Abstract

paper presents the evaluation and cross-validation of four pattern recognition classifiers, with the objective of finding the best one for classify surface electromyography (sEMG) signals combined with information extracted from videogame’s variables. The classifiers, a linear classifier, a quadratic classifier, a k-nearest-neighbor classifier, and a support vector machine, were computed on a data matrix created with the recorder signal collected from 12 subjects in a body interaction videogame that used a sEMG as a control strategy for upper limbs virtual rehabilitation. Although the classifiers of sEMG signal had a widespread study, there is not evidence of how to deal with the information of sEMG signals combined with game variables. The classification task is related with discern each subject as “good player” or “bad player”, looking to following the performance of the videogame’s users through the game sessions. A cross-validation of 10 iterations was computed, PCA and Relieff were used as feature extraction and selection methods. The evaluation was developed using the percentage of accuracy, defined as the well-predicted points. The best accuracy in the classification task was found using an SVM with a misclassification parameter of 400 and an RBF kernel regularization parameter of 60. Base on this result, the SVMs showed to be the appropriate classifier to be used on sEMG signal combined with videogame variables and should be implemented to follow the user’s performance.

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