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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Classification of Movement Quality in a Weight-Shifting Exercise</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vonstad</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Elise Klaebo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Xiaomeng</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vereijken</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Beatrix</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nilsen</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jan Harald</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kerstin</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Norwegian University of Science and Technology, Department of Computer Science</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Norwegian University of Science and Technology, Department of Neuromedicine and Movement Science</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>In exercise games, it is often possible to gain rewards, i.e. points, by only partly completing an intended movement, which can undermine the effect of using such games for exercise. To ensure usability and reliability of exergames, correct movements must be accurately identified. Aim of the current study was to evaluate performance of machine learning models in classifying weightshifting movements as correct or incorrect. Eleven healthy elderly (6 F) performed a stepping exercise in a correct (with weight shift) and an incorrect (without weight shift) version. A 3D Motion Capture (3DMoCap) system calculated joint center positions (JCPs); 2270 repetitions (1133 correct) were recorded. Random Forest (RF), k-Nearest Neighbor (k-NN) and Support Vector Machine (SVM) classification models were built. Evaluation: 10fold leave-one-group-out cross validation (CV), repeated for all persons. Results showed high accuracy and recall in all classifiers. Average accuracy and recall was RF = 0.989, k-NN = 0.949, SVM = 0.958. Highest was RF on all JCPs, and SVM on shoulder JCPs (both 0.996). Lowest was k-NN on ankle JCPs (0.879). This study shows that all three models can distinguish correct and incorrect repetitions with high accuracy and recall, also by using selected JCPs. RF consistently outperformed the other models.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Exercise games, or exergames, are games played on a
computer screen that use bodily movements as input to interact
with the game. This form of exercising is gaining
popularity and attention from both researchers and therapists. In
recent years, it has been shown that doing exercises elicited by
games is a more motivating and fun way of exercising than
conventional exercise programs, while being as effective as
conventional exercise when used in cooperation with
therapists [Nicholson et al., 2015], [Skjaeret et al., 2016]. This is
encouraging with respect to the increasing number of elderly
in the population, as we might utilize exergames as a tool to
promote self-management of exercise in people of older age.
Exergames for elderly might decrease the load on the health
care system in the coming years in two ways: by
preventing or reducing loss of independence due to reduced physical
function, and by empowering elderly to effectively exercise
without having to travel to a therapist or training center for
supervised exercise. Exergames are fun and motivating
partially because they provide additional, extrinsic motivation to
complete a movement – points or score in the game. Because
people have differences in their body shapes and sizes, the
game system needs to accept a wide variety in movements to
allow for different players to play the game. This also means
that in many situations, it is possible to gain points without
doing the complete exercise movement intended, or just doing
a small version of the movement, as reported in e.g. [Pasch
et al., 2009]. People quickly catch that this is possible: they
learn how to cheat. Such incorrectly performed exercise
repetitions undermine the effect of exergaming, as it might make
the quality of the exercise performed poorer and give lower
gains in skill or function than could be expected if the
exercise was performed correctly. Apart from being less
effective, this can also be dangerous as over-estimation of one’s
own skill is related to increased fall risk in elderly [Sakurai
et al., 2013]. For exergames to be effective and useful, it
is vital that they can accurately identify the performance of
an exercise repetition as being correct or incorrect. To
enable such classification, accurate tracking movement while
exergaming is a prerequisite. As the usability and accuracy of
different measurement devices varies, finding a trade-off that
gives a good enough measurement accuracy while being user
friendly is especially challenging. The gold standard for
motion capture accuracy, marker-based 3D Motion Capture (e.g.
Vicon Motion Systems Ltd) camera systems give very
accurate measurements of body movements, but are expensive,
require a fixed (laboratory) setting and expert users. Currently,
the most promising alternative measurement methods are the
marker-less time-of-flight (ToF)/depth camera systems such
as the Kinect v2 (Microsoft Inc), and inertial measurement
unit (IMU) systems such as the Xsens (Xsens Technologies
B.V.). These are easy to use, portable and low-cost, but do
not give as accurate full-body measurements as the
3DMoCap systems, especially when measuring hands and feet [van
Diest et al., 2014]. ToF camera systems usually utilize a
skeleton model based on the 3D cloud mapping of a person to
analyze movements, where joint center positions (JCPs) are
calculated and used in analyses. Using JCPs, it is possible to
represent the person being tracked with enough information
to identify different activities [Gaglio et al., 2015], analyze
postural stability [Dehbandi et al., 2017] or use the positions
as input to a video-based game [Shih et al., 2016]. The ToF
based systems show promising results regarding accuracy of
measuring torso/upper body movements, as their discrepancy
from a 3DMoCap system are reported to be within
acceptable ranges [Bonneche`re et al., 2014], [Matsen et al., 2016].
