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1.
Front Syst Neurosci ; 16: 999531, 2022.
Article in English | MEDLINE | ID: mdl-36341477

ABSTRACT

One of the most common types of models that helps us to understand neuron behavior is based on the Hodgkin-Huxley ion channel formulation (HH model). A major challenge with inferring parameters in HH models is non-uniqueness: many different sets of ion channel parameter values produce similar outputs for the same input stimulus. Such phenomena result in an objective function that exhibits multiple modes (i.e., multiple local minima). This non-uniqueness of local optimality poses challenges for parameter estimation with many algorithmic optimization techniques. HH models additionally have severe non-linearities resulting in further challenges for inferring parameters in an algorithmic fashion. To address these challenges with a tractable method in high-dimensional parameter spaces, we propose using a particular Markov chain Monte Carlo (MCMC) algorithm, which has the advantage of inferring parameters in a Bayesian framework. The Bayesian approach is designed to be suitable for multimodal solutions to inverse problems. We introduce and demonstrate the method using a three-channel HH model. We then focus on the inference of nine parameters in an eight-channel HH model, which we analyze in detail. We explore how the MCMC algorithm can uncover complex relationships between inferred parameters using five injected current levels. The MCMC method provides as a result a nine-dimensional posterior distribution, which we analyze visually with solution maps or landscapes of the possible parameter sets. The visualized solution maps show new complex structures of the multimodal posteriors, and they allow for selection of locally and globally optimal value sets, and they visually expose parameter sensitivities and regions of higher model robustness. We envision these solution maps as enabling experimentalists to improve the design of future experiments, increase scientific productivity and improve on model structure and ideation when the MCMC algorithm is applied to experimental data.

2.
JMIR Rehabil Assist Technol ; 8(1): e16054, 2021 Jan 19.
Article in English | MEDLINE | ID: mdl-33464221

ABSTRACT

BACKGROUND: Implementing exercises in the form of video games, otherwise known as exergaming, has gained recent attention as a way to combat health issues resulting from sedentary lifestyles. However, these exergaming apps have not been developed for exercises that can be performed in wheelchairs, and they tend to rely on whole-body movements. OBJECTIVE: This study aims to develop a mobile phone app that implements electromyography (EMG)-driven exergaming, to test the feasibility of using this app to enable people in wheelchairs to perform exergames independently and flexibly in their own home, and to assess the perceived usefulness and usability of this mobile health system. METHODS: We developed an Android mobile phone app (Workout on Wheels, WOW-Mobile) that senses upper limb muscle activity (EMG) from wireless body-worn sensors to drive 3 different video games that implement upper limb exercises designed for people in wheelchairs. Cloud server recordings of EMG enabled long-term monitoring and feedback as well as multiplayer gaming. Bench testing of data transmission and power consumption were tested. Pilot testing was conducted on 4 individuals with spinal cord injury. Each had a WOW-Mobile system at home for 8 weeks. We measured the minutes for which the app was used and the exergames were played, and we integrated EMG as a measure of energy expended. We also conducted a perceived usefulness and usability questionnaire. RESULTS: Bench test results revealed that the app meets performance specifications to enable real-time gaming, cloud storage of data, and live cloud server transmission for multiplayer gaming. The EMG sampling rate of 64 samples per second, in combination with zero-loss data communication with the cloud server within a 10-m range, provided seamless control over the app exergames and allowed for offline data analysis. Each participant successfully used the WOW-Mobile system at home for 8 weeks, using the app for an average of 146 (range 89-267) minutes per week with the system, actively exergaming for an average of 53% of that time (39%-59%). Energy expenditure, as measured by integrated EMG, was found to be directly proportional to the time spent on the app (Pearson correlation coefficient, r=0.57-0.86, depending on the game). Of the 4 participants, 2 did not exercise regularly before the study; these 2 participants increased from reportedly exercising close to 0 minutes per week to exergaming 58 and 158 minutes on average using the WOW-Mobile fitness system. The perceived usefulness of WOW-Mobile in motivating participants to exercise averaged 4.5 on a 5-point Likert scale and averaged 5 for the 3 participants with thoracic level injuries. The mean overall ease of use score was 4.25 out of 5. CONCLUSIONS: Mobile app exergames driven by EMG have promising potential for encouraging and facilitating fitness for individuals in wheelchairs who have maintained arm and hand mobility.

3.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 4583-4587, 2020 07.
Article in English | MEDLINE | ID: mdl-33019014

ABSTRACT

In the recent decade, mobile exergaming has emerged as a way to motivate physical activity and thereby increase fitness. It has been found that those which encourage social interaction and multiplayer gaming leads to better fitness outcomes than single player games [1]. However, none have yet to tailor exergames for people who use wheelchairs due to lower mobility impairment. We present a mobile exergaming and fitness tracking app in which the exergames are tailored toward people in wheelchairs and features a virtual community which allows social interaction through multiplayer gaming and leaderboard features. We hypothesized that users would find the multiplayer games more useful for improving fitness than the single player games. However, perceived usefulness survey results indicate overall satisfaction with the main design features but not a particular preference for the multiplayer gaming over single player gaming. Users overall found the app useful and easy to use, and the results provide indication that the virtual community created through the multiplayer feature of the mobile exergaming app does promote and enhance exercising.Clinical relevance- Multiplayer gaming was designed into a mobile fitness app to encourage exercise amongst individuals in wheelchairs. The virtual community created is expected to increase activity levels and its many associated health benefits in this community, promote a greater sense of belonging, and increase social participation.


Subject(s)
Video Games , Wheelchairs , Cloud Computing , Exercise , Humans , Interpersonal Relations
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