback allows the user to act predictively

    and anticipate the outcome of his actions (e.g., the resulting force). In addition to the control inputs,

    the feedback depicts the prosthesis outputs (states), i.e., aperture and force. When the prosthesis is in

    the grasp function, the activation of the flexor muscles initiates closing of the prosthesis; the stronger

    the contraction (the height of the EMG bar), the higher the velocity of closing. Consequently, the

    aperture bar decreases (Figure 2a). Once the prosthesis grasps an object, the aperture bar remains at,

    approximately, the same level (stiff object) and the red line indicating the generated grasping force

    appears (Figure 2b). If after contact the flexor activity is further increased, the prosthesis will tighten

    the grip. Effectively, this will be seen as if the EMG bar pushes the line indicating the grasping force

    to the right (i.e., stronger EMG activation, stronger force, Figure 2c). On the other hand, if the

    extensor muscles are activated, the EMG bar appears on the other side of the layout and increases in

    the opposite direction. Again, the EMG bar pushes the force line, but this time to the left, indicating

    the force decrease (Figure 2d). Eventually, the hand starts opening and the aperture bar increases; the

    stronger the extensor contraction (the height of the EMG bar), the higher is the velocity of opening

    (Figure 2e).

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    Figure 2. The feedback layout used for the experimental evaluation. It consists of two horizontal bars

    indicating current EMG (blue), force (red) and aperture (green or yellow). The snapshots taken during

    a) prosthesis closing, b) contact and force generation, c) increase in grasping force, d) extensor

    activation and force decrease, and e) hand open. See text for explanation.

    2.3. Experimental setup and protocol

    Twenty able-bodied subjects (26±3 yrs.) with little or no prior myoelectric control experience

    participated in the experiment. The subjects were split in two groups: half of them used GLIMPSE

    (feedback group - FB), while the other half used the prosthesis without any additional feedback device

    (no feedback group - NFB). The prosthetic hand was attached to a custom-made ergonomic splint and

    strapped firmly using Velcro straps to the subjects’ right forearm, so that it was positioned directly

    beneath and perpendicular to the subjects’ hand. Due to the space constraints, two EMG electrodes

    were placed on the contra-lateral arm, over the finger and wrist flexor and extensor muscles. The

    exact position was determined by palpating the contracted muscles. The feedback group had the

    Google Glass mounted in such a way that the images rendered on its OHMD appeared,

    approximately, in the center of the subjects’ field of view.

    Myocontrol was calibrated using the official therapist software AxonSoft (Otto Bock, GmbH).

    The calibrated parameters were uploaded to the embedded prosthesis controller. The sensitivity of

    myocontrol was adjusted individually for each subject by changing the electrode gains or by adjusting

    software thresholds. The GLIMPSE did not require any specific setup, except to be started at the

    beginning of the experiment.

    A brief training session followed the initial setup in order to ensure that the myoelectric control

    performance was at the satisfactory level. If the subject could close/open the hand, increase/decrease

    the force and switch between the functions using comfortable muscle contractions, the control was

    deemed good, and the session could proceed. The subjects participating in the feedback group were

    asked to put on the Google Glass and adjust the display position by rotating the screen. They were

    then instructed to start the GLIMPSE, navigate through the menus and connect to the prosthesis. After

    the connection was established, they were asked to navigate to the appropriate feedback layout, which

    was utilized through all experimental sessions in the feedback condition. The feedback use and its

    purpose were explained to all subjects participating in the feedback group. Afterwards, they were

    allowed to briefly test the prosthesis and the feedback in order to familiarize with the closed-loop

    control (5-10 min).

    The subjects were then introduced into the experimental task, which was a modified version of the

    clothespin reallocation test (Figure 3a, b, and c). The task involved grasping and relocating

    clothespins, which were colored according to the force of the embedded spring resisting the grasp. In

    the present experiment, four differently colored clothespins were used (yellow, red, green, and black).

