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Evaluation of a personalized coaching system for physical activity: user appreciation and adherence 对体育活动的个性化指导系统的评估:用户的欣赏和坚持
J. Mollee, A. Middelweerd, S. T. Velde, M. Klein
Physical inactivity is an increasingly serious global health problem, which implies a strong need for effective and engaging interventions. Smartphone technology offers new possibilities to address physical activity promotion. For app-based interventions to have an impact, both the effectiveness and user appreciation of the app are important. In this paper, we explore the user appreciation of the Active2Gether intervention, which offers personalized coaching to increase physical activity levels in daily life. The results are compared to the evaluation of a simplified version of the Active2Gether app (in which no coaching messages are sent) and the Fitbit app. Overall, the results reveal that users of a physical activity app appreciate a coaching feature to be included (on top of self-monitoring functionalities), but are also critical of how it is implemented (in terms of the number and content of the messages). The results also show that it is important to find a balance in the number of messages sent: too many messages seem to be perceived as annoying, but on the other hand, such system-initiated user interaction seems to reduce dropout.
缺乏身体活动是一个日益严重的全球健康问题,这意味着迫切需要采取有效和引人入胜的干预措施。智能手机技术为促进体育活动提供了新的可能性。为了让基于应用程序的干预产生影响,应用程序的有效性和用户对应用程序的欣赏都很重要。在本文中,我们探讨了用户对active2together干预的欣赏程度,该干预提供个性化指导,以增加日常生活中的身体活动水平。研究人员将这些结果与active2together应用程序的简化版本(没有发送任何指导信息)和Fitbit应用程序的评估结果进行了比较。总体而言,结果显示,体育活动应用程序的用户喜欢包含指导功能(在自我监控功能之上),但对其实现方式(就信息的数量和内容而言)也持批评态度。结果还表明,在发送的消息数量中找到一个平衡是很重要的:消息太多似乎会被认为是令人讨厌的,但另一方面,这种系统发起的用户交互似乎可以减少辍学率。
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引用次数: 13
Differences that matter: in-clinic communication challenges 重要的差异:临床沟通的挑战
F. Rajabiyazdi, Charles Perin, Jo Vermeulen, H. MacLeod, D. Gromala, M. Carpendale
We provide an integrated view of patients' and clinicians' perspectives on the communication challenges faced when patients present their medical issues to the clinicians. By combining the results of a literature review from both the HCI and medical literature with the results of clinician interviews explicitly about in-clinic communication issues, we are able to offer a more complete picture of these crucial in-clinic communication challenges. We discuss similarities and subtle but important differences between patients' and clinicians' perspectives. While patients and clinicians are often talking about the same issue, we found that they differ considerably in opinion and attitude. Drawing upon these subtle yet significant differences and ideas raised by the interviewed clinicians, we offer research suggestions for the design of future in-clinic communication tools.
当患者向临床医生提出医疗问题时,我们提供了患者和临床医生对沟通挑战的综合观点。通过将HCI和医学文献的文献综述结果与临床医生关于临床沟通问题的访谈结果相结合,我们能够更全面地了解这些关键的临床沟通挑战。我们讨论相似之处和微妙但重要的差异之间的患者和临床医生的观点。虽然患者和临床医生经常谈论同样的问题,但我们发现他们在观点和态度上存在很大差异。根据受访临床医生提出的这些细微但重要的差异和想法,我们为未来临床沟通工具的设计提供了研究建议。
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引用次数: 11
Detecting delays in motor skill development of children through data analysis of a smart play device 通过智能游戏设备的数据分析,检测儿童运动技能发展的延迟
Jörg Sander, A. D. Schipper, A. Brons, Svetlana Mironcika, Huub Toussaint, B. Schouten, B. Kröse
This paper describes experiments with a game device that was used for early detection of delays in motor skill development in primary school children. Children play a game by bi-manual manipulation of the device which continuously collects accelerometer data and game state data. Features of the data are used to discriminate between normal children and children with delays. This study focused on the feature selection. Three features were compared: mean squared jerk (time domain); power spectral entropy (fourier domain) and cosine similarity measure (quality of game play). The discriminatory power of the features was tested in an experiment where 28 children played games of different levels of difficulty. The results show that jerk and cosine similarity have reasonable discriminatory power to detect fine-grained motor skill development delays especially when taking the game level into account. Duration of a game level needs to be at least 30 seconds in order to achieve good classification results.
