Delaney Gunnell

Ms. Delaney Gunnell

orcid

Research Focus & Metrics

Academic Career Length

2Years (2025-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
9 May 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Peter SmithPeter Smith
Peter Smith
MDMatt Dombrowski
Matt Dombrowski
VRViviana Rivera
Viviana Rivera
MPMaanya Pradeep
Maanya Pradeep
DGDelaney Gunnell
Delaney Gunnell
AMAlbert Manero
Albert Manero
A novel electromyography (EMG)-based wheelchair interface was developed that uses contractions from the temporalis muscle to control a wheelchair. To aid in the training process for users of this interface, a serious training game, Limbitless Journey, was developed to support patients. Amyotrophic Lateral Sclerosis (ALS) is a condition that causes progressive motor function loss, and while many people with ALS use wheelchairs as mobility devices, a traditional joystick-based wheelchair interface may become inaccessible as the condition progresses. Limbitless Journey simulates the wheelchair interface by utilizing the same temporalis muscle contractions for control of in-game movements, but in a low-stress learning environment. A usability study was conducted to evaluate the serious-game-based training platform. A major outcome of this study was qualitative data gathered through a concurrent think-aloud methodology. Three cohorts of five participants participated in the study. Audio recordings of participants using Limbitless Journey were transcribed, and a sentiment analysis was performed to evaluate user perspectives. The goal of the study was twofold: first, to perform a think-aloud usability study on the game; second, to determine whether accessible controls could be as effective as manual controls. The user comments were coded into the following categories: game environment, user interface interactions, and controller usability. The game environment category had the most positive comments, while the most negative comments were primarily related to usability challenges with the flexion-based controller. Interactions with the user interface were the main topic of feedback for improvement in future game versions. This game will be utilized in subsequent trials conducted at the facility to test its efficacy as a novel training system for the ALS population. The feedback collected will be implemented in future versions of the game to improve the training process.

20 May 2026 in JMIR Rehabilitation and Assistive Technologies
Verified
Journal Article
Open access
ALAbrianna Lalle
Abrianna Lalle
SMSamantha Migliore
Samantha Migliore
JSJeffrey Stevenson
Jeffrey Stevenson
EBEthan Bell
Ethan Bell
MPMaanya Pradeep
Maanya Pradeep
AMAlbert Manero
Albert Manero
Background: Lack of functionality is one factor that contributes to prosthetic rejection rates. Electromyographic upper limb prostheses are controlled through muscle contractions in the user’s residual limb. The incorporation of multigesture controls into a novel, in-house developed upper limb prosthesis requires users to differentiate between the strengths of muscle contractions to trigger programmed gestures. Little research exists on the limitations of expanding device capabilities. This expansion may lead to a decline in accuracy and perceived usability or an increase in training time and cognitive workload. Objective: This study aimed to determine the feasibility of implementing multiple gestures when learning electromyographic controls during a single training session. Methods: Participants with full upper extremity control were fitted with a Flex Controller, a surface electromyography device that measures muscle contraction. Contractions were visualized as peaks and calibrated through an adjustable scale on a tablet. A training app was developed in-house to test novice users on an electromyography control system. Users interacted with 1, 3, or 5 zones on the screen. Each horizontal zone represented a threshold required to trigger a distinct gesture on the prosthesis. The cohorts were labeled A1 (n=9), A2 (n=10), A3 (n=9), and B1 (n=26). Every participant completed 3 trials per arm, and each trial consisted of 15 randomized cues. Each cue was represented by a green color change, with 1 point earned after a successful peak. Collected outcomes included performance, the System Usability Scale, and the National Aeronautics and Space Administration Task Load Index. Results: Scores decreased significantly as zones increased (Kruskal-Wallis H3=24.9, P<.001). The mean scores were 15.0 (SD 0.0) for 1 zone, 9.1 (SD 1.1) for 3 zones, and 5.5 (SD 1.1) for 5 zones. Perceived usability, measured by System Usability Scale, showed modest omnibus difference across cohorts (Kruskal-Wallis H3=5.22, P=.16); however, a pairwise comparison showed the 5-gesture cohort rated usability lower than the progressive cohort (2-tailed Welch t11=–2.19, P=.05). The 5-gesture cohort rated the system lowest (mean 63.3, SD 16.2). Cognitive workload, assessed through the National Aeronautics and Space Administration Task Load Index, increased with the number of gestures. The performance subscale showed a significant omnibus difference across cohorts (Kruskal-Wallis H3=21.4, P<.001). Mean performance subscale scores were 84.4 (SD 14.7) for the single-gesture condition, 30.6 (SD 21.7) for the 5-gesture condition, and 44.2 (SD 21.2) for the progressive cohort, reflecting increasing perceived difficulty with more gestures. The sample size for quantitative analysis was 54. Conclusions: These findings support the implementation of progressive training for 3 gestures. Usability perceptions were the highest among the more complicated progressive cohort, which is likely related to perceived improvement. Progressively learning 3 gestures enables a balance between device capability, user intention, perceived usability, and cognitive workload.