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    In addition, the pins were sensorized using a custom-made solution. A small LED was attached to the

    pin and connected to the switch placed on the pin handles (Figure 3c). Therefore, when the handles

    touched (~70% closed pin), the LED would light up, indicating to the user that the applied force was

    too high (object broken). The task for the subject was to grasp the clothespin attached to the

    lower/middle horizontal pole using palmar grasp, transport it to the pole immediately above/below,

    and release it by fully opening the prosthesis. Importantly, the subjects were required to perform this

    task without activating the LED. Therefore, they had to grasp the pin by applying the right amount of

    force, which also produced the right amount of hand closing. The force, or equivalently the amount of

    hand closing, needed to be high enough to open the clothespin so that it could be easily removed from

    the pole, but not excessively high to open the clothespin fully as that would activate the LED. This

    prevented the subject to simply use the maximal force to accomplish the task. Instead, he/she needed

    to consider the pin resistance and produce the aperture/force within a specific window depending on

    the pin color (Table 1). Therefore, the task required a strict control of grasping force. Importantly,

    each of the clothespins was individually calibrated so that the size of the force window was

    approximately the same across all clothespins. If the subject activated the LED or dropped the pin

    during the reallocation, the trial was deemed unsuccessful, and the reallocation task was restarted.

    This was done until the subject successfully accomplished the task.

    Table 1. Summary of minimal and maximal allowed forces/apertures (i.e., force/aperture windows)

    for each of the clothespins used. The force and aperture values are given relative to the prosthesis

    maximal grip force (100 N) and clothespins maximal aperture (3.2 cm).

    Pin color Min aperture

    [%]

    Max

    aperture [%]

    Aperture

    window size [%] Min

    force [%]

    Max

    force [%]

    Force window

    size [%]

    Yellow 33 71 38 7 15 8

    Red 33 66 33 13 23 10

    Green 33 57 24 23 32 9

    Black 33 57 24 35 43 8

    The experimental protocol (Figure 3d) consisted of five sections, each comprising six blocks. In

    each block, the subjects had to reallocate a clothespin four times successfully, as described above and

    displayed in Figure 3a, b. This resulted in 24 and 120 successful reallocations per section and per

    subject, respectively (i.e., five sections × six blocks × four reallocations). Note that the total number

    of trials per block, per section and in total could have been higher, since this also accounts for the

    unsuccessful reallocations. At the beginning of each of the first four sections, a pin of a different color

    was placed on the starting pole and the subject performed the reallocation task (Figure 3a) with that

    pin for six consecutive blocks. The order of the pin colors was randomized across sections. After each

    block, a short break of 30 seconds was introduced to prevent fatigue. A longer, 5-min break was

    introduced after each section. The first four sections are hereafter denoted as the same-color

    clothespin reallocation tasks. In the final, fifth section, four pins, one per color, were placed on the

    lower pole (Figure 3b) and the subject was instructed to reallocate each pin to the middle pole (one

    block). The order of the pin colors from right to left was randomized across blocks. The fifth section

    is hereafter denoted as the mixed-color clothespin reallocation task.

    In summary, in the first four sections, the subjects manipulated the pin of a single color.

    Therefore, for the successful task accomplishment, they needed to produce repeatedly the force within

    the same target window (Table 1). In the last section, however, the task was more challenging, as they

    needed to apply different forces for each pin within the block.

    Finally, at the end of the experiment, the subjects were asked to fill out a questionnaire. The

    questionnaire (see the Annex II) assessed to which extent the subjects relied on the specific feedback

    modalities in order to accomplish the task. The subjects were asked to rate (100 points, 5-point

    resolution) the variables that were transmitted through the artificial visual feedback using GLIMPSE

    as well as the incidental sources of feedback. The NFB group was asked to assess the three

    intrinsically available feedback modalities: visual observation of the prosthesis motion, motor sound

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    and proprioceptive feedback from own muscles (Annex II, questions 5-7). In addition to the intrinsic

    sources, the FB group was asked to evaluate four variables that were provided via GLIMPSE (EMG,

    Force, Aperture, Contact Event; Annex II, questions 1-4). Therefore, the questionnaire provided a

    detailed insight in how the subjects participating in different experimental groups valued different

    information sources, as well as how the extrinsic and intrinsic feedback sources might interact.

    Figure 3. The order of reallocations for the same-color (a) and mixed-color (b) clothespin reallocation

    tasks; Modified clothespin with a LED (c) and experimental protocol (d). The modified clothespin

    reallocation test (a, b) uses horizontal poles and sensorized clothespins equipped with a LED, a

    custom-made contact switch and a battery (c). The LED is activated if the handles touch each other,

    indicating that the exerted force was too high (object broken). The experimental protocol (d) consists

    of 120 successful reallocations split over five tasks and twenty-five blocks. In the same-color task, (a)

    a single pin was reallocated from the lower to the middle poles and vice versa, whereas in the mixed-

    color condition (b), four pins (one per color) were reallocated successively from the lower to the

    middle pole.

