# User Training with Error Augmentation for Electromyogram-based Gesture Classification

arXiv: https://arxiv.org/abs/2309.07289 · HTML: https://mlsanity.com/paper/2309.07289/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 2 of its 32 references that are in the map.
- First posted on arXiv 13 Sep 2023.

## Builds on (most cited first, 2 of 2)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [CVXPY: A Python-Embedded Modeling Language for Convex Optimization](https://mlsanity.com/paper/1603.00943/) (2016)

## Built on by (most cited first, 1 of 1)

- [Fast and Expressive Gesture Recognition using a Combination-Homomorphic Electromyogram Encoder](https://mlsanity.com/paper/2311.14675/) (2023)

## Abstract (arXiv)

We designed and tested a system for real-time control of a user interface by extracting surface electromyographic (sEMG) activity from eight electrodes in a wrist-band configuration. sEMG data were streamed into a machine-learning algorithm that classified hand gestures in real-time. After an initial model calibration, participants were presented with one of three types of feedback during a human-learning stage: veridical feedback, in which predicted probabilities from the gesture classification algorithm were displayed without alteration, modified feedback, in which we applied a hidden augmentation of error to these probabilities, and no feedback. User performance was then evaluated in a series of minigames, in which subjects were required to use eight gestures to manipulate their game avatar to complete a task. Experimental results indicated that, relative to baseline, the modified feedback condition led to significantly improved accuracy and improved gesture class separation. These findings suggest that real-time feedback in a gamified user interface with manipulation of feedback may enable intuitive, rapid, and accurate task acquisition for sEMG-based gesture recognition applications.
