Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978597
Joseph Orji, Amelia Hernandez, Biebelemabo Selema, Rita Orji
Virtual reality (VR) and augmented reality (AR) are known to offer an immersive environment that serves as a valuable tool in various domains such as education, health and wellness, and gaming. Due to its relevance in many areas, it is a technology worth exploring for promoting safety and security. This paper presents the results of a systematic review of the past 6 years of research (2016–2021) in the field of VR and AR for promoting safety and security. The goal is to (1) uncover the success and effectiveness of VR/AR technology in promoting safety and security, (2) identify the persuasive strategies employed in VR/AR for promoting safety and security, (3) uncover the limitations of existing AR/VR technology for promoting safety and security, and (4) discuss the prospects of VR/AR in promoting safety and security and recommend opportunities for future. To identify relevant papers, we searched 4 popular databases and screened them using a set of eligibility criteria included in the final review. The results showed that 26 of the papers indicated a successful outcome while 5 papers indicated a partially successful outcome with respect to promoting safety and security. Rehearsal and Self-monitoring strategies emerged as the most frequently used persuasive strategy in AR and VR applications for designs promoting safety and security.
{"title":"Virtual and Augmented Reality Applications for Promoting Safety and Security: A Systematic Review","authors":"Joseph Orji, Amelia Hernandez, Biebelemabo Selema, Rita Orji","doi":"10.1109/SEGAH54908.2022.9978597","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978597","url":null,"abstract":"Virtual reality (VR) and augmented reality (AR) are known to offer an immersive environment that serves as a valuable tool in various domains such as education, health and wellness, and gaming. Due to its relevance in many areas, it is a technology worth exploring for promoting safety and security. This paper presents the results of a systematic review of the past 6 years of research (2016–2021) in the field of VR and AR for promoting safety and security. The goal is to (1) uncover the success and effectiveness of VR/AR technology in promoting safety and security, (2) identify the persuasive strategies employed in VR/AR for promoting safety and security, (3) uncover the limitations of existing AR/VR technology for promoting safety and security, and (4) discuss the prospects of VR/AR in promoting safety and security and recommend opportunities for future. To identify relevant papers, we searched 4 popular databases and screened them using a set of eligibility criteria included in the final review. The results showed that 26 of the papers indicated a successful outcome while 5 papers indicated a partially successful outcome with respect to promoting safety and security. Rehearsal and Self-monitoring strategies emerged as the most frequently used persuasive strategy in AR and VR applications for designs promoting safety and security.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"38 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121011749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978572
K. Rathore, V. Sricharan, S. Preejith, M. Sivaprakasam
The explosion of unobtrusive wearable technology has made seamless data aggregation possible, ultimately improving preventive care and diagnosis. Amidst all these burgeoning data points, the respiratory rate remains a crucial descriptor of health, well-being, and performance. While the traditional modes of measurement are accurate, they remain impractical for long-term respiratory rate measurement in an ambulatory setting. Interestingly, respiratory rate can be estimated from physiological signals like Electrocardiogram, Photoplethysmogram, and accelerometer waveforms. While respiration rate estimation from these methods is accurate when the subject is at rest, the estimation is thrown off by motion artifacts and a relatively poor signal-to-noise ratio during ambulatory movement. Addressing this issue, this work presents a novel Deep Learning-based multitasking network that jointly predicts both respiratory rate and the respiratory waveform, thus aiding in an overall reduction in error scores during various activities, including walking, running, etc. Apart from comparisons against the previous state-of-the-art approaches, this work thoroughly discusses the practical aspects of adopting a Deep Learning approach during inference and briefly alludes to the tradeoff between time complexity, parameter counts, and accuracy. While the proposed approach improved overall estimation accuracy, it inevitably requires more parameters and runtime than a traditional approach.