    2.4. Outcome measures and data analysis

    For each experimental block two outcome measures were introduced: 1) the block completion

    time (BCT) and 2) the number of unsuccessful reallocations per block (URB). Importantly, if the

    subject dropped the pin or activated the LED (unsuccessful reallocation), the timer was paused and

    then resumed once the subject restarted the trial. While the BCT measures the speed at which the

    subjects finished a single block, the URB counts the within-block failure rate. The total number of

    trials that was needed to complete a single block was given by 4+URB. Since the time from the start

    of the trial to dropping or “breaking” the pin contributes to the BCT, the two outcome measures were

    not completely independent, but they still emphasized different aspects of performance. Furthermore,

    as most of the unsuccessful reallocations happened at the beginning of the trial, while the subjects

    were trying to stably grasp the pin, the interaction between the BCT and URB was indeed minimal.

    The data analysis was performed using MATLAB 2015b (MathWorks, Natick, US-MA). The

    outcome measures were analyzed per task (same and mixed-color reallocation) and per experimental

    block. The aim was to assess the influence of feedback on the performance in a specific task as well

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    as on the overall learning expressed as the change in performance across blocks. For per task analysis,

    the outcome measures were computed for each subject in each of the five experimental tasks and the

    results were then pooled across all subjects with respect to their feedback group (FB or NFB). The

    pooled data was used to calculate the group performance for each task, irrespective of the

    experimental block. Similarly, for per block analysis, the outcome measures were computed for each

    subject in each of the six experimental blocks and the results were then pooled across all subjects with

    respect to their feedback group (FB or NFB). The pooled data was used to calculate the group

    performance for each block, irrespective of the experimental task.

    Since the questionnaires were presented only once to each subject, the data from them was simply

    pooled and compared across the two feedback groups (FB and NFB).

    Since the data did not pass the normality test (Lilliefors test), the Friedman test was applied to

    assess the statistically significant differences across conditions within the feedback group (FB or

    NFB), followed by Tukey’s honestly significant difference test for pairwise comparison. The

    Wilcoxon sum-rank test was used for the comparisons between the same conditions across the

    feedback groups (FB vs. NFB). The results are reported as median [inter-quartile range (IQR)]. The p-

    value of 0.05 was selected as the threshold for statistical significance.

    3. Results

    In total, 2962 reallocations were performed of which 2400 were successful (20 subjects × 120

    successful reallocations). The number of reallocations differed between the two feedback conditions.

    The FB group performed less reallocations compared to NFB group (1434 vs. 1528).

    The results across experimental blocks are shown in Figure 4a and b. The results demonstrated

    that the subjects were learning the task across the session, with the similar rate of learning in both

    feedback conditions. There was a significant difference in BCT across blocks for both FB (𝑝𝐹 < 0.01, DoF = 5, χ2 = 16.28) and NFB (𝑝𝐹 < 0.05, DoF = 5, χ

    2 = 14.85). More specifically, the BCT gradually

    decreased, and it dropped significantly from 31.2s [13s] and 28.6s [6.5s] in the first block to 26.9s

    [2.7s] and 24.2s [8.1s] in the last block for FB (p < 0.05) and NFB (p < 0.05), respectively. There was

    no significant difference in URB across blocks. Therefore, the subjects became faster in performing

    the reallocation while the task failure rate remained similar. Likewise, no statistical difference

    between the conditions (NFB vs. FB) for any of the experimental blocks or outcome measures was

    found.

    The results across experimental tasks are summarized in Figure 4c and d. Within the feedback

    conditions, the URB was significantly different across tasks in both FB (𝑝𝐹 < 0.01, DoF = 4, χ2 =

    16.18) and NFB (𝑝𝐹 < 0.01, DoF = 4, χ2 = 17.54) and the BCT only in NFB (𝑝𝐹 < 0.05, DoF = 4, χ

    2 =

    12.56). The post-hoc analysis determined that the yellow clothespin was significantly more difficult

    to reallocate successfully (higher URB) compared to the green clothespin in both FB (p < 0.001) and

    NFB (p < 0.01). Additionally, in NFB condition, the URB in mixed-color reallocation task was three

    times higher from the URB in the green clothespin reallocation task and this difference was

    statistically significant (p < 0.05). The BCT was however similar across all pin colors, except between

    the red and mixed tasks in NFB condition (p < 0.05). Therefore, the fact that the subjects were more

    successful in relocating a pin of a specific color did not significantly affect the time to handle that pin.

