A Machine-Learning-Based Motor and Cognitive Assessment Tool Using In-Game Data from the GAME2AWE Platform
Abstract
:1. Introduction
1.1. Background and Motivation
1.2. Related Work
1.2.1. Cognitive Assessment
1.2.2. Physical Health Assessment
1.3. Contribution
2. Materials and Methods
2.1. GAME2AWE Platform
2.1.1. Fruit Harvest Exergame
- i.
- State change speed: this is the average time interval, measured in seconds, that elapses for a fruit to transition between its states (green, ripe, and rotten).
- ii.
- Appearance mode: this involves an equal distribution of the harvest target on both sides (left/right), with fruits first appearing on one side and then on the other, or the side where the appearance is continuously alternating, or where fruits appear randomly on either side.
- iii.
- Harvest target: the number of fruits that must be collected in a round of the game.
2.1.2. Data Management
- Senior demographic information and account login details.
- Past data derived from the game scenarios played by the seniors such as the following: date, user ID, game ID, game name, difficulty level, score, vitality level, missed sessions, completed movements, performed movement timestamp, and confidence.
- Statistical information on the seniors’ performance in the game, their accomplishment of goals, and their level of engagement.
- Motor and cognitive clinical assessment test results.
2.2. Study Design
2.2.1. Data Characteristics
2.2.2. Demographics of Participants
2.3. Machine Learning Methodology
2.3.1. Data Collection
2.3.2. Data Cleaning, Feature Engineering, and Selection
2.3.3. Target Class Construction and Balancing
2.3.4. Machine Learning Techniques
3. Results
4. Discussion
Limitations and Future Work
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Age Category | Male | Female |
---|---|---|
65–64 | <14 | <12 |
65–69 | <12 | <11 |
70–74 | <12 | <10 |
75–79 | <11 | <10 |
80–84 | <10 | <9 |
85–89 | <8 | <8 |
90–94 | <7 | <4 |
State | MoCA | BBS | 30SST | TUG |
---|---|---|---|---|
Normal | 11 | 12 | 10 | 11 |
Abnormal | 4 | 3 | 5 | 4 |
Attribute | Type | Description |
---|---|---|
game_score | Number | The score of a game round |
game_level | Categorical | The difficulty level of a game round 1: Beginner, 2: Easy, 3: Medium, 4: Hard, and 5: Dynamic |
game_length | Number | The duration of a game round in seconds |
dlp_appearance | Categorical | Appearance mode (it is a difficulty level parameter): 1: One by one side, 2: Continuous alternation, and 3: Random |
dlp_speed | Number | State change speed: the average time to change harvest state in seconds |
dlp_target | Number | Harvest target: number of fruits to collect in a game round |
vitality_level | Number | The ratio of expected successful movements in a game round, which is also represented in the user interface as the vitality bar level |
move_conf | Number | The confidence level of movement detection |
move_side | Categorical | The side of the performed movement: −1: left side, 1: right side |
idle_time | Number | The idle time between two consecutive movements |
action_type | Categorical | The type of action performed in the gameplay: 1: harvest too early, 2: harvest on time, and 3: harvest too late |
reaction_time | Number | The time between a game stimulus and the detection of the corresponding action |
MoCA | Number | The score of the MoCA test per participant |
BBS | Number | The score of the BBS test per participant |
30SST | Number | The score of the 30SST test per participant |
TUG | Number | The score of the TUG test per participant |
motor_state | Categorical | The target binary class for the motor level assessment based on the cut-off values of the motor clinical tests (BBS, 30SST, and TUG): 0: normal, 1: abnormal |
cognitive_state | Categorical | The target binary class for the cognitive level assessment based on the cut-off values of the MoCA test: 0: normal, 1: abnormal |
Predictor | Description |
---|---|
avg_move_conf | The average value of the move_conf attribute within the context of a round. |
avg_move_side | The average value of the move_side attribute within the context of a round. |