Still, others warn about limitations in measurements of
shoulder movements when comparing to goniometers [Huber et al.,
2015].</p>
      <p>The aim of the current study was to assess the performance
of ML classifiers. In order to capture the participants’
fullbody movements as accurately as possible, we used a
3DMoCap system to measure high-quality movement data to ensure
that the classification was performed on the actual movements
the participants performed. Furthermore, as JCPs is
commonly used in more user-friendly measurement devices, we
chose to use this as input to the classification model in the
current study, possibly allowing insight into whether data from
ToF/depth cameras could be used as input to classification
models in the future.</p>
      <p>As there are several ways to successfully classify the type
of movement being performed using machine learning, we
hypothesized that it is feasible to use learning algorithms to
analyze whole-body movement patterns to classify if a
detected movement was performed correctly or not. Thus, this
paper aims to investigate the classification performance of
three common classification algorithms on JCP 3DMoCap
data from a weight-shifting balance task in correct or
incorrect performances.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>In movement analysis, machine learning has been used
mostly on data from sensors that track persons outside of the
lab, as data from e.g. inertial measurement units is
challenging to analyze with traditional methods. ML analysis
methods have been used in for example activity recognition
[Mukhopadhyay, 2014], [Lara and Labrador, 2013], and in
identification of falls [Aziz et al., 2012] using data from
IMUs. Furthermore, IMUs have been used in classification
of movement performance in adults [Giggins et al., 2014],
although in this paper it only reached medium-to-good
classification accuracy. In [Yurtman and Barshan, 2014] a complete
system of movement detection and error classification
concerning movement amplitude was implemented using wired
IMUs to record movement during physiotherapy exercises,
with good results. One study used machine learning to
evaluate movement quality in exercises performed by children,
using smart-phone IMU sensors to measure movements and
using natural fatigue as a mechanism to produce wrong
performances [Carvalho and Furtado, 2016]. Lo Presti et al [Lo
Presti and La Cascia, 2016] showed a wide range of ML
methods being used on identification of human actions using
ToF/depth cameras, with good results, however not
reporting any studies that aimed to classify the quality of detected
movements. The use of ML methods on data from
3DMoCap measurement systems has also increased in recent years,
but is mostly used to identify human actions and not to assess
the quality of movements. For example, ML models were
successfully used to discriminate between f.e. jumping and
walking in a continuous stream of MoCap data [Kapsouras
and Nikolaidis, 2014]. To our knowledge, research is scarce
on automatic classification of movement quality measured
using high-quality JCP data obtained from 3DMoCap systems.</p>
    </sec>
    <sec id="sec-3">
      <title>Approach</title>
      <sec id="sec-3-1">
        <title>Data set</title>
        <p>
          As there are no open data sets containing labelled
weightshifting balance exercises, we conducted a data collection
to obtain a labelled training data set. Collection of time
series data was conducted November 2017 using a 10-camera,
100Hz, 3DMoCap system (Vicon Motion Systems Ltd).
Simultaneous ground reaction force (GRF) data was collected
using a 1000Hz force plate (Kistler Inc) embedded in the
floor, and digital video in sagittal view was recorded for
quality control purposes. Reflective markers were placed
according to the Plug-in-Gait full-body biomechanical model, with
head and hand markers excluded. Eleven participants were
recruited from local exercise groups for elderly. There were
6 females and 5 males, and mean age was 69.3 years (1SD
4.0). Participants performed two versions of a balance
exercise movement common in stroke rehabilitation
          <xref ref-type="bibr" rid="ref12 ref15 ref19 ref20">(as seen in
e.g. [Okubo et al., 2016])</xref>
          . Both versions had the same
starting position (Figure 1a), with both feet placed on the force
plate. The red arrow originating at the feet of the participant
represents the 3D ground reaction force (GRF). In the
“correct” performance of the movement, the right foot was placed
in front of the person, off the force plate, and body weight
was shifted over to the right foot while keeping the left foot
in contact with the force plate (as seen in Figure 1b, where
the remaining GRF on the left foot is small), before moving
the right foot back to the force plate. In the “incorrect”
version of the movement, the same step was performed, but the
person did not shift body weight over to the right foot when
they took the step (as seen in figure 1c, where the GRF on the
left foot is large). This movement pattern was chosen as they
are typical ways of performing this weight-shifting exercise
correctly and incorrectly, as described and demonstrated by a
physical therapist experienced in stroke rehabilitation.
