Physical fatigue is a recurrent problem in running that negatively affects performance and leads to an increased risk of being injured. Identification and management of fatigue helps reducing such negative effects, but is presently commonly based on subjective fatigue measurements. Inertial sensors can record movement data continuously, allowing recording for long durations and extensive amounts of data. Here we aimed to assess if inertial measurement units (IMUs) can be used to distinguish between fatigue levels during an outdoor run with a machine learning classification algorithm trained on IMU-derived biomechanical features, and what is the optimal configuration to do so. Eight runners ran 13 laps of 400 m on an athletic track at a constant speed with 8 IMUs attached to their body (feet, tibias, thighs, pelvis, and sternum). Three segments were extracted from the run: laps 2–4 (no fatigue condition, Rating of Perceived Exertion (RPE) = 6.0 ± 0.0); laps 8–10 (mild fatigue condition, RPE = 11.7 ± 2.0); laps 11–13 (heavy fatigue condition, RPE = 14.2 ± 3.0), run directly after a fatiguing protocol (progressive increase of speed until RPE ≥ 16) that followed lap 10. A random forest classification algorithm was trained with selected features from the 400 m moving average of the IMU-derived accelerations, angular velocities, and joint angles. A leave-one-subject-out cross validation was performed to assess the optimal combination of IMU locations to detect fatigue and selected sensor configurations were considered. The left tibia was the most recurrent sensor location, resulting in accuracies ranging between 0.761 (single left tibia location) and 0.905 (all IMU locations). These findings contribute toward a balanced choice between higher accuracy and lower intrusiveness in the development of IMU-based fatigue detection devices in running.
3D printing of soft EMG sensing structures enables the creation of personalized sensing structures that can be potentially integrated in prosthetic, assistive and other devices. We developed and characterized flexible carbon-black doped TPU-based sEMG sensing structures. The structures are directly 3D-printed without the need for an additional post-processing step using a low-cost, consumer grade multi-material FDM printer. A comparison between the gold standard Ag/AgCl gel electrodes and the 3D-printed EMG electrodes with a comparable contact area shows that there is no significant difference in the EMG signals’ amplitude. The sensors are capable of distinguishing a variable level of muscle activity of the biceps brachii. Furthermore, as a proof of principle, sEMG data of a 3D-printed 8-electrode band are analyzed using a patten recognition algorithm to recognize hand gestures. This work shows that 3D-printed sEMG electrodes have great potential in practical applications.
1 January 2013 in Journal of NeuroEngineering and Rehabilitation
Current inertial motion capture systems are rarely used in biomedical applications. The attachment and connection of the sensors with cables is often a complex and time consuming task. Moreover, it is prone to errors, because each sensor has to be attached to a predefined body segment. By using wireless inertial sensors and automatic identification of their positions on the human body, the complexity of the set-up can be reduced and incorrect attachments are avoided.
Physical exercise (PE) is beneficial for both physical and psychological health aspects. However, excessive training can lead to physical fatigue and an increased risk of lower limb injuries. In order to tailor training loads and durations to the needs and capacities of an individual, physical fatigue must be estimated. Different measurement devices and techniques (i.e., ergospirometers, electromyography, and motion capture systems) can be used to identify physical fatigue. The field of biomechanics has succeeded in capturing changes in human movement with optical systems, as well as with accelerometers or inertial measurement units (IMUs), the latter being more user-friendly and adaptable to real-world scenarios due to its wearable nature. There is, however, still a lack of consensus regarding the possibility of using biomechanical parameters measured with accelerometers to identify physical fatigue states in PE. Nowadays, the field of biomechanics is beginning to open towards the possibility of identifying fatigue state using machine learning algorithms. Here, we selected and summarized accelerometer-based articles that either (a) performed analyses of biomechanical parameters that change due to fatigue in the lower limbs or (b) performed fatigue identification based on features including biomechanical parameters. We performed a systematic literature search and analysed 39 articles on running, jumping, walking, stair climbing, and other gym exercises. Peak tibial and sacral acceleration were the most common measured variables and were found to significantly increase with fatigue (respectively, in 6/13 running articles and 2/4 jumping articles). Fatigue classification was performed with an accuracy between 78% and 96% and Pearson’s correlation with an RPE (rate of perceived exertion) between r = 0.79 and r = 0.95. We recommend future effort toward the standardization of fatigue protocols and methods across articles in order to generalize fatigue identification results and increase the use of accelerometers to quantify physical fatigue in PE.
Sensing of the interaction forces at fingertips is of great value in assessment and rehabilitation therapy. Current force sensors are not compliant to the fingertip tissue and result in loss of touch sensation of the user. This work shows the development and characterization of a flexible fully-3D-printed piezoresistive shear and normal force sensor that uses the mechanical deformation of the finger tissue. Two prototypes of the sensing structure are evaluated using a finite element model and a measurement setup that applies normal and shear forces up to 10 N on a fingertip phantom placed inside the sensing structure, which is fixed to prevent slippage. Furthermore, the relation between strain (rate) and resistance of the conductive TPU, used for the strain gauges, is characterized. The applied normal and shear force components of the 3D-printed sensing structure can be partly separated. FEM analysis showed that the output of the sensor is largely related to the sensor geometry and location of the strain gauges. Furthermore, the conductive TPU that was used has a negative gauge factor for the strain range used in this study and might cause non-linear behaviors in the sensor output.
25 August 2022 in Foundations and Trends® in Human-Computer Interaction
With this monograph we introduce a new, systematic taxonomy of Sports Interaction Technology (Sports ITech) that defines a design space of existing and future work in this domain. We set the taxonomy in a context of our view on sport science and sports practice, target outcomes of sports and the underlying factors influencing them, and the role that sports technology plays to support sports science and practice. In that setting we systematically build and illustrate a taxonomy for the design space for Sports ITech as a sub-area of sports technologies, with specific attention for the adequate inclusion of knowledge from the sports sciences. We build on the basis of existing taxonomies and a vast body of literature from multiple domains of HCI, technology, sports science, and related work in Sports ITech, complemented with what we identified as obvious gaps in the literature. We finally share the conclusions after a discussion of the limitations of our work. The contributions of this monograph are as follows. First, we offer a description of a design space, exemplified through existing work in a way suitable to support designers, technologists, and sports people with a design mindset to design, deploy, and adapt Sports ITech. Second, we see this as a call to action to bring HCI and the sports sciences closer together in the new field of Sports Interaction Technology, to set a shared agenda for future developments. Third, we offer this as the collation of a reading guide and wayfinding support in the literature from the many underlying disciplines of Sports Interaction Technology.