{"title":"MRNet - A Deep Learning Based Multitasking Model for Respiration Rate Estimation in Practical Settings","authors":"K. Rathore, V. Sricharan, S. Preejith, M. Sivaprakasam","doi":"10.1109/SEGAH54908.2022.9978572","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978572","url":null,"abstract":"The explosion of unobtrusive wearable technology has made seamless data aggregation possible, ultimately improving preventive care and diagnosis. Amidst all these burgeoning data points, the respiratory rate remains a crucial descriptor of health, well-being, and performance. While the traditional modes of measurement are accurate, they remain impractical for long-term respiratory rate measurement in an ambulatory setting. Interestingly, respiratory rate can be estimated from physiological signals like Electrocardiogram, Photoplethysmogram, and accelerometer waveforms. While respiration rate estimation from these methods is accurate when the subject is at rest, the estimation is thrown off by motion artifacts and a relatively poor signal-to-noise ratio during ambulatory movement. Addressing this issue, this work presents a novel Deep Learning-based multitasking network that jointly predicts both respiratory rate and the respiratory waveform, thus aiding in an overall reduction in error scores during various activities, including walking, running, etc. Apart from comparisons against the previous state-of-the-art approaches, this work thoroughly discusses the practical aspects of adopting a Deep Learning approach during inference and briefly alludes to the tradeoff between time complexity, parameter counts, and accuracy. While the proposed approach improved overall estimation accuracy, it inevitably requires more parameters and runtime than a traditional approach.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122761752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978301
Avinash Gupta, J. Cecil, M. Pirela-Cruz, S. Kennison
In this paper, an innovative cyber-human based design approach developed for a VR based orthopedic surgical training simulator is presented. The paper focuses on throwing light on Human Centered Computing (HCC) principles in the design of VR based training environments. HCC principles such as affordance, visual density and cognitive load have been used during the design process. A novel concept of dynamic affordance which is defined as a function of comprehension of the elements of a virtual environment is also discussed in the paper. The orthopedic surgical procedure in focus is the condylar plating surgery which is performed to treat the fractures of femur. Three training environments are also elaborated in the paper which are developed at varying levels of difficulty focusing on various steps of the condylar plating surgery. Challenge scenarios were also developed to assess skills acquisition of the users along with the pre and post-test based knowledge assessments. Furthermore, multiple variants of the environments are designed to assess the impact of HCC factors such as dynamic affordance, visual density and cognitive load on the comprehension, skills acquisition, and knowledge acquisition of the users. The results from such assessment activities conducted at two medical hospitals are also presented in this paper.
{"title":"Identification of Human Centered Design Factors and their impact on Design of Cyber-Human training environments for orthopedic surgery","authors":"Avinash Gupta, J. Cecil, M. Pirela-Cruz, S. Kennison","doi":"10.1109/SEGAH54908.2022.9978301","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978301","url":null,"abstract":"In this paper, an innovative cyber-human based design approach developed for a VR based orthopedic surgical training simulator is presented. The paper focuses on throwing light on Human Centered Computing (HCC) principles in the design of VR based training environments. HCC principles such as affordance, visual density and cognitive load have been used during the design process. A novel concept of dynamic affordance which is defined as a function of comprehension of the elements of a virtual environment is also discussed in the paper. The orthopedic surgical procedure in focus is the condylar plating surgery which is performed to treat the fractures of femur. Three training environments are also elaborated in the paper which are developed at varying levels of difficulty focusing on various steps of the condylar plating surgery. Challenge scenarios were also developed to assess skills acquisition of the users along with the pre and post-test based knowledge assessments. Furthermore, multiple variants of the environments are designed to assess the impact of HCC factors such as dynamic affordance, visual density and cognitive load on the comprehension, skills acquisition, and knowledge acquisition of the users. The results from such assessment activities conducted at two medical hospitals are also presented in this paper.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124020423","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978581
Kate McNamara, A. P. Bó, A. McKittrick, G. Tornatore, S. Laracy, Mathilde R. Desselle
This paper presents a method that analyzes the frequency and duration of upper limb movement during rehabilitation using video games. In particular, an algorithm based on markerless motion capture employs a video recorded from behind the user to segment and classify elbow flexion and extension and shoulder abduction and rotation. The proposed method was evaluated in a study involving participants during burn rehabilitation. Within the implemented protocol, participants used two video games, namely Beatsaber when using an Oculus Quest virtual reality headset and Wii Sports when using a Nintendo Wii. The results demonstrate the feasibility to employ markerless motion capture in the clinical environment. Limitations of this method were also highlighted.
