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Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game

The identification of attention deficit hyperactivity disorder (ADHD) in children, which is increasing every year worldwide, is very important for early diagnosis and treatment. However, since ADHD is not a simple disease that can be diagnosed with a simple test, doctors require a large period of ti...

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Autores principales: Lee, Wonjun, Lee, Deokwon, Lee, Sanghyub, Jun, Kooksung, Kim, Mun Sang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9824773/
https://www.ncbi.nlm.nih.gov/pubmed/36616844
http://dx.doi.org/10.3390/s23010246
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author Lee, Wonjun
Lee, Deokwon
Lee, Sanghyub
Jun, Kooksung
Kim, Mun Sang
author_facet Lee, Wonjun
Lee, Deokwon
Lee, Sanghyub
Jun, Kooksung
Kim, Mun Sang
author_sort Lee, Wonjun
collection PubMed
description The identification of attention deficit hyperactivity disorder (ADHD) in children, which is increasing every year worldwide, is very important for early diagnosis and treatment. However, since ADHD is not a simple disease that can be diagnosed with a simple test, doctors require a large period of time and substantial effort for accurate diagnosis and treatment. Currently, ADHD classification studies using various datasets and machine learning or deep learning algorithms are actively being conducted for the screening diagnosis of ADHD. However, there has been no study of ADHD classification using only skeleton data. It was hypothesized that the main symptoms of ADHD, such as distraction, hyperactivity, and impulsivity, could be differentiated through skeleton data. Thus, we devised a game system for the screening and diagnosis of children’s ADHD and acquired children’s skeleton data using five Azure Kinect units equipped with depth sensors, while the game was being played. The game for screening diagnosis involves a robot first travelling on a specific path, after which the child must remember the path the robot took and then follow it. The skeleton data used in this study were divided into two categories: standby data, obtained when a child waits while the robot demonstrates the path; and game data, obtained when a child plays the game. The acquired data were classified using the RNN series of GRU, RNN, and LSTM algorithms; a bidirectional layer; and a weighted cross-entropy loss function. Among these, an LSTM algorithm using a bidirectional layer and a weighted cross-entropy loss function obtained a classification accuracy of 97.82%.
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spelling pubmed-98247732023-01-08 Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game Lee, Wonjun Lee, Deokwon Lee, Sanghyub Jun, Kooksung Kim, Mun Sang Sensors (Basel) Article The identification of attention deficit hyperactivity disorder (ADHD) in children, which is increasing every year worldwide, is very important for early diagnosis and treatment. However, since ADHD is not a simple disease that can be diagnosed with a simple test, doctors require a large period of time and substantial effort for accurate diagnosis and treatment. Currently, ADHD classification studies using various datasets and machine learning or deep learning algorithms are actively being conducted for the screening diagnosis of ADHD. However, there has been no study of ADHD classification using only skeleton data. It was hypothesized that the main symptoms of ADHD, such as distraction, hyperactivity, and impulsivity, could be differentiated through skeleton data. Thus, we devised a game system for the screening and diagnosis of children’s ADHD and acquired children’s skeleton data using five Azure Kinect units equipped with depth sensors, while the game was being played. The game for screening diagnosis involves a robot first travelling on a specific path, after which the child must remember the path the robot took and then follow it. The skeleton data used in this study were divided into two categories: standby data, obtained when a child waits while the robot demonstrates the path; and game data, obtained when a child plays the game. The acquired data were classified using the RNN series of GRU, RNN, and LSTM algorithms; a bidirectional layer; and a weighted cross-entropy loss function. Among these, an LSTM algorithm using a bidirectional layer and a weighted cross-entropy loss function obtained a classification accuracy of 97.82%. MDPI 2022-12-26 /pmc/articles/PMC9824773/ /pubmed/36616844 http://dx.doi.org/10.3390/s23010246 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Lee, Wonjun
Lee, Deokwon
Lee, Sanghyub
Jun, Kooksung
Kim, Mun Sang
Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game
title Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game
title_full Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game
title_fullStr Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game
title_full_unstemmed Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game
title_short Deep-Learning-Based ADHD Classification Using Children’s Skeleton Data Acquired through the ADHD Screening Game
title_sort deep-learning-based adhd classification using children’s skeleton data acquired through the adhd screening game
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9824773/
https://www.ncbi.nlm.nih.gov/pubmed/36616844
http://dx.doi.org/10.3390/s23010246
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