Visual Data Exploration for Balance Quantification During Exergaming

Venustiano Soancatl, J. V. D. Gronde, C. Lamoth, N. Maurits, J. Roerdink
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引用次数: 4

Abstract

Recently, digital games controlled by real-time body movements (exergames) have been proposed as an innovative method to improve balance among older adults. One of the main challenges for exergames is to automatically quantify balance during game-play to adapt the game difficulty according to the skills of the player. Here we perform a multidimensional exploratory data analysis, using visualization and force plate data, to establish suitable measures for quantifying balance in real-time. Our visualizations provide quick insight and directions for further data exploration. They suggest that speed, curvature, the root mean square of the mediolateral displacement of the center of pressure, and a turbulence measure are the most promising measures for balance quantification. The next step is to apply the present techniques to data of whole body movements as recorded by devices such as Kinect, that are available for gameplay at home.
游戏平衡量化的可视化数据探索
最近,由实时身体运动控制的数字游戏(exergames)被提议作为一种创新的方法来改善老年人的平衡。exergame面临的主要挑战之一是在游戏过程中自动量化平衡,根据玩家的技能调整游戏难度。在这里,我们进行了多维的探索性数据分析,使用可视化和力板数据,建立合适的措施来实时量化平衡。我们的可视化为进一步的数据探索提供了快速的洞察力和方向。他们认为,速度、曲率、压力中心的中外侧位移的均方根和湍流测量是最有希望的平衡量化措施。下一步是将目前的技术应用于由Kinect等设备记录的全身运动数据,这些设备可以在家里玩游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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