{"title":"Markerless Motion Capture System to Detect Upper Limb Movement during Rehabilitation using Video Games","authors":"Kate McNamara, A. P. Bó, A. McKittrick, G. Tornatore, S. Laracy, Mathilde R. Desselle","doi":"10.1109/SEGAH54908.2022.9978581","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978581","url":null,"abstract":"This paper presents a method that analyzes the frequency and duration of upper limb movement during rehabilitation using video games. In particular, an algorithm based on markerless motion capture employs a video recorded from behind the user to segment and classify elbow flexion and extension and shoulder abduction and rotation. The proposed method was evaluated in a study involving participants during burn rehabilitation. Within the implemented protocol, participants used two video games, namely Beatsaber when using an Oculus Quest virtual reality headset and Wii Sports when using a Nintendo Wii. The results demonstrate the feasibility to employ markerless motion capture in the clinical environment. Limitations of this method were also highlighted.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120909043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978562
C. Berry, Kok Wai Wong, Guanjin Wang, Shri M. Rai, M. F. Shiratuddin
Vaccine hesitancy and uptake have been important issues in controlling the current COVID-19 pandemic in many regions around the globe, but the increase in vaccination rates has been slow or even halted in some countries. Therefore, people who have hesitated in getting the vaccine need to be addressed. One driver influencing vaccination uptake is closing the knowledge gap among the public by equipping them with a deeper understanding of how a vaccine works inside our cells to activate the immune system and develop immunity. Viral immunology is highly conceptual and requires an appreciation of molecular biology in the cell. To give individuals an intuitive awareness of the operation of a mRNA-type virus vaccine for COVID-19, we designed and developed a Virtual Reality (VR) based serious game called ‘Cell Traveler’. Through this innovative VR serious game, the player can control and interact with a sequence of critical real-life events inside a cell triggered by the injected mRNA COVID-19 vaccine. In this paper, we describe the prototype of the ‘Cell Traveler’. We utilize the concepts of serious game to create an experience to encourage students and the public to develop deeper mRNA vaccine knowledge through a memorable and fun experience.
{"title":"How a mRNA COVID-19 Vaccine works inside a Cell: A Virtual Reality Serious Game","authors":"C. Berry, Kok Wai Wong, Guanjin Wang, Shri M. Rai, M. F. Shiratuddin","doi":"10.1109/SEGAH54908.2022.9978562","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978562","url":null,"abstract":"Vaccine hesitancy and uptake have been important issues in controlling the current COVID-19 pandemic in many regions around the globe, but the increase in vaccination rates has been slow or even halted in some countries. Therefore, people who have hesitated in getting the vaccine need to be addressed. One driver influencing vaccination uptake is closing the knowledge gap among the public by equipping them with a deeper understanding of how a vaccine works inside our cells to activate the immune system and develop immunity. Viral immunology is highly conceptual and requires an appreciation of molecular biology in the cell. To give individuals an intuitive awareness of the operation of a mRNA-type virus vaccine for COVID-19, we designed and developed a Virtual Reality (VR) based serious game called ‘Cell Traveler’. Through this innovative VR serious game, the player can control and interact with a sequence of critical real-life events inside a cell triggered by the injected mRNA COVID-19 vaccine. In this paper, we describe the prototype of the ‘Cell Traveler’. We utilize the concepts of serious game to create an experience to encourage students and the public to develop deeper mRNA vaccine knowledge through a memorable and fun experience.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"273 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121211321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978582
Rohan Jhangiani, Adrian Parrales, Daniel Chien, G. Wu, Sri Kurniawan, Aviv Elor
