# Design of Exergaming Platform for Upper Limb Rehabilitation Using Surface Electromyography
## 6 Discussion  
The evaluation process yielded insightful conclusions, highlighting the strengths of the proposed approach and identifying areas for improvement. The interface designed  
Figure 8: Successful recognition rate comparison. Figure 7: Mean level completion times (in minutes) for each member of the respective groups. for health professionals was well received and praised for its ease of use and successful integration of essential functionality features. As for the exergame, the feedback from players, collected through questionnaires, was overwhelmingly positive. Notably, not a single respondent gave negative feedback, with the majority expressing positive to very positive experiences. The aspect that received the least praise was the audio presentation, including music and sound effects. At this stage, we utilized freely available resources due to budget constraints and a lack of production expertise within our team. However, recognizing the importance of this aspect with respect to user engagement, we plan to invest in professional sound design to address these shortcomings. Conversely, the usability of the game was considered to be its strongest point, indicating widespread approval among participants, despite minor problems encountered during gameplay. The issues identified indicate the necessary adjustments to the current design of the game. For example, interface components that convey critical exercise information--such as the completion of hold times or the number of repetitions remaining--could benefit from increased prominence through being larger in size and incorporating brighter colors to ensure immediate recognition by the player. Adjustments to the game logic were also suggested, such as introducing a delay before aborting an exercise attempt to allow for involuntary muscle spasms. These suggested changes underline a multi-faceted approach to refining the implementation of the game in several different but clearly outlined aspects. The differences in the completion times of the patients and healthy users can be attributed to two main factors. Firstly, the increased fatigue experienced by patients often leads to longer rest periods between exercise repetitions and sets. Secondly, frequent instances of movement recognition problems and premature termination of exercise repetitions were observed, often triggered by small palm movements during gestures. In addition to these findings, time tracking allows for the introduction of new features, such as the ability to compare individual completion times against the overall average, or the development of reward mechanisms based on completion times to encourage player effort and improve performance. The variation in gesture recognition rates is likely to be due to the weaker electrical signals produced by patients with neurological disorders, which affect the performance of the Myo armband. This suggests the need for specialized processing of electromyography signals to improve the user experience. Modifications to input and output data handling could be implemented through the local intermediary application, laying the groundwork for incorporating customized signal processing and efficient information transfer into the game. It is important to acknowledge some of the limitations of this study. The sample size of patients was not large enough to draw firm conclusions about the user experience. In addition, the limited duration of use of the game provided little insight into its long-term effectiveness as a rehabilitation tool. The inclusion of a control group performing traditional exercises to compare with the game users is also necessary for the assessment of the game's therapeutic potential. Future developments could include extending the health professional interface with additional functionality while maintaining the current framework. Targeted enhancements to the game to address the specific problems identified, as discussed above, could be pursued.