Participants were instructed orally on how to perform these
movements with and without weight shift, but were encouraged to
move in a way that was natural to them. One repetition was
one completion of such a movement: from the moment the
person was standing in the starting position, through taking
the step, until the person had the right foot back in the starting
position. During one trial, 10 repetitions were completed in
sequence. Each round of 10 repetitions was performed three
times, producing a 3x10 block of repetitions to mimic a
normal sequence of exercising. To reduce risk of fatigue from
repeating the same movement many times during the test
session, test persons first performed two 3x10 block of
repetitions in the correct version of the movement, then had a
5minute break and completed two 3x10 blocks of the incorrect
version. This was then repeated so that each person
com(a) Start and end position
pleted 240 repetitions in total: 120 repetitions of each version
of the movement. Data from 11 persons were collected, with
one person only completing half of the test protocol. This
resulted in 2520 recorded repetitions.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Pre-processing and feature extraction</title>
        <p>Figure 2 shows the data processing model used to analyze
the data. Marker data was first quality checked in the Vicon
Nexus software, and missing position data from markers were
gap-filled using the built-in algorithms. JCP time series data
was extracted from the Plug-in-Gait biomechanical model.
Some repetitions were not included due to participants doing
a different movement (e.g. loss of balance, side-stepping), or
due to partial capture of repetitions at the beginning or end of
a trial. This resulted in JCP time series data from 2270
repetitions being included for further analysis, 1133 correct and
1137 incorrect. Statistical features from each JCP time
series were computed: these included mean, median, standard
deviation, sum, variance, minimum and maximum values.
Using the SciKit-Learn library [Pedregosa et al., 2012], the
data was split into training and test sets, where the
LeaveOne-Group-Out Cross-Validation (LOGOCV) method was
used to exclude data from one person and use as the test set
in each iteration. This is a suitable method in the exercise
domain, where it is likely that a model would be trained on
other people’s data than data from the current player being
evaluated for correct/incorrect repetitions.
3.4</p>
      </sec>
      <sec id="sec-3-3">
        <title>Classification models</title>
        <p>A random forest (RF, n estimators: 10) classifier, a k-nearest
neighbor (k-NN, k = 10) classifier and a support vector
machine (SVM, kernel = polynomial) classifier were trained and
tested, using the SciKit-Learn library, in each iteration of the
train-test-split. Hyperparameters were not tuned due to the
success of the initial parameter settings. Results were
obtained as confusion matrices, where accuracy and recall were
reported. Recall was chosen as a primary outcome measure
as it is vital in this setting, aside from overall accuracy.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>Table 1 shows average accuracy from all LOGOCV iterations
for classification of incorrect and correct repetitions by the
three classifiers. Overall, results show that all three
classification models achieve very high accuracy of around 95 % in
almost all classifications. The RF and SVM models achieved
the highest accuracies, with 99.6 % on shoulder JCPs and
all JCPs, respectively. Lowest accuracy was reached by the
k-NN model on data from ankle JCP, 87.9 %. Recall
results (Figure 3 &amp; 4) showed that all three models achieved
largely more than 90 % accuracy in both correct and
incorrect repetitions. Figure 3 shows recall for correct repetitions
by all classifiers, in each of the JCP selections. RF
consistently achieved &gt;95 % recall, being the most consistent in
the different JCP selections of the three models. Average
recall of correct repetitions was 98.9 % for RF, 94.4 % in k-NN
and 96.0 % in SVM. The SVM model performed best of the
three on recall of correct repetitions on data from all JCPs,
but also had the most variable performance in the other JCP
selections. K-NN reached around 95 % on all JCP selections
except in ankle JCPs, where it was the overall worst
performing model of the three. Figure 4 shows recall accuracy for
incorrect repetitions by all classifiers, in each of the JCP
selections. Again, RF is most consistent with an average of
99.0 %, while k-NN and SVM achieved 95.2 % and 95.6 %,
respectively. k-NN had the lowest recall of all models in all
JCPs for incorrect repetitions, with 85.8 % in data from
ankle JCPs. All three models had the highest recall when using
data from all JCPs, although recall from using JCP selections,
especially shoulder JCPs, was also high.</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>
        This paper aimed to evaluate the performance of three ML
classification models in classifying correctly and incorrectly
performed repetitions of a weight-shifting exercise, using
JCPs measured with a 3DMoCap system. Performance of
Random Forest, K-Nearest Neighbor and a Support Vector
Machine was evaluated. Results indicated that all three
models are able to distinguish between incorrect and correct
repetitions with high accuracy and recall (with an average
accuracy of 98.9 %, 94.9 % and 95.5 %, respectively). Results
from the current study are similar to those seen in [Gaglio
et al., 2015] and in [Liu et al., 2017], where novel
methods were used to classify activities using JCPs from Kinect,
outperforming other approaches on the same data set.
