从运动运动的身体加速度计计算MET

B. Mortazavi, Nabil Alsharufa, S. Lee, M. Lan, M. Sarrafzadeh, Michael Chronley, C. Roberts
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引用次数: 18

摘要

使用加速计来估算能量消耗并作为锻炼的输入,这两种方法在全球肥胖流行的情况下越来越普遍。运动游戏需要显示能量消耗值来验证其结果,通常使用应用于一般日常生活活动的加速度计近似值。这项工作提出了一种方法来估计代谢当量的任务(MET)值达到当用户执行运动特定的运动。这显示了基于加速度的原始重力值,主动视频游戏所获得的热量消耗。结果表明,虽然监测整个身体的传感器融合可以获得最佳结果,但放置在最靠近运动主要位置的传感器可以最准确地接近每次活动所获得的MET以及所考虑的足球比赛所获得的总体MET。METs达到了接近7,该值被认为是实际的休闲足球游戏玩法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MET calculations from on-body accelerometers for exergaming movements
The use of accelerometers to approximate energy expenditure and serve as inputs for exergaming, have both increased in prevalence in response to the worldwide obesity epidemic. Exergames have a need to show energy expenditure values to validate their results, often using accelerometer approximations applied to general daily-living activities. This work presents a method for estimating the metabolic equivalent of task (MET) values achieved when users perform exergaming-specific movements. This shows the caloric expenditure achieved by active video games, based upon raw gravity values of accelerations. Results show that, while a fusion of sensors monitoring the entire body achieves the best results, sensors placed closest to the primary location of movement achieve the most accurate approximations to the METs achieved per activity as well as the overall MET achieved for the soccer exergame under consideration. The METs achieved approach 7, the value considered to be actual casual soccer game play.
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