    The URB for the green clothespin was, independent of the feedback condition, five times lower than

    the URB for the yellow clothespin; nevertheless, the BCT for both clothespin colors were not

    substantially different.

    During the same-color reallocation tasks, there was no statistically significant difference in

    performance in FB versus NFB. In the mixed-color clothespin reallocation task however, the artificial

    visual feedback via GLIMPSE proved to be useful. The median of URB in FB condition was indeed

    twice lower compared to NFB (0.75 [0.16] vs. 1.5[1.33]), and this difference was statistically

    significant (p < 0.05). However, the BCT was not significantly different between FB and NFB in any

    of the tasks.

    Figure 5 shows the questionnaire results for both feedback conditions. Within the feedback

    conditions, there was a significant difference in rating for both FB (𝑝𝐹 < 0.01, DoF = 6, χ2 = 20.13)

  • 12

    and NFB (𝑝𝐹 < 0.01, DoF = 2, χ2 = 11.42). The NFB group rated the contribution of the intrinsic

    visual feedback significantly higher than the sound/vibration coming from the prosthesis (87 [22] vs

    27[50], p < 0.01). The FB group rated the EMG feedback as the lowest (22 [10]) of all seven factors,

    and statistically different with respect to both force and vision with p < 0.01 and p < 0.05,

    respectively. When compared across the feedback conditions (FB vs. NFB), the two subject groups

    rated the contributions of intrinsic factors similarly, with no statistical differences except for the

    intrinsic visual feedback that was rated significantly lower (p < 0.05) in FB (67 [12]) than in NFB (87

    [22]) condition.

    Figure 4. Summary results for average block completion time (BCT) and average number of

    unsuccessful reallocations per block (URB). Boxplots depict the median (line), interquartile range

    (box), maximal/minimal values (whiskers) and outliers (crosses).The figures (a) and (b) depict the

    results (BCT [a], URB [b]) per experimental block (data pooled across tasks). The figures (c) and (d)

    depict the results (BCT [c], URB [d]) per experimental task (data pooled across blocks). A star

    denotes the statistically significant differences (*, p < 0.05). Notations: FB – GLIMPSE feedback

    group; No FB – no GLIMPSE feedback group.

  • 13

    Figure 5. Subjective ratings of different feedback sources. Boxplots depict the median (line),

    interquartile range (box), maximal/minimal values (whiskers) and outliers (crosses). Feedback

    modalities comprise intrinsic sources, available in both FB and NFB group and extrinsic sources,

    including the feedback variables provided by the GLIMPSE. The extrinsic modalities were present

    only in FB group. A star denotes the statistically significant differences (*, p < 0.05).

    4. Discussion

    Both users and researchers agree that the development and implementation of feedback is of

    relevance for improved embodiment and control of myoelectric prostheses [7], [49]. Nevertheless,

    after decades of research (the first feedback system was developed in the early 50s [50]), the

    commercial implementation is lacking. Inconclusive and often contradictive research results about

    overall feedback function and relevance as well as the practical implementation constraints (i.e.,

    required hardware redesign) contributed to this lack of translation. In order to tackle these issues, we

    presented a novel, practical solution that utilizes smart-technology. Specifically, we have developed a

    GLIMPSE system that runs on a Google Glass and utilizes a multi-modal interface (display, sound) in

    order to communicate, in real-time, an abundance of feedback variables (EMG, force, aperture,

    contact) from the hand prosthesis back to the user. Importantly, this implementation is a self-

    contained solution which does not require any additional hardware or software components making it

    a unique and ready-to-deploy feedback system. We have evaluated the novel interface in a clinically

    relevant experimental setup based on a modified version of the clothespin reallocation task. The study

    addressed objective (time, failure rate), as well as the subjective (intrinsic vs. extrinsic feedback

    contributions) factors in two scenarios: with GLIMPSE (FB) and without GLIMPSE (NFB) feedback.

    Therefore, the study describes a novel technical solution, but also demonstrates how the novel system

    can be used to explore the role of feedback and its relevance. The study provides an important insight

    regarding which of the intrinsic and extrinsic feedback variables contributed to the task execution

    performance. Additionally, it also considers the effects of training and task learning.

