We developed an application for Android™-based mobile devices that allows real-time electrocardiogram (ECG) monitoring and automated arrhythmia detection by analyzing ECG parameters. ECG data provided by pre-recorded files or acquired live by accessing a Shimmer™ sensor node via Bluetooth™ can be processed and evaluated. The application is based on the Pan-Tompkins algorithm for QRS-detection and contains further algorithm blocks to detect abnormal heartbeats. The algorithm was validated using the MIT-BIH Arrhythmia and MIT-BIH Supraventricular Arrhythmia databases. More than 99% of all QRS complexes were detected correctly by the algorithm. Overall sensitivity for abnormal beat detection was 89.5% with a specificity of 80.6%. The application is available for download and may be used for real-time ECG-monitoring on mobile devices.
Background: Fitness trackers and smart watches are frequently used to collect data in longitudinal medical studies. They allow continuous recording in real-life settings, potentially revealing previously uncaptured variabilities of biophysiological parameters and diseases. Adequate device accuracy is a prerequisite for meaningful research. Objective: This study aims to assess the heart rate recording accuracy in two previously unvalidated devices: Fitbit Charge 4 and Samsung Galaxy Watch Active2. Methods: Participants performed a study protocol comprising 5 resting and sedentary, 2 low-intensity, and 3 high-intensity exercise phases, lasting an average of 19 minutes 27 seconds. Participants wore two wearables simultaneously during all activities: Fitbit Charge 4 and Samsung Galaxy Watch Active2. Reference heart rate data were recorded using a medically certified Holter electrocardiogram. The data of the reference and evaluated devices were synchronized and compared at 1-second intervals. The mean, mean absolute error, mean absolute percentage error, Lin concordance correlation coefficient, Pearson correlation coefficient, and Bland-Altman plots were analyzed. Results: A total of 23 healthy adults (mean age 24.2, SD 4.6 years) participated in our study. Overall, and across all activities, the Fitbit Charge 4 slightly underestimated the heart rate, whereas the Samsung Galaxy Watch Active2 overestimated it (−1.66 beats per minute [bpm]/3.84 bpm). The Fitbit Charge 4 achieved a lower mean absolute error during resting and sedentary activities (seated rest: 7.8 vs 9.4; typing: 8.1 vs 11.6; laying down [left]: 7.2 vs 9.4; laying down [back]: 6.0 vs 8.6; and walking slowly: 6.8 vs 7.7 bpm), whereas the Samsung Galaxy Watch Active2 performed better during and after low- and high-intensity activities (standing up: 12.3 vs 9.0; walking fast: 6.1 vs 5.8; stairs: 8.8 vs 6.9; squats: 15.7 vs 6.1; resting: 9.6 vs 5.6 bpm). Conclusions: Device accuracy varied with activity. Overall, both devices achieved a mean absolute percentage error of just <10%. Thus, they were considered to produce valid results based on the limits established by previous work in the field. Neither device reached sufficient accuracy during seated rest or keyboard typing. Thus, both devices may be eligible for use in respective studies; however, researchers should consider their individual study requirements.
Running has a positive impact on human health and is an accessible sport for most people. There is high demand for tracking running performance and progress for amateurs and professionals alike. The parameters velocity and distance are thereby of main interest. In this work, we evaluate the accuracy of four algorithms, which calculate the stride velocity and stride length during running using data of an inertial measurement unit (IMU) placed in the midsole of a running shoe. The four algorithms are based on stride time, foot acceleration, foot trajectory estimation, and deep learning, respectively. They are compared using two studies: a laboratory-based study comprising 2377 strides from 27 subjects with 3D motion tracking as a reference and a field study comprising 12 subjects performing a 3.2-km run in a real-world setup. The results show that the foot trajectory estimation algorithm performs best, achieving a mean error of 0.032 ± 0.274 m/s for the velocity estimation and 0.022 ± 0.157 m for the stride length. An interesting alternative for systems with a low energy budget is the acceleration-based approach. Our results support the implementation decision for running velocity and distance tracking using IMUs embedded in the sole of a running shoe.
The interest in virtual and augmented reality exploded during the last two years. We propose the use of these systems in the field of sports by combining this technology with a local area radio-based localization technology. This allows for novel application scenarios using virtual environments in team-based sports, which are outlined in this work. We conducted an online survey among 227 athletes about the acceptance of virtual reality headsets for training in different kind of sport disciplines
Negative consequences of stress are a pervasive problem in our modern society. Recent developments in wearable lifestyle hardware have led to unobtrusive, sensor-packed, always-on devices that might finally be able to continuously monitor biosignals to detect, determine or even prevent stress or some of its negative outcomes. In this work, we give a concise overview of a majority of biosignals that are in some way relevant for stress classification and outline state-of-the-art machine learning algorithms for this task. Additionally, we provide a list of all recent wearables including an evaluation of their feasibility to implement such algorithms as well as directions to look for an assessment of the accuracy and validity of their recorded data with respect to stress tracking.
Stress or anxiety disorders are a growing problem in industrialized countries. Those can be effectively countered by several relaxation techniques which are more effective using biofeedback. Modern virtual reality hardware provides a high level of immersion to its users. This directly affects the feeling of presence. An increased feeling of presence may allow biofeedback mechanisms to work more effectively. We build on this idea and explore how different visualizations of a user's cardiac activity in a virtual environment can be used in biofeedback scenarios - and how effective they are. Using a state-of-the-art virtual reality headset, 14 participants were subjected to four different visualizations of their own heart rate (one control visualization and three experimental visualizations). In different experiments, we examined whether they were able to estimate their heart rate based on the visualization and whether we could influence it subconsciously. Furthermore, we used the AttrakDiff questionnaire to assess the usability and attractiveness of each of the four visualizations. For the three non-reference ones, we observed significant positively correlating changes in the heart rate between the real-time true representation of the heart rate and a simulated increased heart rate visualization with a mean magnitude of 1.96 ± 0.39 beats per minute. The results from the source and number estimation experiments and the questionnaire led to the conclusion that the most appealing and best working visualization for biofeedback is a synchronized modulation/modification of the virtual environment itself.