本文描述了一种用于早期发现小学生运动技能发展迟缓的游戏装置的实验。儿童通过双手动操作设备来玩游戏,该设备不断收集加速度计数据和游戏状态数据。数据的特征被用来区分正常儿童和有迟缓的儿童。本研究的重点是特征选择。比较了三个特征:均方抖动(时域);功率谱熵(傅里叶域)和余弦相似性度量(游戏玩法质量)。在一项实验中,28名儿童玩不同难度的游戏,测试了这些特征的区分能力。结果表明,抽搐和余弦相似度在检测精细的运动技能发展延迟方面具有合理的区分能力,特别是在考虑游戏水平的情况下。游戏时间水平需要至少30秒以达到良好的分类效果。
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引用次数: 7
Characteristics of basal heart rate during daily life: relationships with age, sex, and mean heart rate 日常生活中基础心率的特征:与年龄、性别和平均心率的关系
J. Hayano, Y. Yoshida, E. Yuda
Vast heart rate (HR) data during daily activities are being accumulated with widespread use of wearable sensors. To interpret the meaning of these HR data, the reference point of HR in individual subject is required. Although resting HR has been used for this purpose, the definition of resting HR has not been established and particularly, the effects of time of the day (circadian rhythm) on resting HR have not been considered. One of the other candidates for the reference point may be basal HR, i.e., the lowest HR in the day. In the present study, we therefore investigated the characteristics of basal HR by examining the effects of age and sex on basal HR and the occurrence time of basal HR during 24 h in 113,341 males and 140,332 females extracted from a 24-h Holter ECG database of the Allostatic State Mapping by Ambulatory ECG Repository (ALLSTAR). Although basal HR decreases with age until 20 yr old in both sexes, it increases slightly with advancing age thereafter. Although the clock time to reach basal HR appears between 02 and 05 h on average, it shows progress or delay depending on the time of life. The difference between 24-h mean and basal HR decrease linearly with age, suggesting that age-dependent decline in the increases in HR with daily activities can be detected by using basal HR as the reference point.
随着可穿戴传感器的广泛使用,日常活动中大量的心率(HR)数据正在积累。为了解释这些人力资源数据的意义,需要个体受试者的人力资源参考点。虽然静息HR已被用于此目的,但静息HR的定义尚未建立,特别是,一天中的时间(昼夜节律)对静息HR的影响尚未考虑。参考点的另一个候选点可能是基础HR,即一天中最低的HR。因此,在本研究中,我们从动态心电图库(ALLSTAR)的24小时动态心电图数据库中提取了113,341名男性和140,332名女性,通过检查年龄和性别对24小时基础心率和基础HR发生时间的影响,研究了基础HR的特征。尽管在20岁之前,两性的基础心率随年龄的增长而下降,但此后随着年龄的增长而略有增加。虽然达到基础心率的时钟时间平均在02 - 05小时之间,但它根据生命的时间显示出进展或延迟。24小时平均HR与基础HR之间的差异随着年龄的增长呈线性下降,表明可以通过基础HR作为参考点来检测HR随日常活动增加的年龄依赖性下降。
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引用次数: 2
Explicit exercise coaching for health promotion based on bio-mechanics and ontology engineering 基于生物力学和本体工程的健康促进显性运动指导
Zilu Liang, Takuichi Nishimura, Satoshi Nishimura
Effective exercise coaching is critical for helping people master the correct forms of movements in order to gain the benefit of exercise. However, the potential ambiguity of verbal instructions in exercise coaching may become a hindrance to effective coaching. This study proposes a framework to support explicit and objective exercise coaching. We first present the two components of the proposed framework: (1) quantifying the differences between the correct and the wrong forms of a movement using bio-mechanics, and (2) modelling the sequence of muscle and joint activation in the correct form using ontology engineering. We then provide two examples of applying the proposed framework to exercise coaching on two basic movements. The ultimate aim of the study is to reduce unnecessary injury and to improve the quality of coaching services in the context of health promotion.