  • 14

    4.1. The role and benefit of feedback

    The total number of reallocations in FB was lower than in NFB, which means that there were less

    unsuccessful trials in the former condition. This illustrates that the subjects understood and

    successfully utilized the GLIMPSE system. It also provides a first indication that the supplemental

    feedback was beneficial for the task execution.

    Observed across experimental blocks (Figure 4a, b), the subjects exhibited learning in both FB

    and NFB condition. Interestingly, in both conditions they became faster in performing the task (BCT

    decreased) but they did not improve the success rate (URB remained similar). Moreover, there were

    no substantial differences in the learning curve between the conditions, and therefore the

    supplemental visual feedback did not affect the rate of learning. It is likely that the subjects became

    faster in operating the prosthesis mostly during the phases of the task that were less critical (e.g., the

    transport of the pin from lower to upper bar and opening of the hand) and that did not require the

    utilization of feedback.

    There was no significant difference in performance between FB and NFB for the same-color

    reallocation task (Figure 4c, d first four boxplot pairs). This result can be attributed to the fact that the

    clothespins are compliant objects. The subjects were therefore able to exploit an abundance of

    incidental cues from the prosthesis and the pin itself (namely visual, see Figure 5). Moreover, the task

    was highly stereotyped and repetitive, consisting of 24 reallocations of the same pin. Thereby, the

    subjects could quickly learn the control strategy through trial and error, and this could be

    accomplished by relying on the incidental feedback sources. Through repeated grasping, the subjects

    could determine the level of muscle contraction that would lead the prosthesis to grasp the pin with

    the desired force. They would then consistently activate the muscle to that level, resulting in a good

    grasp. In essence, they adjusted (recalibrated) the feedforward control specifically to the ongoing task.

    This is similar to the tuning of feedforward commands demonstrated in [32], but in the present study

    the learning was driven by the rich incidental feedback (deformable pin). This is an important

    outcome demonstrating that during simple, repetitive tasks the supplemental feedback however

    advanced (as in GLIMPSE) might play a minor role, especially when there are already available

    (intrinsic) feedback sources.

    However, once the task became more demanding (mixed-color reallocation, Figure 4c, d) the

    subjects could not rely solely on the learning and feedforward control, as they had to adjust their

    grasping strategy upon each new clothespin reallocation. In this scenario, the GLIMPSE has proved to

    be of great value, significantly improving the overall performance. This is an important outcome

    demonstrating that supplemental feedback can be beneficial even in the presence of abundant intrinsic

    information (unobstructed vision and sound), given that the task is more complex. Note that many

    studies investigating closed-loop control in prosthetics block the intrinsic feedback [13], [16], [36],

    [51]. In the present experiment, the supplemental feedback provided more information than what was

    available from the incidental sources, and the additional information was in this case useful for the

    task execution. Importantly, the performance improvement came with no repercussions regarding the

    task execution speed which remained the same for both subject groups (BCT; Figure 4c). This means

    that the supplemental feedback was not cognitively taxing, likely due to the high bandwidth of the

    visual sense as well as to the manner in which the subjects used the GLIMPSE (see below).

    In NFB group, the subjects could rely only on the incidental feedback sources (Figure 5). By

    observing the prosthesis, the subjects could estimate the prosthesis state, the aperture and force. For

    example, the increase in grasping force leads to a deformation of a clothespin. Therefore, the

    prosthesis moves and the aperture decreases. This is also supplemented by a motor sound, as it is

    activated by a user command. Moreover, the velocity of closing/opening as well as the produced

    grasping force are proportional to the subject contraction strength. Therefore, he/she can exploit the

    natural proprioceptive feedback from the muscles (the sense of contraction) when controlling the

    prosthesis. In NFB condition the subjects relied more on vision and less on audio cues. Once closed,

    the gears in the prosthesis generated a distinct sound each time the force was adjusted. These audio

    cues could be used as a crude indication of force increase or decrease. However, the subjects could

    also perceive the force information by visually observing the prosthesis, as an increase in force was

    indicated by the movement of the hand (squeezing a compliant object). These visual cues were likely

  • 15

    more evident and simpler to exploit compared to the sound. Therefore, in NFB condition the sound

    was weighted with lower importance and somewhat discarded as redundant in favor of vision. It

    seems that the subjects also considered muscle proprioception, but the results are not conclusive.