Amblyopia is the most common neurological eye disorder worldwide, decreasing vision in approximately 1–5% of the global population. To reduce this loss of visual acuity, occlusion therapy is often beneficial for people with Amblyopia, yet this conventional rehabilitation method often suffers from low compliance and adherence rates due to its repetitive nature. Immersive Virtual Reality (iVR) applied to occlusion therapy games has a unique potential to engage players and stimulate their visual acuity. Advances in modern untethered Head-Mounted Display (HMD) systems that increase the accessibility of iVR open up new opportunities for more significant serious games interventions with Amblyopia. To this end, this paper investigates Project Star Catcher, a novel serious iVR HMD exergame refactored as a short 3-minute gaze-based color-matching intervention, and examined the game's effects on the vision of adults with Amblyopia. We present a pilot study [N=51 adults with Amblyopia] that measures changes in LogMAR visual acuity between the serious game (moving a drone to catch shooting stars) vs placebo (moving a drone in an empty starry sky) and younger adults (under 39 years old) vs older adults (39+ years old) from a mean age split comparison between users. Our results suggest that 3-minutes of serious iVR gameplay with experiences such as Project Star Catcher can significantly improve near distance visual acuity by over a mean of 6.2 letters when compared to placebo. We also found that older adults improve their near-distance visual acuity seven times greater than younger adults from gameplay. This paper concludes with discussion and considerations on utilizing iVR HMD serious games for visual acuity and Amblyopia.
弱视是世界上最常见的神经性眼部疾病,全球约有1-5%的人口视力下降。为了减少这种视力损失,遮挡治疗通常对弱视患者有益,但由于其重复性,这种传统的康复方法往往具有较低的依从性和依从性。沉浸式虚拟现实(iVR)应用于闭塞治疗游戏具有独特的潜力,可以吸引玩家并刺激他们的视觉灵敏度。现代非系带头戴式显示器(HMD)系统的进步增加了iVR的可访问性,为弱视患者提供了更多重要的严肃游戏干预的新机会。为此,本文研究了《Project Star Catcher》,这是一款全新的严肃的iVR HMD游戏,它被重构为一个3分钟的基于凝视的颜色匹配干预,并研究了该游戏对弱视成人视力的影响。我们提出了一项试点研究[N=51名弱视成年人],测量了严肃游戏(移动无人机捕捉流星)与安慰剂(在空旷的星空中移动无人机)以及年轻人(39岁以下)与老年人(39岁以上)之间LogMAR视觉敏锐度的变化。我们的研究结果表明,与安慰剂相比,3分钟严肃的iVR游戏体验(如《Project Star Catcher》)可以显著提高近距离视力,平均提高6.2个字母。我们还发现,老年人通过游戏提高的近距离视力是年轻人的7倍。本文最后讨论了利用HMD严肃游戏治疗视力和弱视的问题。
{"title":"Towards a Gaze-Based Immersive Virtual Reality Game for Improving Visual Acuity with Amblyopia","authors":"Rohan Jhangiani, Adrian Parrales, Daniel Chien, G. Wu, Sri Kurniawan, Aviv Elor","doi":"10.1109/SEGAH54908.2022.9978582","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978582","url":null,"abstract":"Amblyopia is the most common neurological eye disorder worldwide, decreasing vision in approximately 1–5% of the global population. To reduce this loss of visual acuity, occlusion therapy is often beneficial for people with Amblyopia, yet this conventional rehabilitation method often suffers from low compliance and adherence rates due to its repetitive nature. Immersive Virtual Reality (iVR) applied to occlusion therapy games has a unique potential to engage players and stimulate their visual acuity. Advances in modern untethered Head-Mounted Display (HMD) systems that increase the accessibility of iVR open up new opportunities for more significant serious games interventions with Amblyopia. To this end, this paper investigates Project Star Catcher, a novel serious iVR HMD exergame refactored as a short 3-minute gaze-based color-matching intervention, and examined the game's effects on the vision of adults with Amblyopia. We present a pilot study [N=51 adults with Amblyopia] that measures changes in LogMAR visual acuity between the serious game (moving a drone to catch shooting stars) vs placebo (moving a drone in an empty starry sky) and younger adults (under 39 years old) vs older adults (39+ years old) from a mean age split comparison between users. Our results suggest that 3-minutes of serious iVR gameplay with experiences such as Project Star Catcher can significantly improve near distance visual acuity by over a mean of 6.2 letters when compared to placebo. We also found that older adults improve their near-distance visual acuity seven times greater than younger adults from gameplay. This paper concludes with discussion and considerations on utilizing iVR HMD serious games for visual acuity and Amblyopia.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121331491","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978560