有效的运动指导对于帮助人们掌握正确的运动形式以获得运动的好处至关重要。然而,运动指导中言语指示的潜在模糊性可能成为有效指导的障碍。本研究提出一个框架,以支持明确和客观的运动指导。我们首先提出了所提出的框架的两个组成部分:(1)使用生物力学量化运动的正确形式和错误形式之间的差异,(2)使用本体工程以正确形式建模肌肉和关节激活的序列。然后,我们提供了两个例子,应用所提出的框架,锻炼教练的两个基本动作。研究的最终目的是减少不必要的伤害,提高教练服务的质量在健康促进的背景下。
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引用次数: 1
Gamification mechanics for behavioral change: a systematic review and proposed taxonomy 行为改变的游戏化机制:系统回顾和建议分类
R. Hervás, David Ruiz-Carrasco, Tania Mondéjar, J. Bravo
In the last few years, gamification has been proven as an effective strategy to improve people's motivation and performance. Many authors have reported success examples of gamification in areas such as education, entertainment, health and business. This paper is focused on the use of gamification for health, specifically for the promotion of behavioral changes. Firstly, this paper describes a systematic review conducted to identify in the literature the gamification elements that are being used to promote behavioral change. The results of this systematic review evidence the broad terminology related to gamification elements, with different perspectives and levels of abstraction. Based on these results, a taxonomy for gamification mechanics has been proposed. The taxonomy identifies and classifies the most common gamification mechanics and relates them with psychological fundamentals on behavioral changes.
在过去的几年里,游戏化已经被证明是一种有效的策略,可以提高人们的积极性和表现。许多作者都报道了游戏化在教育、娱乐、健康和商业等领域的成功案例。本文主要关注游戏化在健康领域的应用,特别是在促进行为改变方面。首先,本文描述了一项系统综述,旨在识别文献中用于促进行为改变的游戏化元素。这一系统回顾的结果证明了与游戏化元素相关的广泛术语,具有不同的视角和抽象水平。基于这些结果,我们提出了游戏化机制的分类。该分类法确定并分类了最常见的游戏化机制,并将其与行为改变的心理基础联系起来。
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引用次数: 29
OpenTele+ for extending telemedicine with pervasive healthcare features OpenTele+用于扩展具有普遍医疗保健功能的远程医疗
S. Wagner, Esben Hunnerup
Telemedicine systems have achieved widespread adoption across the developed world. Telemedicine platforms could arguably benefit from increased access to pervasive computing features, such as context awareness and calm technology. This includes medication and activity trackers. The aim of this demo is to demonstrate the OpenTele platform and showcase how it may be easily extended with such pervasive computing features. Based on the CAMI and OpenTele+ projects, we demonstrate how this may be achieved.
远程医疗系统已在发达国家得到广泛采用。远程医疗平台可以从增加对普适计算功能的访问中获益,例如上下文感知和平静技术。这包括药物和活动追踪器。本演示的目的是演示OpenTele平台,并展示如何使用这种普及计算特性轻松扩展该平台。基于CAMI和OpenTele+项目,我们演示了如何实现这一目标。
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引用次数: 0
The design and evaluation of a body-sensing video game to foster empathy towards chronic pain patients 一种身体感应电子游戏的设计与评估,以培养对慢性疼痛患者的同理心
Xin Tong, Servet Ulas, Weina Jin, D. Gromala, Chris D. Shaw
Chronic Pain (CP) has been identified as a complex medical condition, one that is difficult for sufferers to articulate and for others to discern. This may interfere with the ability of a patient's family, friends and healthcare practitioners to understand what it is like to live with CP, or to even believe it exists. A reluctance by or ability of others to believe a CP patient may in turn exacerbate pain and sequelae common in CP, such as depression, frustration, stigma or social isolation. The goal of this research is to help foster empathy of what CP patients experience by designing and evaluating a body-sensing video game titled AS IF. In this game, players "inhabit" a virtual body or avatar of a CP patient. The virtual body simulates physical limitations and displays red areas meant to indicate painful areas. A pilot study with 15 participants was conducted. Results show that while not every aspect of the game proved successful, players had a significant increase in their willingness to help patients. This research demonstrates an approach that may help foster empathy towards CP patients through an embodied game simulation, and has design implications for future research and gameplay explorations.
