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Data-Driven Classification of Human Movements in Virtual Reality-Based Serious Games: Preclinical Rehabilitation Study in Citizen Science

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dc.contributor.author Ventura, Roni-Barak
dc.contributor.author Hughes, Kora-Stewart
dc.contributor.author Nov, Oded
dc.contributor.author Raghavan, Preeti
dc.contributor.author Ruiz-Marín, Manuel
dc.contributor.author Porfiri, Maurizio
dc.date.accessioned 2025-11-20T12:50:45Z
dc.date.available 2025-11-20T12:50:45Z
dc.date.issued 2022-01
dc.identifier.citation Barak Ventura R, Stewart Hughes K, Nov O, Raghavan P, Ruiz Marín M, Porfiri M. Data-Driven Classification of Human Movements in Virtual Reality-Based Serious Games: Preclinical Rehabilitation Study in Citizen Science. JMIR Serious Games. 10 de febrero de 2022;10(1):e27597.
dc.identifier.issn 2291-9279
dc.identifier.uri https://sms.carm.es/ricsmur/handle/123456789/21839
dc.description.abstract BACKGROUND: Sustained engagement is essential for the success of telerehabilitation programs. However, patients' lack of motivation and adherence could undermine these goals. To overcome this challenge, physical exercises have often been gamified. Building on the advantages of serious games, we propose a citizen science-based approach in which patients perform scientific tasks by using interactive interfaces and help advance scientific causes of their choice. This approach capitalizes on human intellect and benevolence while promoting learning. To further enhance engagement, we propose performing citizen science activities in immersive media, such as virtual reality (VR). OBJECTIVE: This study aims to present a novel methodology to facilitate the remote identification and classification of human movements for the automatic assessment of motor performance in telerehabilitation. The data-driven approach is presented in the context of a citizen science software dedicated to bimanual training in VR. Specifically, users interact with the interface and make contributions to an environmental citizen science project while moving both arms in concert. METHODS: In all, 9 healthy individuals interacted with the citizen science software by using a commercial VR gaming device. The software included a calibration phase to evaluate the users' range of motion along the 3 anatomical planes of motion and to adapt the sensitivity of the software's response to their movements. During calibration, the time series of the users' movements were recorded by the sensors embedded in the device. We performed principal component analysis to identify salient features of movements and then applied a bagged trees ensemble classifier to classify the movements. RESULTS: The classification achieved high performance, reaching 99.9% accuracy. Among the movements, elbow flexion was the most accurately classified movement (99.2%), and horizontal shoulder abduction to the right side of the body was the most misclassified movement (98.8%). CONCLUSIONS: Coordinated bimanual movements in VR can be classified with high accuracy. Our findings lay the foundation for the development of motion analysis algorithms in VR-mediated telerehabilitation.
dc.language.iso eng
dc.publisher JMIR PUBLICATIONS, INC
dc.rights Atribución-NoComercial-SinDerivadas 3.0 España
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/3.0/es/ *
dc.title Data-Driven Classification of Human Movements in Virtual Reality-Based Serious Games: Preclinical Rehabilitation Study in Citizen Science
dc.type info:eu-repo/semantics/article
dc.identifier.pmid 35142629
dc.relation.publisherversion https://games.jmir.org/2022/1/e27597
dc.identifier.doi 10.2196/27597
dc.journal.title Jmir Serious Games


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