有说服力的智能手机应用程序的实时步态分类:构建文献并推动极限

Oliver S. Schneider, Karon E Maclean, Kerem Altun, Idin Karuei, Michael M. A. Wu
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引用次数: 15

摘要

说服性技术现在是移动的和上下文感知的。智能手机和其他专用设备中的加速度计信号的智能分析最近被用于对活动进行分类(例如,区分步行和骑自行车),以鼓励身体活动、可持续交通和其他社会目标。不幸的是,由于方法和问题领域的不同,结果会有很大的不同。本报告首先在一个新的框架内对目前的工作进行调查,突出各项研究之间的可比较特点;这提供了一个工具,通过它我们和其他人可以了解当前的艺术状态,并指导研究现有的差距。然后,我们提出了一个新的用户研究,定位在一个确定的差距中,通过一个具有挑战性的问题推动了当前成功的极限:15个类似和新颖的步态的实时分类,适用于几个有说服力的应用领域,专注于日益增长的运动游戏现象。当在6个不同的携带位置(不知道先验)中携带时,我们实现了所有15种步态的平均正确分类率为78.1%,每个参与者的分类器进行了最少的个性化训练。当缩小到四个步态和一个已知位置的子集时,这一比例提高到有个性化的92.2%和没有个性化的87.2%。最后,我们将我们的发现分组到设计指南中,并量化当算法针对已知位置和参与者进行训练时准确性的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time gait classification for persuasive smartphone apps: structuring the literature and pushing the limits
Persuasive technology is now mobile and context-aware. Intelligent analysis of accelerometer signals in smartphones and other specialized devices has recently been used to classify activity (e.g., distinguishing walking from cycling) to encourage physical activity, sustainable transport, and other social goals. Unfortunately, results vary drastically due to differences in methodology and problem domain. The present report begins by structuring a survey of current work within a new framework, which highlights comparable characteristics between studies; this provided a tool by which we and others can understand the current state-of-the art and guide research towards existing gaps. We then present a new user study, positioned in an identified gap, that pushes limits of current success with a challenging problem: the real-time classification of 15 similar and novel gaits suitable for several persuasive application areas, focused on the growing phenomenon of exercise games. We achieve a mean correct classification rate of 78.1% of all 15 gaits with a minimal amount of personalized training of the classifier for each participant when carried in any of 6 different carrying locations (not known a priori). When narrowed to a subset of four gaits and one location that is known, this improves to means of 92.2% with and 87.2% without personalization. Finally, we group our findings into design guidelines and quantify variation in accuracy when an algorithm is trained for a known location and participant.
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