However, these results are not directly comparable to results in
the current study, as the mentioned studies are not concerned
with movement quality but with movement type. Compared
to other studies on movement quality
        <xref ref-type="bibr" rid="ref2 ref21 ref22 ref6 ref8">(e.g. [Giggins et al.,
2014], [Yurtman and Barshan, 2014])</xref>
        , which are based on
data from IMUs, the achieved accuracy in the current study
is higher. This is possibly an effect of the movements in
this study being instructed, and that the movements in these
other studies are more complex and varied. Also, the IMU
data might not represent the movements as accurately as the
3DMoCap data does. Using all JCPs in the classification
reached marginally higher accuracy than using any of the JCP
selections, as seen in Table 1. The RF model was consistently
slightly more accurate than the other two models, for both
accuracy and recall. In light of the issue of avoiding in-game
rewards for incorrect performance, recall of incorrect
repetitions is a vital score here. The RF model achieved &gt;95
% recall in all JCP selections. The k-NN and SVM models
also achieved high recall, but were not as consistent in JCP
selections as the RF model. Other studies using JCPs
typically use all joints, or only joints that are tracked with good
accuracy during the whole capture, as seen in [Gaglio et al.,
2015]. Therefore, the results from classification of movement
quality using JCP selections in the current study might not
be comparable to results from selected JCPs in other
studies. Results also reflect that the data from incorrect and
correct repetitions were very different, as all three models
accurately distinguished between them. The oral instructions
might have contributed to this, as the instructions probably
influenced the movement patterns. Spontaneous, natural
movements might be more variable than what was seen in this data
set. Also, the correct movements were performed with more
upper-body movement towards the stepping foot, and the heel
of the stance foot was also lifted from the force plate.
Furthermore, data from only the ankle JCPs were also classified
with &gt;80 % accuracy and recall by all models, which was not
expected as both movements include similar stepping
movements in the feet. The movements of the feet alone were
different enough in the correct and incorrect repetitions to
enable accurate classification, which might be a result of the
aforementioned heel-lifts seen in only the correct trials. This
probably resulted in more variable JCP’s during correct
repetitions, enabling the ML models to accurately identify them.
Using ML-models for the purpose of evaluating movement
quality using data from ToF/depth cameras seems feasible
given the very good performance achieved here. Furthermore,
the good performance achieved in this study indicates that the
models possibly can reach acceptable accuracy and recall also
with lower-quality data. This can facilitate implementation of
ML models into more user-friendly exergaming contexts.
Recall results in classification of both correct and incorrect
repetitions are very encouraging for applying ML in analysis of
movements during exergaming, as this could make it harder
for the player to receive rewards without performing the
intended movement correctly. However, as the current
movements were not elicited by an actual exergame, it remains
to be determined whether a similar level of accuracy can be
achieved in more realistic exergaming movements.
Furthermore, the high accuracy in all JCP selections suggests that it
might be feasible to use only the more accurate measurements
of shoulder or hip JCPs from using ToF/depth cameras, and
still accurately identify correct and incorrect repetitions of a
weight-shifting exercise. This could provide a way of using
ML in exergames to more accurately reward movements
during play, thus ensuring movement quality to a greater extent
than the existing systems do. Future work will focus on the
use of ML models in actual exergame situations, as this
possibly elicits movements that are noisier than in the current
study, hence making the repetitions difficult to classify as
being incorrect or correct. Using motion capture systems with
lower accuracy, and only using e.g. shoulder JCPs as input to
the classification models would also be interesting to test in
an actual exergaming setting, to see if the movements are still
different enough to be classified as being correctly or
incorrectly performed with similar accuracy to this study.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>In order to use exergames effectively as a training and
rehabilitation tool, it is crucial that the exergame system can
identify correct and incorrect exercise repetitions accurately. This
paper shows that it is feasible to use ML models in the
automatic classification of correctly and incorrectly performed
weight-shifts in balance exercises. Applying ML models on
high-quality JCP movement data from a weight-shifting
exercise yielded accurate classification of correct and incorrect
exercise repetitions. Results encourage the testing of such
models on JCP data obtained while elderly are playing
actual exergames, to investigate whether the models are equally
accurate in a more natural and possibly noisier setting.
However, this was done in a setting where the performance of
repetitions was instructed, and the movements performed (for
example the movement pattern of an incorrectly performed
repetition) might differ from the movements performed here.
The study also shows that using only selected JCPs yields
accurate results as well, which is promising with regard to
possible use of ML models on data from data capture methods
that are lower cost and more user friendly.</p>
    </sec>
  </body>
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