    Reliance on vision and muscle proprioception allows the learning and transition to an increasing use

    of feedforward control during a simple task, as explained above.

    An interesting outcome is that the provision of supplemental feedback through GLIMPSE

    decreased the importance of intrinsic visual feedback sources. The reason could be that in the

    presence of a more precise visual information available through the AR display (explicit force level),

    the subjects naturally opted to rely less (i.e., decrease the importance) on the intrinsic visual cues

    (amount of squeezing). Furthermore, assessing the state of the prosthesis might have been somewhat

    challenging while interacting with the pins. For example, it could have been difficult to correctly

    assess the aperture of the prosthesis due to prosthesis orientation (horizontal palm), contact with the

    object and the viewpoint of the subject (behind and from above). In contrast to it, the artificial visual

    feedback provided by GLIMPSE was clearly represented and thereby easily accessible, and this could

    explain the decreased subject rating regarding the role of the intrinsically available visual cues.

    Contrary to our initial hypothesis, the subjects discounted the EMG feedback, while the other

    supplemental variables were used, in particular the grasping force. The weighting of the individual

    feedback variables was subject specific, as the ratings are dispersed in Fig. 5. For example, some

    subjects did not rely on the aperture and contact events almost at all (score

  • 16

    systematically addressed and evaluated the contributions and interactions of different feedback factors

    in this context. The study was performed in able-bodied subjects utilizing a real prosthetic hand

    attached to their lower arm via a custom-made socket. The employed myoelectric control was simple,

    intuitive and very easy to master as the overall results in both test conditions confirm. Therefore, in

    the context of the present study and based on our previous experience [45], [52], [53] we would not

    expect substantially different results for the amputee population, especially in the case of naïve users.

    Experienced users might exhibit more consistent and reliable force control by exploiting the

    anticipatory models acquired through a long-term use of the prosthesis [54], especially if they operate

    their own prosthesis. For the same reason, they might be better in decoding the prosthesis state from

    the incidental feedback sources. Finally, if the amputees (either naïve or experienced) were to use the

    GLIMPSE longitudinally (e.g., for several weeks) it could be that the differences between them and

    able-bodied subjects emerge due to the different subjective factors such as overall motivation and

    determination for utilizing the system.

    As stated in Introduction, visual feedback for prosthesis control was tested in one study [43],

    where it was implemented by placing the bicolor LED on the prosthesis thumb. The LED was used to

    communicate the grip force, using a green (lower force range) and red (higher force range) light with

    an intensity modulated proportionally to the measured grasping force. The approach rendered

    functional benefits to the user, improving the performance in a virtual egg task. Another study [44]

    used AR feedback in 3D to communicate prosthesis preshape, aperture and the states of the semi-

    autonomous controller (e.g., selected grasp type). However, the focus of the study was on testing the

    proof-of-concept for a novel prosthesis control paradigm. The AR feedback was considered as a

    component within this control scheme, and it was therefore of a secondary importance. The system

    described in the present study is truly wearable, self-contained solution and it requires no hardware

    modifications to the prosthesis (e.g., integrating an LED). The GLIMPSE is multi-modal, flexible,

    easy to use, and the experiments demonstrated the functional benefits in a clinically relevant setting.

    Compared to conventional feedback interfaces based on tactile devices, the advantage of

    GLIMPSE is the high fidelity and information throughput. It would be extremely difficult if not

    impossible to communicate such an abundance of information, as in the present study, using electro-

    or vibro-tactile implementation. As demonstrated, this was rather straightforward to implement, and

    easy to perceive and process by the subjects, when using an advanced technology such as an AR

    display. Moreover, the insights from this study put aside our hypotheses that assumes that, in order to

    be effective, the visual feedback interfaces need to be continuously attended. As previously stated in

    introduction and methods sections, we took great care of placing the AR display in the center of the

    subjects’ field of view. Nevertheless, the study demonstrated that this assumption was not correct. As

    previously explained, the subjects disregarded the continuous (EMG) feedback not because it was not

    useful, but because of the way how they used the AR display. Since they only glimpsed at it from time

    to time, it seems that the exact positioning of the AR display was not that relevant. Therefore,

    mounting the Glasses in the peripheral vision, in order to make the feedback less intrusive, would

    likely have no substantial repercussions for the overall performance. Moreover, the objective

    performance measurements (similar BCT in FB and NOFB) suggests that the amount of visual

    attention that the subjects invested to properly utilize the AR feedback was truly minimal and had no

    effect on the overall task execution speed.

