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Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study

BACKGROUND: Slow-paced breathing training can have positive effects on physiological and psychological well-being. Unfortunately, use statistics indicate that adherence to breathing training apps is low. Recent work suggests that gameful breathing training may help overcome this challenge. OBJECTIVE...

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Autores principales: Lukic, Yanick Xavier, Teepe, Gisbert Wilhelm, Fleisch, Elgar, Kowatsch, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9428773/
https://www.ncbi.nlm.nih.gov/pubmed/35972793
http://dx.doi.org/10.2196/39186
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author Lukic, Yanick Xavier
Teepe, Gisbert Wilhelm
Fleisch, Elgar
Kowatsch, Tobias
author_facet Lukic, Yanick Xavier
Teepe, Gisbert Wilhelm
Fleisch, Elgar
Kowatsch, Tobias
author_sort Lukic, Yanick Xavier
collection PubMed
description BACKGROUND: Slow-paced breathing training can have positive effects on physiological and psychological well-being. Unfortunately, use statistics indicate that adherence to breathing training apps is low. Recent work suggests that gameful breathing training may help overcome this challenge. OBJECTIVE: This study aimed to introduce and evaluate the gameful breathing training app Breeze 2 and its novel real-time breathing detection algorithm that enables the interactive components of the app. METHODS: We developed the breathing detection algorithm by using deep transfer learning to detect inhalation, exhalation, and nonbreathing sounds (including silence). An additional heuristic prolongs detected exhalations to stabilize the algorithm’s predictions. We evaluated Breeze 2 with 30 participants (women: n=14, 47%; age: mean 29.77, SD 7.33 years). Participants performed breathing training with Breeze 2 in 2 sessions with and without headphones. They answered questions regarding user engagement (User Engagement Scale Short Form [UES-SF]), perceived effectiveness (PE), perceived relaxation effectiveness, and perceived breathing detection accuracy. We used Wilcoxon signed-rank tests to compare the UES-SF, PE, and perceived relaxation effectiveness scores with neutral scores. Furthermore, we correlated perceived breathing detection accuracy with actual multi-class balanced accuracy to determine whether participants could perceive the actual breathing detection performance. We also conducted a repeated-measure ANOVA to investigate breathing detection differences in balanced accuracy with and without the heuristic and when classifying data captured from headphones and smartphone microphones. The analysis controlled for potential between-subject effects of the participants’ sex. RESULTS: Our results show scores that were significantly higher than neutral scores for the UES-SF (W=459; P<.001), PE (W=465; P<.001), and perceived relaxation effectiveness (W=358; P<.001). Perceived breathing detection accuracy correlated significantly with the actual multi-class balanced accuracy (r=0.51; P<.001). Furthermore, we found that the heuristic significantly improved the breathing detection balanced accuracy (F(1,25)=6.23; P=.02) and that detection performed better on data captured from smartphone microphones than than on data from headphones (F(1,25)=17.61; P<.001). We did not observe any significant between-subject effects of sex. Breathing detection without the heuristic reached a multi-class balanced accuracy of 74% on the collected audio recordings. CONCLUSIONS: Most participants (28/30, 93%) perceived Breeze 2 as engaging and effective. Furthermore, breathing detection worked well for most participants, as indicated by the perceived detection accuracy and actual detection accuracy. In future work, we aim to use the collected breathing sounds to improve breathing detection with regard to its stability and performance. We also plan to use Breeze 2 as an intervention tool in various studies targeting the prevention and management of noncommunicable diseases.
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spelling pubmed-94287732022-09-01 Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study Lukic, Yanick Xavier Teepe, Gisbert Wilhelm Fleisch, Elgar Kowatsch, Tobias JMIR Serious Games Original Paper BACKGROUND: Slow-paced breathing training can have positive effects on physiological and psychological well-being. Unfortunately, use statistics indicate that adherence to breathing training apps is low. Recent work suggests that gameful breathing training may help overcome this challenge. OBJECTIVE: This study aimed to introduce and evaluate the gameful breathing training app Breeze 2 and its novel real-time breathing detection algorithm that enables the interactive components of the app. METHODS: We developed the breathing detection algorithm by using deep transfer learning to detect inhalation, exhalation, and nonbreathing sounds (including silence). An additional heuristic prolongs detected exhalations to stabilize the algorithm’s predictions. We evaluated Breeze 2 with 30 participants (women: n=14, 47%; age: mean 29.77, SD 7.33 years). Participants performed breathing training with Breeze 2 in 2 sessions with and without headphones. They answered questions regarding user engagement (User Engagement Scale Short Form [UES-SF]), perceived effectiveness (PE), perceived relaxation effectiveness, and perceived breathing detection accuracy. We used Wilcoxon signed-rank tests to compare the UES-SF, PE, and perceived relaxation effectiveness scores with neutral scores. Furthermore, we correlated perceived breathing detection accuracy with actual multi-class balanced accuracy to determine whether participants could perceive the actual breathing detection performance. We also conducted a repeated-measure ANOVA to investigate breathing detection differences in balanced accuracy with and without the heuristic and when classifying data captured from headphones and smartphone microphones. The analysis controlled for potential between-subject effects of the participants’ sex. RESULTS: Our results show scores that were significantly higher than neutral scores for the UES-SF (W=459; P<.001), PE (W=465; P<.001), and perceived relaxation effectiveness (W=358; P<.001). Perceived breathing detection accuracy correlated significantly with the actual multi-class balanced accuracy (r=0.51; P<.001). Furthermore, we found that the heuristic significantly improved the breathing detection balanced accuracy (F(1,25)=6.23; P=.02) and that detection performed better on data captured from smartphone microphones than than on data from headphones (F(1,25)=17.61; P<.001). We did not observe any significant between-subject effects of sex. Breathing detection without the heuristic reached a multi-class balanced accuracy of 74% on the collected audio recordings. CONCLUSIONS: Most participants (28/30, 93%) perceived Breeze 2 as engaging and effective. Furthermore, breathing detection worked well for most participants, as indicated by the perceived detection accuracy and actual detection accuracy. In future work, we aim to use the collected breathing sounds to improve breathing detection with regard to its stability and performance. We also plan to use Breeze 2 as an intervention tool in various studies targeting the prevention and management of noncommunicable diseases. JMIR Publications 2022-08-16 /pmc/articles/PMC9428773/ /pubmed/35972793 http://dx.doi.org/10.2196/39186 Text en ©Yanick Xavier Lukic, Gisbert Wilhelm Teepe, Elgar Fleisch, Tobias Kowatsch. Originally published in JMIR Serious Games (https://games.jmir.org), 16.08.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Lukic, Yanick Xavier
Teepe, Gisbert Wilhelm
Fleisch, Elgar
Kowatsch, Tobias
Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study
title Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study
title_full Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study
title_fullStr Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study
title_full_unstemmed Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study
title_short Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study
title_sort breathing as an input modality in a gameful breathing training app (breeze 2): development and evaluation study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9428773/
https://www.ncbi.nlm.nih.gov/pubmed/35972793
http://dx.doi.org/10.2196/39186
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