Neurogym
EMG Trainer
Exploiting EMG Biofeedback
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Motivational Interactive Training
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PC Windows Environment Displays
(Operates in Windows 3.1,
95 and 98)
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Game-Type Exercises - Graded
Difficulty
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Speed Sensitive - Goal Oriented
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Very flexible and easy to use
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Neuromuscular Biofeedback Training
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Interfaces easily to third party
computer games
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Raw Waveform Monitoring
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Averaged (RMS) Waveform Monitoring
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Waveform/Results Logging and
Analysis
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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:
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EMG Trainer Programmable
Digital Signal Processor Card (requires one full-length ISA slot)
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2 EMG Series A Preamplifiers
fitted with stainless steel reusable electrodes
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2 ten foot durable preamplifier
cables
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6 Patient leads for use with
conventional Ag-AgCl snap type disposable electrodes
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Sample packet of disposable
EMG electrodes
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2 elastic preamplifier holding
straps with velcro clasps
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EMG Trainer for Windows Software
and User's manual
Flexible and Easy to Use Windows
Software
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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.
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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.
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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.
In the 2-channel PONG
configuration, the patient controls the position of the paddle with agonist/antagonist
function.
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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.
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Use EMG Signals to control various
games and tasks. With the EMG Trainer, biofeedback training is interactive,
challenging, goal-oriented and speed sensitive.
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View and analyze recordings
of processed waveforms. Recorded waveforms may also be easily
imported into spreadsheets.
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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:
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2 channel EMG
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Pre-amplified EMG sensors with
multiple-use chrome surface electrodes
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Software for motivational muscle
training and assessments
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5 Video games coupled to EMG
sensors for goal-oriented patient interaction
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Extension leads for use with
disposable electrodes
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Computer, Dell Dimension, 15"
monitor and HP-695 colour ink jet printer
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$ 7,995 |
Accessories
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Force plates, set of 2 for balance
training
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$ 350 |
Terms
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Prices are FOB Almonte, Ontario,
shipping charges extra.
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GST and PST extra if applicable.
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5% discount for cash with order.
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One year factory warranty.
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