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1.
Sensors (Basel) ; 22(3)2022 Feb 01.
Artigo em Inglês | MEDLINE | ID: mdl-35161862

RESUMO

Long-term monitoring of real-life physical activity (PA) using wearable devices is increasingly used in clinical and epidemiological studies. The quality of the recorded data is an important issue, as unreliable data may negatively affect the outcome measures. A potential source of bias in PA assessment is the non-wearing of a device during the expected monitoring period. Identification of non-wear time is usually performed as a pre-processing step using data recorded by the accelerometer, which is the most common sensor used for PA analysis algorithms. The main issue is the correct differentiation between non-wear time, sleep time, and sedentary wake time, especially in frail older adults or patient groups. Based on the current state of the art, the objectives of this study were to (1) develop robust non-wearing detection algorithms based on data recorded with a wearable device that integrates acceleration and temperature sensors; (2) validate the algorithms using real-world data recorded according to an appropriate measurement protocol. A comparative evaluation of the implemented algorithms indicated better performances (99%, 97%, 99%, and 98% for sensitivity, specificity, accuracy, and negative predictive value, respectively) for an event-based detection algorithm, where the temperature sensor signal was appropriately processed to identify the timing of device removal/non-wear.


Assuntos
Comportamento Sedentário , Dispositivos Eletrônicos Vestíveis , Idoso , Algoritmos , Humanos , Sono , Temperatura
2.
Artigo em Inglês | MEDLINE | ID: mdl-33345045

RESUMO

Falls in older adults are a serious threat to their health and independence, and a prominent reason for institutionalization. Incorrect weight shifts and poor executive functioning have been identified as important causes for falling. Exergames are increasingly used to train both balance and executive functions in older adults, but it is unknown how game characteristics affect the movements of older adults during exergaming. The aim of this study was to investigate how two key game elements, game speed, and the presence of obstacles, influence movement characteristics in older adults playing a balance training exergame. Fifteen older adults (74 ± 4.4 years) played a step-based balance training exergame, designed specifically for seniors to elicit weight shifts and arm stretches. The task consisted of moving sideways to catch falling grapes and avoid obstacles (falling branches), and of raising the arms to catch stationary chickens that appeared above the avatar. No steps in anterior-posterior direction were required in the game. Participants played the game for eight 2 min trials in total, at two speed settings and with or without obstacles, in a counterbalanced order across participants. A 3D motion capture system was used to capture position data of 22 markers fixed to upper and lower body. Calculated variables included step size, step frequency, single leg support, arm lift frequency, and horizontal trunk displacement. Increased game speed resulted in a decrease in mean single support time, step size, and arm lift frequency, and an increase in cadence, game score, and number of error messages. The presence of obstacles resulted in a decrease in single support ratio, step size, cadence, frequency of arm lifts, and game score. In addition, step size increased from the first to the second trial repetition. These results show that both game speed and the presence of obstacles influence players' movement characteristics, but only some of these effects are considered beneficial for balance training whereas others are detrimental. These findings underscore that an informed approach is necessary when designing exergames so that game settings contribute to rather than hinder eliciting the required movements for effective balance training.

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