慢性疼痛(CP)被认为是一种复杂的医疗状况,患者很难表达出来,其他人也很难辨别。这可能会干扰患者的家人、朋友和医疗保健从业人员理解患有CP是什么感觉,甚至相信它的存在。他人不愿相信或无法相信CP患者,可能反过来加剧CP常见的疼痛和后遗症,如抑郁、沮丧、耻辱或社会孤立。这项研究的目的是通过设计和评估一个名为AS IF的身体感应电子游戏来帮助培养对CP患者所经历的同理心。在这个游戏中,玩家“居住”在一个虚拟的身体或CP病人的化身中。虚拟身体模拟身体限制,并显示红色区域,表示疼痛区域。进行了一项有15名参与者的试点研究。结果显示,虽然并非游戏的每个方面都证明是成功的,但玩家帮助病人的意愿显著增加。该研究展示了一种方法,可以通过具身游戏模拟来帮助培养对CP患者的同理心,并对未来的研究和游戏玩法探索具有设计意义。
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引用次数: 10
Baby CROINC: an online, crowd-based, expert-curated system for monitoring child development Baby CROINC:一个在线的、以人群为基础的、由专家策划的监测儿童发展的系统
Ayelet Ben-Sasson, Eli Ben-Sasson, Kayla Jacobs, Eden Saig
Baby CROINC (CROwd INtelligence Curation) is an online early-childhood development tracker designed to be both personalized and objective. To meet these goals, we rely on Curated Crowd Intelligence (CCI), a process in which experts curate personalized inputs to connect with the crowd's aggregate data, providing parents with objective and personalized feedback on their children's development. In this paper, we describe Baby CROINC's design, with a focus on CCI, and assess the extent to which it meets its design goals of objectivity and personalization. In Baby CROINC, parents create a diary by adding developmental milestones to a timeline. Visual statistics are presented per milestone. Expert curators clarify, merge, and classify milestones which are new to the system. Diary personalization was evident through users' rich and diverse milestone choices, and by the continuous system increase in new canonical developmental concepts. Findings demonstrate the objectivity of the crowd-based percentiles extracted from Baby CROINC, based on consistency of developmental differences in preterm vs. fullterm and boys vs. girls with established research, and the correlation between medians reported in our system and those appearing on the U.S. Centers for Disease Control and Prevention's Milestones webpage.1 CCI led to a dramatic increase in users' ability to view crowd-based statistics, indicating that CCI is critical for enabling objectivity while maintaining personalization.
婴儿CROINC (CROwd INtelligence Curation)是一个在线的儿童早期发展跟踪器,旨在个性化和客观。为了实现这些目标,我们依靠策划人群情报(CCI),这是一个专家策划个性化输入的过程,将人群的汇总数据联系起来,为父母提供关于孩子发展的客观和个性化反馈。在本文中,我们描述了婴儿CROINC的设计,重点是CCI,并评估了它在多大程度上满足了客观性和个性化的设计目标。在婴儿CROINC中,父母通过在时间表上添加发展里程碑来创建日记。每个里程碑显示可视化统计数据。专家策展人对系统中的新里程碑进行澄清、合并和分类。日记个性化通过用户丰富多样的里程碑选择,以及新规范发展概念的不断系统增加而明显体现出来。研究结果证明了从婴儿CROINC中提取的以人群为基础的百分位数的客观性,该百分位数基于早产儿与足月、男孩与女孩的发育差异的一致性,以及我们系统中报告的中位数与美国疾病控制和预防中心里程碑网页上出现的中位数之间的相关性CCI极大地提高了用户查看基于人群的统计数据的能力,这表明CCI对于在保持个性化的同时实现客观性至关重要。
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引用次数: 12
Applying trajectory mining in medical image data 轨迹挖掘在医学图像数据中的应用
Roland Ellerweg, K. Hofer, A. Khromov, P. Voigt, S. Fischer
During evaluation of CT or MR images radiologists navigate through a volume in different orientations in order to detect a disease. While doing so, they leave a trail, which might hold valuable information for other clinicians. Unfortunately, current systems do not analyze this trail for certain motions or potential patterns. In this work we developed and implemented different strategies to infer the manifestation of a disease from the trail of inspection. Furthermore we evaluate the effectiveness of these strategies by conducting an experiment in which clinicians had to find a tumor in several cases. The results suggest that inferring suspicious areas from the trail is possible.
在评估CT或MR图像期间,放射科医生在不同方向上导航以检测疾病。在这样做的过程中,他们留下了一条线索,这可能为其他临床医生提供有价值的信息。不幸的是,目前的系统不能分析这条轨迹的某些运动或潜在模式。在这项工作中,我们制定并实施了不同的策略,从检查的痕迹中推断疾病的表现。此外,我们通过进行临床医生必须在几个病例中发现肿瘤的实验来评估这些策略的有效性。结果表明,从线索推断可疑区域是可能的。
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引用次数: 0
期刊
Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare
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