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一款趣味呼吸训练应用程序(Breeze 2)中作为输入方式的呼吸:开发与评估研究

Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study.

作者信息

Lukic Yanick Xavier, Teepe Gisbert Wilhelm, Fleisch Elgar, Kowatsch Tobias

机构信息

Centre for Digital Health Interventions, Department of Management, Technology, and Economics, ETH Zurich, Zurich, Switzerland.

Centre for Digital Health Interventions, Institute of Technology Management, University of St.Gallen, St.Gallen, Switzerland.

出版信息

JMIR Serious Games. 2022 Aug 16;10(3):e39186. doi: 10.2196/39186.

DOI:10.2196/39186
PMID:35972793
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9428773/
Abstract

BACKGROUND

Slow-paced breathing training can have positive effects on physiological and psychological well-being. Unfortunately, use statistics indicate that adherence to breathing training apps is low. Recent work suggests that gameful breathing training may help overcome this challenge.

OBJECTIVE

This study aimed to introduce and evaluate the gameful breathing training app Breeze 2 and its novel real-time breathing detection algorithm that enables the interactive components of the app.

METHODS

We developed the breathing detection algorithm by using deep transfer learning to detect inhalation, exhalation, and nonbreathing sounds (including silence). An additional heuristic prolongs detected exhalations to stabilize the algorithm's predictions. We evaluated Breeze 2 with 30 participants (women: n=14, 47%; age: mean 29.77, SD 7.33 years). Participants performed breathing training with Breeze 2 in 2 sessions with and without headphones. They answered questions regarding user engagement (User Engagement Scale Short Form [UES-SF]), perceived effectiveness (PE), perceived relaxation effectiveness, and perceived breathing detection accuracy. We used Wilcoxon signed-rank tests to compare the UES-SF, PE, and perceived relaxation effectiveness scores with neutral scores. Furthermore, we correlated perceived breathing detection accuracy with actual multi-class balanced accuracy to determine whether participants could perceive the actual breathing detection performance. We also conducted a repeated-measure ANOVA to investigate breathing detection differences in balanced accuracy with and without the heuristic and when classifying data captured from headphones and smartphone microphones. The analysis controlled for potential between-subject effects of the participants' sex.

RESULTS

Our results show scores that were significantly higher than neutral scores for the UES-SF (W=459; P<.001), PE (W=465; P<.001), and perceived relaxation effectiveness (W=358; P<.001). Perceived breathing detection accuracy correlated significantly with the actual multi-class balanced accuracy (r=0.51; P<.001). Furthermore, we found that the heuristic significantly improved the breathing detection balanced accuracy (F=6.23; P=.02) and that detection performed better on data captured from smartphone microphones than than on data from headphones (F=17.61; P<.001). We did not observe any significant between-subject effects of sex. Breathing detection without the heuristic reached a multi-class balanced accuracy of 74% on the collected audio recordings.

CONCLUSIONS

Most participants (28/30, 93%) perceived Breeze 2 as engaging and effective. Furthermore, breathing detection worked well for most participants, as indicated by the perceived detection accuracy and actual detection accuracy. In future work, we aim to use the collected breathing sounds to improve breathing detection with regard to its stability and performance. We also plan to use Breeze 2 as an intervention tool in various studies targeting the prevention and management of noncommunicable diseases.

摘要

背景

慢节奏呼吸训练对生理和心理健康有积极影响。遗憾的是,使用统计数据表明,呼吸训练应用程序的用户留存率较低。最近的研究表明,趣味性呼吸训练可能有助于克服这一挑战。

目的

本研究旨在介绍和评估趣味性呼吸训练应用程序Breeze 2及其新颖的实时呼吸检测算法,该算法支持应用程序的交互组件。

方法

我们通过使用深度迁移学习开发了呼吸检测算法,以检测吸气、呼气和非呼吸声音(包括静音)。另一种启发式方法延长了检测到的呼气,以稳定算法的预测。我们对30名参与者(女性:n = 14,47%;年龄:平均29.77岁,标准差7.33岁)进行了Breeze 2评估。参与者在有和没有耳机的情况下分两个阶段使用Breeze 2进行呼吸训练。他们回答了有关用户参与度(用户参与度量表简表[UES-SF])、感知有效性(PE)、感知放松效果和感知呼吸检测准确性的问题。我们使用Wilcoxon符号秩检验将UES-SF、PE和感知放松效果得分与中性得分进行比较。此外,我们将感知呼吸检测准确性与实际多类平衡准确性进行关联,以确定参与者是否能够感知实际的呼吸检测性能。我们还进行了重复测量方差分析,以研究在有无启发式方法以及对从耳机和智能手机麦克风捕获的数据进行分类时,呼吸检测在平衡准确性方面的差异。分析控制了参与者性别的潜在受试者间效应。

结果

我们的结果显示,UES-SF(W = 459;P <.001)、PE(W = 465;P <.001)和感知放松效果(W = 358;P <.001)的得分显著高于中性得分。感知呼吸检测准确性与实际多类平衡准确性显著相关(r = 0.51;P <.001)。此外,我们发现启发式方法显著提高了呼吸检测的平衡准确性(F = 6.23;P =.02),并且在从智能手机麦克风捕获的数据上的检测效果优于从耳机捕获的数据(F = 17.61;P <.001)。我们没有观察到任何显著的性别受试者间效应。在收集的音频记录上,没有启发式方法的呼吸检测达到了74%的多类平衡准确性。

结论

大多数参与者(28/30,93%)认为Breeze 2具有吸引力且有效。此外,从感知检测准确性和实际检测准确性来看,呼吸检测对大多数参与者来说效果良好。在未来的工作中,我们旨在利用收集到的呼吸声音来提高呼吸检测的稳定性和性能。我们还计划将Breeze 2用作各种针对非传染性疾病预防和管理研究的干预工具。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c559/9428773/ffd90180ce86/games_v10i3e39186_fig11.jpg
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