avg_idle_time | The average value of the idle_time attribute within the context of a round. |
avg_reaction_time | The average value of the reaction_time attribute within the context of a round. |
action1_% | The percentage of type 1 actions within the context of a round. |
action2_% | The percentage of type 2 actions within the context of a round. |
action3_% | The percentage of type 3 actions within the context of a round. |
action1_Q1/Q2/Q3/Q4 | The percentage of type 1 actions in the 1st/2nd/3rd/4th quarter of a round |
action1_skew | The skewness of RoE (type 1 actions within the context of a round). |
action2_skew | The skewness of RoT (type 2 actions within the context of a round). |
action3_skew | The skewness of RoL (type 3 actions within the context of a round). |
game_logs | The number of game logs within the context of a round. |
Dataset | MoCA | BBS | 30SST | TUG |
---|---|---|---|---|
Original (Normal/Abnormal) | 220/80 | 240/60 | 200/100 | 220/80 |
SMOTE augmented (total) | 440 | 480 | 400 | 440 |
Increase (%) | 46.7 | 60.0 | 33.3 | 46.7 |
Metric | Description | Formula |
---|---|---|
Accuracy | A measure of the overall correctness of a classification model | |
Precision | A measure of the accuracy of positive predictions | |
Recall | A measure to correctly identify positive instances | |
F1 score | A single metric that combines precision and recall | |
MCC | A measure of the quality of binary classifications |
ML Model | Accuracy | Precision | Recall | F1 Score | MCC |
---|---|---|---|---|---|
DT | 0.8480 ± 0.0581 | 0.7413 | 0.6425 | 0.6875 | 0.4227 |
SVM | 0.7957 ± 0.0264 | 0.9303 | 0.6426 | 0.7580 | 0.6235 |
RF | 0.9232 ± 0.0398 | 0.9362 | 0.9065 | 0.9144 | 0.8450 |
LR | 0.6371 ± 0.0395 | 0.6490 | 0.5988 | 0.6223 | 0.2755 |
3L ANN | 0.8227 ± 0.0000 | 0.8743 | 0.7661 | 0.8110 | 0.6574 |
7L ANN | 0.8712 ± 0.0017 | 0.9142 | 0.8194 | 0.8642 | 0.7465 |
ML Model | Accuracy | Precision | Recall | F1 Score | MCC |
---|---|---|---|---|---|
DT | 0.9091 ± 0.0161 | 0.9388 | 0.8745 | 0.9095 | 0.8142 |
SVM | 0.9200 ± 0.0281 | 0.9840 | 0.8538 | 0.9140 | 0.8478 |
RF | 0.9561 ± 0.0182 | 0.9671 | 0.9498 | 0.9593 | 0.9044 |
LR | 0.7555 ± 0.0387 | 0.7825 | 0.7084 | 0.7433 | 0.5136 |
3L ANN | 0.9044 ± 0.0016 | 0.9247 | 0.8809 | 0.9021 | 0.8100 |
7L ANN | 0.9075 ± 0.0047 | 0.9458 | 0.8652 | 0.9035 | 0.8183 |
ML Model | Accuracy | Precision | Recall | F1 Score | MCC |
---|---|---|---|---|---|
DT | 0.8304 ± 0.0304 | 0.8720 | 0.7890 | 0.8172 | 0.6877 |
SVM | 0.8296 ± 0.0126 | 0.9228 | 0.7237 | 0.8096 | 0.6769 |
RF | 0.9119 ± 0.0366 | 0.9471 | 0.8859 | 0.9057 | 0.8143 |
LR | 0.6437 ± 0.0602 | 0.6931 | 0.5260 | 0.5917 | 0.3000 |
3L ANN | 0.8010 ± 0.0329 | 0.8555 | 0.7369 | 0.7888 | 0.6117 |
7L ANN | 0.8391 ± 0.0156 | 0.8778 | 0.7889 | 0.8308 | 0.6819 |
ML Model | Accuracy | Precision | Recall | F1 Score | MCC |
---|---|---|---|---|---|
DT | 0.8317 ± 0.0433 | 0.8088 | 0.8700 | 0.8399 | 0.6677 |
SVM | 0.8042 ± 0.0352 | 0.7520 | 0.9071 | 0.8218 | 0.6236 |
RF | 0.9133 ± 0.0632 | 0.9066 | 0.9400 | 0.9214 | 0.8522 |
LR | 0.6633 ± 0.0382 | 0.6507 | 0.7133 | 0.6790 | 0.3301 |
3L ANN | 0.8483 ± 0.0150 | 0.7976 | 0.9433 | 0.8618 | 0.7158 |
7L ANN | 0.8717 ± 0.0150 | 0.8094 | 0.9733 | 0.8837 | 0.7594 |
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Danousis, M.; Goumopoulos, C. A Machine-Learning-Based Motor and Cognitive Assessment Tool Using In-Game Data from the GAME2AWE Platform. Informatics 2023, 10, 59. https://doi.org/10.3390/informatics10030059
Danousis M, Goumopoulos C. A Machine-Learning-Based Motor and Cognitive Assessment Tool Using In-Game Data from the GAME2AWE Platform. Informatics. 2023; 10(3):59. https://doi.org/10.3390/informatics10030059
Chicago/Turabian StyleDanousis, Michail, and Christos Goumopoulos. 2023. "A Machine-Learning-Based Motor and Cognitive Assessment Tool Using In-Game Data from the GAME2AWE Platform" Informatics 10, no. 3: 59. https://doi.org/10.3390/informatics10030059
APA StyleDanousis, M., & Goumopoulos, C. (2023). A Machine-Learning-Based Motor and Cognitive Assessment Tool Using In-Game Data from the GAME2AWE Platform. Informatics, 10(3), 59. https://doi.org/10.3390/informatics10030059