    One more, somewhat secondary, but nevertheless important message of the present study is that

    we propose a paradigm shift in developing feedback interfaces in prosthetics. Namely, instead of

    developing custom-made interfaces that are embedded in the socket [7] or worn by the user [55], we

    propose to utilize smart-devices (e.g., smart-phones, smart-glasses, smart-wearables) to transmit the

    feedback. These components are flexible and general purpose programmable hardware platforms that

    can convey the information from the prosthesis via a range of available embedded modalities (i.e.,

    integrated speaker, vibration motor, and display). Instead of developing a dedicated hardware

    solution, closing the loop through a smart device requires the development of a simple, practical and

    innovative software solutions that can be uploaded to the smart components. Since smart gadgets are

    used widely, this would allow the feedback to become available to virtually every prosthetic user at no

    additional cost. Such solutions become especially relevant considering that modern prostheses, such

    as i-Limb and Michelangelo Hand, integrate general-purpose communication interfaces (e.g.,

    Bluetooth), thorough which they can connect to the smart components. In the present study, we

  • 17

    implemented an interface for the Google Glass, a pilot smart device which is presently not

    commercially available. However, there are many alternative models [56] and the market for these

    systems is yet to be developed. The presented smart app is based on visual feedback and therefore

    cannot be directly translated to other platforms (unless embedding a phone or a smart watch in the

    prosthetic socket as shown in [57]). Nevertheless, the present study illustrates the general idea of how

    a versatile processing and communication resources in a smart device could be used to develop a

    novel feedback solution. However, it should be considered that such a feedback solution requires the

    user to wear an additional device to receive the feedback. In some cases, this is less of a problem (a

    mobile phone is carried most of the time) but in others it could be a challenge for the applicability of

    the device (e.g., some users might not like to wear smart glasses). This is not an issue for a custom-

    made interface integrated into the prosthesis.

    4.3. Future development

    The GLIMPSE is a flexible solution, as different feedback layouts can be developed and switched

    online, as demonstrated in the additional material. The present study focuses on one of the layouts.

    Nevertheless, daily life tasks impose different requirements, from dexterous manipulation to fine and

    delicate grasping, and these could all be supported by dedicated feedback configurations integrated in

    GLIMPSE. This aspect will be evaluated in the future studies. The layouts could be changed between

    different tasks or even across the phases of the same task. To pick up an egg one could chose a

    feedback screen showing only the force with a high resolution, and then, once the grasp is formed,

    switch to the screen showing the orientation of the hand to support manipulation.

    On a more general level, the GLIMPSE could operate as a hub for controlling several smart

    components simultaneously or independently, thereby establishing a prosthetic body area network. In

    this way the GLIMPSE concept would evolve into a powerful, and modular feedback system that

    could accommodate virtually any application scenario. For example, a smartwatch or a smartphone

    can be used in order to communicate various discrete events (e.g., object touched, object slipped,

    function-switch, etc.) or continuous variables (e.g., force, aperture, EMG, wrist rotation, etc.) via

    integrated vibration motor or sound speaker. In this scenario, it is specifically interesting that general

    purpose smart-devices could overtake the functions (e.g., vibro-tactile stimulation) that until now

    were usually reserved for specifically designed tactile feedback interfaces. In this scheme, the

    GLIMPSE could also provide a complete closed-loop control solution. With several processing cores

    available (smart phone, smart glass), the system could integrate pattern recognition/regression

    training, adaptation as well as the feedback. Additionally, due to the flexibility of its software and

    hardware platform, the GLIMPSE could be used as a general and flexible instrument to further

    investigate the properties of sensory feedback, as we have initially demonstrated in this study.

  • 18

    Appendix I: Application implementation

    The Glassware Apps are developed and deployed using Android 4.4.2 SDK (API 19). The

    Glassware Apps rely on activities, which are software components providing user interface (UI) cards.

    The user interacts with the UI cards to perform a desired action, e.g., dial the phone, take a photo,

    send an email, or view a map. The UI cards are divided into three categories Static, Live and

    Immersion. Static cards display static information, Live cards display real-time data and Immersion

    provide interactive experience.