J. Garcia, Juan Felipe Tenorio
Falls affect 1 in 3 seniors every year. This can lead to traumatic brain injuries, fractures, and even death. Being able to identify those at risk is imperative. In the past few years, game technologies such as the Xbox Kinect, Nintendo Wii, Dance Mats, among others, have shown to be very effective in discriminating fallers from non-fallers. In a prior study, the authors proposed a Virtual Reality-based system to assess the risk of falling in the senior community. In this paper, we explore the accuracy of this system by comparing it with a well-established fall risk assessment tool. More importantly, we also investigate the effects of using three different avatar visualization modes in delivering this test (top-down view, puppeteer view and first-person view). We hypothesized that: (1) the VR system would show high similarities to the original version of the test; and (2) altering the sense of presence of our subjects would allow them to fully immerse and concentrate on the assessment tasks resulting in more accurate diagnosis data. Results suggest that the proposed VR-based system was fairly accurate in computing the fall risk assessment test. Also, participants reported quicker reaction times in the VR system suggesting that the proposed tool offers higher levels of immersion and intuitiveness.
{"title":"Assessing the capabilities of the HTC Vive as a tool to assess the risk of falling in older people","authors":"J. Garcia, Juan Felipe Tenorio","doi":"10.1109/SEGAH54908.2022.9978560","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978560","url":null,"abstract":"Falls affect 1 in 3 seniors every year. This can lead to traumatic brain injuries, fractures, and even death. Being able to identify those at risk is imperative. In the past few years, game technologies such as the Xbox Kinect, Nintendo Wii, Dance Mats, among others, have shown to be very effective in discriminating fallers from non-fallers. In a prior study, the authors proposed a Virtual Reality-based system to assess the risk of falling in the senior community. In this paper, we explore the accuracy of this system by comparing it with a well-established fall risk assessment tool. More importantly, we also investigate the effects of using three different avatar visualization modes in delivering this test (top-down view, puppeteer view and first-person view). We hypothesized that: (1) the VR system would show high similarities to the original version of the test; and (2) altering the sense of presence of our subjects would allow them to fully immerse and concentrate on the assessment tasks resulting in more accurate diagnosis data. Results suggest that the proposed VR-based system was fairly accurate in computing the fall risk assessment test. Also, participants reported quicker reaction times in the VR system suggesting that the proposed tool offers higher levels of immersion and intuitiveness.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126223249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978305
Fiza Mughal, W. Raffe, Peter Stubbs, J. Garcia
Depression has become a growing concern over the recent years. Since the start of the COVID-19 pandemic, depression among all age groups has increased significantly. As mental health is often stigmatized among older aged people, it is less openly discussed or treated. We propose a mental health monitoring approach that limits explicit user interaction, using Fitbit smartwatch data to determine depressive tendencies in older-aged people. We analysed physiological user data extracted from a Fitbit Alta HR device and use this data to train a machine learning model to detect depressive tendencies. While this is not a diagnostic tool, the aim is to identify physiological signs early on and direct the user toward professional medical guidance and treatment. We trained 19 predictive models on our dataset, the gradient boosting regressor outperformed all other models. The best performing model achieved at R-square of 0.32 although most models were poorly performing. Due to the limited sample size, there is a risk of model overfitting. Although these preliminary results are promising for one model, they would need to be replicated in a larger sample of older people, who exhibit a wider range of depressive tendencies.
