Semi-supervised adaptation of upper-limb myoelectric pattern recognition prosthesis control through virtual gameplay.
Andru LiuMatthew L. ElwinZachary A. WrightPublished in: NER (2023)
Keyphrases
- pattern recognition
- semi supervised
- game play
- video games
- game playing
- semi supervised learning
- computer games
- serious games
- neural network
- image processing
- control system
- supervised learning
- virtual environment
- computer vision
- active learning
- multi view
- educational games
- learning tools
- labeled data
- learning experience
- virtual world
- user interface
- metadata
- artificial intelligence