Neurogym
EMG Trainer

Exploiting EMG Biofeedback
 
  • Motivational Interactive Training
  • PC Windows Environment Displays
  • (Operates in Windows 3.1, 95 and 98)

  • Game-Type Exercises - Graded Difficulty
  • Speed Sensitive - Goal Oriented
  • Very flexible and easy to use
  • Neuromuscular Biofeedback Training
  • Interfaces easily to third party computer games 
  • Raw Waveform Monitoring
  • Averaged (RMS) Waveform Monitoring
  • Waveform/Results Logging and Analysis
The EMG Trainer is a powerful biofeedback training instrument.  Utilizing movement-science principles in the PC Windows environment, graphical techniques are used in game-like training sessions to rebuild and relearn motor skills.  Challenging, goal-oriented, speed-sensitive tasks motivate patient interaction.  Features such as 2-channel differential mode, EMG waveform display and multi-window displays place this equipment at the leading edge of today's technology.

The EMG Trainer processor card fits into your PC.  Programmable digital signal processor based architecture allows powerful functionality.
Neurogym's EMG preamplifiers have been specially designed to be able to pick up high quality signals even when there is little or no skin preparation, and even when the fixed electrodes are employed.  The preamplifiers have detachable computer cables, can be used with fixed electrodes or patient leads, are protected from overload (static electricity, e.g.) and are optically isolated.  They conveniently clip to clothing or to elastic retainers.

The Model EMG-2PC Trainer system includes:

  • EMG  Trainer Programmable Digital Signal Processor Card (requires one full-length ISA slot)
  • 2 EMG Series A Preamplifiers fitted with stainless steel reusable electrodes
  • 2 ten foot durable preamplifier cables
  • 6 Patient leads for use with conventional Ag-AgCl snap type disposable electrodes
  • Sample packet of disposable EMG electrodes
  • 2 elastic preamplifier holding straps with velcro clasps
  • EMG Trainer for Windows Software and User's manual
Flexible and Easy to Use Windows Software
 
  • Raw Waveform Display Window

  • Allows you to directly view the untreated EMG waveforms.  Very useful for verifying a proper electrode-skin interface thus avoiding misleading results due to unwanted signal artifacts.
  • Processes Waveform Display Window

  • Integrates the raw EMG data into a meaningful indication of the muscle activity.  The difference waveform allows you to focus on the interaction between two opposing muscle groups.  Waveforms can be recorded and analyzed, and data is easily exported for use with spreadsheet programs for further analysis.
  • Game / Task Window

  • Allows the user to play / control a variety of games and tasks using the  processed waveforms.  The EMG waveforms can be mapped to the game controls in a variety of modes creating a wide selection of training options.
     
    Screen shot of Neurogym
     In the 2-channel PONG configuration, the patient controls the position of the paddle with agonist/antagonist function.
The Windows format allows you to set up your display the way you want it.  The therapist has complete control of the session task difficulty, gain sensitivity, responsiveness and much more.  The EMG trainer has been designed to provide the flexibility to tailor the training program according to the specific needs of each patient.  Once session set-ups and score logs are stored onto the computer disk, they are easily recovered for the next session at the click of a mouse button.
 
  • Use EMG Signals to control various games and tasks.  With the EMG Trainer, biofeedback training is interactive, challenging, goal-oriented and speed sensitive.
  • View and analyze recordings of processed waveforms.   Recorded waveforms may also be easily imported into spreadsheets.
Why the EMG Trainer?
Even though EMG biofeedback has been used by clinicians with good success rates over the years, it has never so far been of a form which could maximize skill acquisition.  There are two chief reasons for the difficulty of using EMG biofeedback in treatment of neurologic injuries.  The first relates to the capacity of the EMG equipment to allow for effective, real-life paradigms.  Simple contraction and relaxation of a single muscle, or the contraction of an agonist and relaxation of an antagonist, while somewhat effective, are not allowing for  the kind of real-life time-restricted and goal-oriented types of muscle contraction and relaxation that must occur for any functional or skilled movement.  Goal-related movements such as reaching or grasping for instance, must be carried out in a timely manner.  This functionality we refer to as the ability to execute time restricted movements.

Secondly, a consideration of the scientific literature pertaining to the learning (or re-learning) of movements clearly indicates a requirement for an intensity and frequency of practice that has not been easily obtainable using traditional EMG biofeedback systems due to the rather mundane nature of the feedback (e.g. matching a line or tone) and the accompanying boredom on the part of the patient.

Careful consideration of these two main drawbacks of traditional EMG biofeedback systems led to the development of the EMG trainer.  The first problem of allowing for functional time-restricted movement training has been accomplished by allowing for the interface of either one or two channels of EMG with computer games.  The use of a video game environment for biofeedback, with its inherent requirement of time-sensitive responses, provides for a much more effective form of movement production and practice than the traditional form of feedback environment which simply called for the matching of a line or pattern on a screen.  Secondly, the requirement of frequent and intensive practice has been addressed by utilizing enjoyable and motivating computer games as the feedback environment.  Conventional EMG systems have not been goal-oriented enough to allow for or encourage the amount and quality of practice necessary for improvement.  In addition, by providing an option of using and amplifying the difference between two EMG signals, the EMG Trainer is able to provide a more effective type of feedback than other systems on the market.  For example, a client who is unable to produce enough EMG activity, or who because of co-contraction of agonist and antagonist (spasticity), is not able to benefit from conventional EMG biofeedback systems, can through the use of this option, effectively train to improve functional movement.

There are a number of other features of the EMG Trainer which make it particularly effective as a clinical tool.  The ease with which variables such as the individual gains of the neural inputs, the amount of sustained activity necessary to play the game, as well as game parameters such as ball speed and paddle size, can all be manipulated by the clinician provides a very flexible, adaptive and effective rehabilitation tool.  The result is training which is sensitive, progressive and measurable.

The EMG Trainer is ideal for clinic or for home training.  This powerful, interactive biofeedback system may also be used for dynamic muscle relaxation in pain syndromes, muscle imbalance or for specific muscle / joint training with post-surgical patients.
 
Neurogym EMG Trainer includes:
  • 2 channel EMG
  • Pre-amplified EMG sensors with multiple-use chrome surface electrodes
  • Software for motivational muscle training and assessments
  • 5 Video games coupled to EMG sensors for goal-oriented patient interaction
  • Extension leads for use with disposable electrodes
  • Computer, Dell Dimension, 15" monitor and HP-695 colour ink jet printer
$ 7,995
Accessories
  • Force plates, set of 2 for balance training
$ 350
Terms

  • Prices are FOB Almonte, Ontario, shipping charges extra.
  • GST and PST extra if applicable.
  • 5% discount for cash with order.
  • One year factory warranty.