近年来,抑郁症已成为人们日益关注的问题。自2019冠状病毒病大流行开始以来,所有年龄组的抑郁症患者都显著增加。由于心理健康在老年人中经常被污名化,因此较少公开讨论或治疗。我们提出了一种限制显性用户交互的心理健康监测方法,使用Fitbit智能手表数据来确定老年人的抑郁倾向。我们分析了从Fitbit Alta HR设备中提取的生理用户数据,并使用这些数据来训练机器学习模型来检测抑郁倾向。虽然这不是一个诊断工具,但其目的是在早期识别生理症状,并指导用户进行专业的医疗指导和治疗。我们在我们的数据集上训练了19个预测模型,梯度增强回归器优于所有其他模型。虽然大多数模型表现不佳,但表现最好的模型达到了0.32的r平方。由于样本量有限,存在模型过拟合的风险。虽然这些初步结果对一个模型来说很有希望,但它们需要在更大的老年人样本中得到复制,因为老年人表现出更广泛的抑郁倾向。
{"title":"Towards depression monitoring and prevention in older populations using smart wearables: Quantitative Findings","authors":"Fiza Mughal, W. Raffe, Peter Stubbs, J. Garcia","doi":"10.1109/SEGAH54908.2022.9978305","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978305","url":null,"abstract":"Depression has become a growing concern over the recent years. Since the start of the COVID-19 pandemic, depression among all age groups has increased significantly. As mental health is often stigmatized among older aged people, it is less openly discussed or treated. We propose a mental health monitoring approach that limits explicit user interaction, using Fitbit smartwatch data to determine depressive tendencies in older-aged people. We analysed physiological user data extracted from a Fitbit Alta HR device and use this data to train a machine learning model to detect depressive tendencies. While this is not a diagnostic tool, the aim is to identify physiological signs early on and direct the user toward professional medical guidance and treatment. We trained 19 predictive models on our dataset, the gradient boosting regressor outperformed all other models. The best performing model achieved at R-square of 0.32 although most models were poorly performing. Due to the limited sample size, there is a risk of model overfitting. Although these preliminary results are promising for one model, they would need to be replicated in a larger sample of older people, who exhibit a wider range of depressive tendencies.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121016609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978593
Vítor M. Oliveira, Diogo Pereira, Bruno Oliveira, Pedro Morais, D. Duque, J. Vilaça, António H. J. Moreira
Traditional rehabilitation methods tend to be tedious and repetitive, not only for the patient but also for the physiotherapist. Moreover, the exercises require the therapist to manually move the patient's affected limb continuously through many repetitions, which can become tiresome. Currently, the integration of robotic systems in rehabilitation is very promising as robots can reduce the therapist's workload while ensuring repeatability and can increase the intensity of the exercises in a controlled manner. Also, the use of games and VR has been an attractive solution to motivate and increase the commitment of patients during extended periods of rehabilitation. This paper presents a framework that connects a robotic arm with the Unity3D game engine for robot assisted upper limb rehabilitation with game-based elements. The framework response time was tested in three network configurations with increased stress levels to verify if it is secure and robust for medical use. Results show that in the worst case, the framework's average delay is 80ms and reacts to communication errors at max 300ms. The framework shows that it is viable to integrate in a medical environment using a direct connection. Precautions need to be taken if it is placed in a public network, as results show that the more side-traffic there is, the higher and more unpredictable the response time becomes.
