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

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 exer...

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Autores principales: Soancatl Aguilar, Venustiano, J. van de Gronde, Jasper, J. C. Lamoth, Claudine, van Diest, Mike, M. Maurits, Natasha, B. T. M. Roerdink, Jos
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5279763/
https://www.ncbi.nlm.nih.gov/pubmed/28135284
http://dx.doi.org/10.1371/journal.pone.0170906
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author Soancatl Aguilar, Venustiano
J. van de Gronde, Jasper
J. C. Lamoth, Claudine
van Diest, Mike
M. Maurits, Natasha
B. T. M. Roerdink, Jos
author_facet Soancatl Aguilar, Venustiano
J. van de Gronde, Jasper
J. C. Lamoth, Claudine
van Diest, Mike
M. Maurits, Natasha
B. T. M. Roerdink, Jos
author_sort Soancatl Aguilar, Venustiano
collection PubMed
description 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.
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spelling pubmed-52797632017-02-17 Visual Data Exploration for Balance Quantification in Real-Time During Exergaming Soancatl Aguilar, Venustiano J. van de Gronde, Jasper J. C. Lamoth, Claudine van Diest, Mike M. Maurits, Natasha B. T. M. Roerdink, Jos PLoS One Research Article 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. Public Library of Science 2017-01-30 /pmc/articles/PMC5279763/ /pubmed/28135284 http://dx.doi.org/10.1371/journal.pone.0170906 Text en © 2017 Soancatl Aguilar et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Soancatl Aguilar, Venustiano
J. van de Gronde, Jasper
J. C. Lamoth, Claudine
van Diest, Mike
M. Maurits, Natasha
B. T. M. Roerdink, Jos
Visual Data Exploration for Balance Quantification in Real-Time During Exergaming
title Visual Data Exploration for Balance Quantification in Real-Time During Exergaming
title_full Visual Data Exploration for Balance Quantification in Real-Time During Exergaming
title_fullStr Visual Data Exploration for Balance Quantification in Real-Time During Exergaming
title_full_unstemmed Visual Data Exploration for Balance Quantification in Real-Time During Exergaming
title_short Visual Data Exploration for Balance Quantification in Real-Time During Exergaming
title_sort visual data exploration for balance quantification in real-time during exergaming
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5279763/
https://www.ncbi.nlm.nih.gov/pubmed/28135284
http://dx.doi.org/10.1371/journal.pone.0170906
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