首页> 外文OA文献 >Visual Data Exploration for Balance Quantification in Real-Time During Exergaming
【2h】

Visual Data Exploration for Balance Quantification in Real-Time During Exergaming

机译:锻炼过程中实时数据定量化的可视数据探索

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Unintentional injuries are among the ten leading causes of death in older adults; falls cause 60% of these deaths. Despite their effectiveness to improve balance and reduce the risk of falls, balance training programs have several drawbacks in practice, such as lack of engaging elements, boring exercises, and the effort and cost of travelling, ultimately resulting in low adherence. Exergames, that is, digital games controlled by body movements, have been proposed as an alternative to improve balance. One of the main challenges for exergames is to automatically quantify balance during game-play in order to adapt the game difficulty according to the skills of the player. Here we perform a multidimensional exploratory data analysis, using visualization techniques, to find useful measures for quantifying balance in real-time. First, we visualize exergaming data, derived from 400 force plate recordings of 40 participants from 20 to 79 years and 10 trials per participant, as heat maps and violin plots to get quick insight into the nature of the data. Second, we extract known and new features from the data, such as instantaneous speed, measures of dispersion, turbulence measures derived from speed, and curvature values. Finally, we analyze and visualize these features using several visualizations such as a heat map, overlapping violin plots, a parallel coordinate plot, a projection of the two first principal components, and a scatter plot matrix. Our visualizations and findings suggest that heat maps and violin plots can provide quick insight and directions for further data exploration. The most promising measures to quantify balance in real-time are speed, curvature and a turbulence measure, because these measures show age-related changes in balance performance. The next step is to apply the present techniques to data of whole body movements as recorded by devices such as Kinect.
机译:意外伤害是老年人死亡的十大主要原因之一;跌倒造成这些死亡的60%。尽管平衡训练计划有效地改善了平衡并降低了跌倒的风险,但在实践中仍存在一些缺陷,例如缺乏参与元素,无聊的锻炼以及旅行的努力和成本,最终导致依从性差。已经提出了Exergames,即由身体运动控制的数字游戏,作为改善平衡的替代方法。 exergames的主要挑战之一是在游戏过程中自动量化平衡,以便根据玩家的技能适应游戏难度。在这里,我们使用可视化技术执行多维探索性数据分析,以找到有用的措施来实时量化余额。首先,我们将锻炼数据可视化,这些数据来自热力图和小提琴图,这些数据来自20位到79岁的40位参与者的400张力板记录,每位参与者10次试验,以快速了解数据的本质。其次,我们从数据中提取已知的和新的特征,例如瞬时速度,色散量度,从速度得出的湍流量度和曲率值。最后,我们使用几种可视化方法来分析和可视化这些特征,例如热图,重叠的小提琴图,平行坐标图,两个第一主成分的投影以及散布图矩阵。我们的可视化和发现表明,热图和小提琴图可以为进一步的数据探索提供快速的见识和方向。实时量化平衡的最有希望的措施是速度,曲率和湍流措施,因为这些措施显示出与年龄相关的平衡性能变化。下一步是将本技术应用于诸如Kinect之类的设备记录的全身运动数据。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号