{"title":"A Robotic and Game-Based Framework for Assisted Upper Limb Rehabilitation","authors":"Vítor M. Oliveira, Diogo Pereira, Bruno Oliveira, Pedro Morais, D. Duque, J. Vilaça, António H. J. Moreira","doi":"10.1109/SEGAH54908.2022.9978593","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978593","url":null,"abstract":"Traditional rehabilitation methods tend to be tedious and repetitive, not only for the patient but also for the physiotherapist. Moreover, the exercises require the therapist to manually move the patient's affected limb continuously through many repetitions, which can become tiresome. Currently, the integration of robotic systems in rehabilitation is very promising as robots can reduce the therapist's workload while ensuring repeatability and can increase the intensity of the exercises in a controlled manner. Also, the use of games and VR has been an attractive solution to motivate and increase the commitment of patients during extended periods of rehabilitation. This paper presents a framework that connects a robotic arm with the Unity3D game engine for robot assisted upper limb rehabilitation with game-based elements. The framework response time was tested in three network configurations with increased stress levels to verify if it is secure and robust for medical use. Results show that in the worst case, the framework's average delay is 80ms and reacts to communication errors at max 300ms. The framework shows that it is viable to integrate in a medical environment using a direct connection. Precautions need to be taken if it is placed in a public network, as results show that the more side-traffic there is, the higher and more unpredictable the response time becomes.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125939878","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1109/SEGAH54908.2022.9978550
Daniel Rogerio de Matos Jorge Ferreira, Tiago Franca Melo de Lima, Gilda Aparecida de Assis, Eurico L. P. Ruivo, Bruno da Silva Rodrigues, A. G. Corrêa
The application of serious games in health has great potential, but it also presents some challenges. One of them is the effective combination of game design and development aspects with the therapeutic activities aimed at prevention, diagnosis, and motor rehabilitation. Aiming to help people with sensory-motor disabilities to acquire, recover or maintain their range of motion, wearable devices with sensors can be incorporated into the design to estimate and measure kinematic and dynamic parameters. The use of wearable technologies brings potential benefits in supporting therapeutic exercises but also increases the challenge, as it will require finding a proper balance between the particularities of the sensors, the game design, and the protocols established by health professionals. Many parameters associated with muscle biosignals, such as speed, joint angles, body gravity center, reaction forces, tremor, and overall progress of patients, can be obtained using wearable devices. However, their use combined with serious games for sensory-motor rehabilitation requires proper mapping of the signals acquired through the sensors into useful metrics to support therapists in treatment planning and monitoring the patient's evolution, and how both will be linked into the game design. In this paper, we present the conception of a framework to support the design of serious games controlled by wearable technologies that aim to assist healthcare professionals with sensory-motor skills rehabilitation of their patients.
{"title":"Design of exergames controlled by wearable devices for sensorimotor skills: a framework proposal","authors":"Daniel Rogerio de Matos Jorge Ferreira, Tiago Franca Melo de Lima, Gilda Aparecida de Assis, Eurico L. P. Ruivo, Bruno da Silva Rodrigues, A. G. Corrêa","doi":"10.1109/SEGAH54908.2022.9978550","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978550","url":null,"abstract":"The application of serious games in health has great potential, but it also presents some challenges. One of them is the effective combination of game design and development aspects with the therapeutic activities aimed at prevention, diagnosis, and motor rehabilitation. Aiming to help people with sensory-motor disabilities to acquire, recover or maintain their range of motion, wearable devices with sensors can be incorporated into the design to estimate and measure kinematic and dynamic parameters. The use of wearable technologies brings potential benefits in supporting therapeutic exercises but also increases the challenge, as it will require finding a proper balance between the particularities of the sensors, the game design, and the protocols established by health professionals. Many parameters associated with muscle biosignals, such as speed, joint angles, body gravity center, reaction forces, tremor, and overall progress of patients, can be obtained using wearable devices. However, their use combined with serious games for sensory-motor rehabilitation requires proper mapping of the signals acquired through the sensors into useful metrics to support therapists in treatment planning and monitoring the patient's evolution, and how both will be linked into the game design. In this paper, we present the conception of a framework to support the design of serious games controlled by wearable technologies that aim to assist healthcare professionals with sensory-motor skills rehabilitation of their patients.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127091357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}