    The GLIMPSE interface is designed to be simple and intuitive for use. The user interacts with the

    App through the touchpad located on the right-hand side by using three simple finger gestures:

    “tap/click” to select an option or activate a menu, “swipe left/right” to scroll through the menu lists,

    and “swipe down” to cancel the ongoing operation or go back. Upon starting the App, the user is

    presented with the Main Menu (Figure 1a) which offers three options: 1) Search for devices which

    initializes BT device scanning and displays all available prosthetic devices, 2) Toggle data logging,

    which becomes available once the connection between the prosthesis and the Glass has been

    established and 3) Quit the App. After the list of the available BT devices has been populated, the user

    can use the “swipe left/right” gesture in order to scroll through the list and select the desired

    prosthesis via a tap gesture (Figure 1b). By tapping on the selected device, the connection between the

    Glass and prosthesis is established. The two devices exchange the configuration data packets and the

    Michelangelo prosthesis starts streaming the sensor data.

    The GLIMPSE consists of two activities (Figure 6) that utilize Live Cards: 1) Main activity and 2)

    BtDiscovery activity. The application starts by calling the Main activity that is responsible for

    rendering and managing the UI components but also for handling the data transmission, decoding and

    logging. The BtDiscovery is launched from the Main activity in order to inquire for the BT devices

    that are within the operating range. It performs the automatic MAC address matching in order to

    filter-out the BT devices that do not match the typical Michelangelo prosthesis signature. Each time a

    new device is detected the BtDiscovery notifies the Main activity in order to refresh the UI. Once the

    user selects the desired device, the Main activity starts the Bluetooth Socket Programming (BSP)

    interface that is responsible for the Bluetooth connection. Through the BSP, the prosthesis and the

    Glass exchange the proprietary information such as the prosthesis firmware version. Based on this

    information, the GLIMPSE configures the prosthesis controller to start sending the data packets at the

    rate of 100 Hz within a separate Communication thread. The data packets are received and stored in a

    temporary byte array. In order to ensure the data integrity, cyclic redundancy check (CRC) is

    performed on each incoming data packet. Once the data packets are checked for integrity, they are

    processed and decoded into messages. Each message contains an array of normalized sensory

    feedback values (in percentages): 2-channel EMG activity, current function (palmar grasp, lateral

    grasp, and rotation), grip force, hand aperture, hand rotation, and current hand preshape. In addition to

    this, two additional information are extracted and stored in each message: 1) function-switch event:

    triggered each time the active prosthesis function is changed and 2) Contact event: triggered each time

    the grip force rises above 3% for 30 ms. The messages are then stored in a circular FIFO buffer. The

    FIFO message list is updated at rate of 25 Hz, implying that each data packet from the prosthesis

    contains approximately 4 messages (since the prosthesis controller is sending messages @ 100 Hz).

    Each time the circular FIFO buffer receives new messages it broadcasts the “New messages

    available” event. This event notifies the attached listeners, i.e., the Data logging and Feedback

    rendering threads that they should handle the incoming data. The Feedback rendering thread extracts

    the last reconstructed message and renders it on the UI Live card. The data Logging thread is

    sleeping by default and can be toggled by the user at any time during the App execution. Each time

    the data logging is toggled on it creates a uniquely named txt file within the internal Glass storage and

    continuously records all newly created messages from the circular FIFO buffer.

  • 19

    Figure 6. GLIMPSE implementation. The application has two activities: Main and BtDiscovery. The

    Main activity handles all critical system operation via three threads: Communication, Logging and

    Feedback. The BtDiscovery activity is summoned by the user and performs the scanning of available

    BT devices with matching MAC address.

  • 20

    Appendix II: The feedback questionnaire

    Please rate how much, in overall, each of the following feedback sources (factors) helped you during

    the task execution: (0-Not at All, 100-A Lot).

    1) EMG, rendered on the Google Glass Not at All A Lot

    25 50 75 100

    2) Force, Rendered on the Google Glass Not at All A Lot

    25 50 75 100

    3) Aperture, rendered on the Google Glass Not at All A Lot

    25 50 75 100

    4) Contact Event, rendered on the Google Glass Not at All A Lot

    25 50 75 100

    5) Visual cues from the clothespin/prosthesis Not at All A Lot

    25 50 75 100

    6) Audio or vibration cues from the prosthesis/socket Not at All A Lot

    25 50 75 100

    7) The proprioceptive feedback (i.e., your own sense of effort, coming from the muscles, skin) Not at All A Lot

    25 50 75 100

  • 21

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