1 December 2025 in JMIR Preprints
Verified
Preprint
Open access
ALAbrianna Lalle
Abrianna Lalle
SMSamantha Migliore
Samantha Migliore
JSJeffrey Stevenson
Jeffrey Stevenson
EBEthan Bell
Ethan Bell
MPMaanya Pradeep
Maanya Pradeep
AMAlbert Manero
Albert Manero
BACKGROUND Lack of functionality is one factor that contributes to prosthetic rejection rates. Electromyographic upper limb prostheses are controlled through muscle contractions in the user’s residual limb. The incorporation of multigesture controls into a novel, in-house developed upper limb prosthesis requires users to differentiate between the strengths of muscle contractions to trigger programmed gestures. Little research exists on the limitations of expanding device capabilities. This expansion may lead to a decline in accuracy and perceived usability or an increase in training time and cognitive workload. OBJECTIVE This study aimed to determine the feasibility of implementing multiple gestures when learning electromyographic controls during a single training session. METHODS Participants with full upper extremity control were fitted with a Flex Controller, a surface electromyography device that measures muscle contraction. Contractions were visualized as peaks and calibrated through an adjustable scale on a tablet. A training app was developed in-house to test novice users on an electromyography control system. Users interacted with 1, 3, or 5 zones on the screen. Each horizontal zone represented a threshold required to trigger a distinct gesture on the prosthesis. The cohorts were labeled A1 (n=9), A2 (n=10), A3 (n=9), and B1 (n=26). Every participant completed 3 trials per arm, and each trial consisted of 15 randomized cues. Each cue was represented by a green color change, with 1 point earned after a successful peak. Collected outcomes included performance, the System Usability Scale, and the National Aeronautics and Space Administration Task Load Index. RESULTS Scores decreased significantly as zones increased (Kruskal-Wallis H3=24.9, P<.001). The mean scores were 15.0 (SD 0.0) for 1 zone, 9.1 (SD 1.1) for 3 zones, and 5.5 (SD 1.1) for 5 zones. Perceived usability, measured by System Usability Scale, showed modest omnibus difference across cohorts (Kruskal-Wallis H3=5.22, P=.16); however, a pairwise comparison showed the 5-gesture cohort rated usability lower than the progressive cohort (2-tailed Welch t11=–2.19, P=.05). The 5-gesture cohort rated the system lowest (mean 63.3, SD 16.2). Cognitive workload, assessed through the National Aeronautics and Space Administration Task Load Index, increased with the number of gestures. The performance subscale showed a significant omnibus difference across cohorts (Kruskal-Wallis H3=21.4, P<.001). Mean performance subscale scores were 84.4 (SD 14.7) for the single-gesture condition, 30.6 (SD 21.7) for the 5-gesture condition, and 44.2 (SD 21.2) for the progressive cohort, reflecting increasing perceived difficulty with more gestures. The sample size for quantitative analysis was 54. CONCLUSIONS These findings support the implementation of progressive training for 3 gestures. Usability perceptions were the highest among the more complicated progressive cohort, which is likely related to perceived improvement. Progressively learning 3 gestures enables a balance between device capability, user intention, perceived usability, and cognitive workload.