objective measurement
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2022 ◽  
pp. 59-74
Author(s):  
Gerd Fabian Volk ◽  
Jovanna Thielker ◽  
Oliver Mothes ◽  
Orlando Guntinas-Lichius

2022 ◽  
Vol Volume 15 ◽  
pp. 25-33
Author(s):  
Britt Overgaard Hedegaard ◽  
Kjell Erik Julius Håkansson ◽  
Frodi Fridason Jensen ◽  
Charlotte Suppli Ulrik ◽  
Ulla Møller Weinreich

Author(s):  
Fiona Kerkamm ◽  
Dorothee Dengler ◽  
Matthias Eichler ◽  
Danuta Materzok-Köppen ◽  
Lukas Belz ◽  
...  

Since seafarers are known to be exposed to numerous job-related stress factors that can cause fatigue, sleepiness, and disturbed sleep behaviour, the aim of this review was to provide an overview of the subjective and objective measurement methods of these strains. Using a systematic review, 166 studies were identified within the period of January 2010 to December 2020 using the PubMed database. Of the 21 studies selected, 13 used both subjective and objective measurement methods. Six studies used only subjective and two studies only objective methods. For subjective assessment, 12 different questionnaires could be identified as well as activity and sleeping logs. Actigraphy and reaction time tests (RTT) were the most common objective methods. In single cases, electrooculography (EOG), pupillometry and ambulatory polysomnography (PSG) were used. Measurement-related limitations due to vessel-related impacts were less often reported than expected. No restrictions of daily routines on board were described, and only single-measurement disturbances due to ship movements were mentioned. The present literature review reveals that there are various routines to measure fatigue, sleepiness, and sleep behaviour on board. A combination of subjective and objective methods often appears to be beneficial. The frequent use of actigraphy and RTT on board suggests good feasibility and reliable measurements with these methods. The use of ambulatory PSG in maritime-like contexts suggests that this method would also be feasible on board.


2021 ◽  
Author(s):  
Oliver Lindhiem ◽  
Mayank Goel ◽  
Sam Shaaban ◽  
Kristie Mak ◽  
Prerna Chikersal ◽  
...  

UNSTRUCTURED Although hyperactivity is a core symptom of ADHD, there are no objective measures that are widely used in clinical settings. We describe the development of a smartwatch application to measure hyperactivity in school-age children. The LemurDx prototype is a software system for smartwatches that uses wearable sensor technology and machine learning (ML) to measure hyperactivity, with the goal of differentiating children with ADHD combined presentation or predominantly hyperactive/impulsive presentation from children with typical levels of activity. In this pilot study, we recruited 30 children (ages 6-11) to wear the smartwatch with the LemurDx app for two days. Parents also provided activity labels for 30-minute intervals to help train the algorithm. Half the sample had ADHD combined presentation or predominantly hyperactive/impulsive presentation (n = 15) and half were healthy controls (n = 15). Results indicated high usability scores and an overall diagnostic accuracy of .89 (sensitivity = .93; specificity = .86) when the motion sensor output was paired with the activity labels, suggesting that state-of-the-art sensors and ML may provide a promising avenue for the objective measurement of hyperactivity.


2021 ◽  
pp. 71-82
Author(s):  
Rogério Pereira ◽  
Renato Andrade ◽  
Sofia Florim ◽  
José Alberto Duarte ◽  
João Espregueira-Mendes

Author(s):  
Colleen B. Kerrigan ◽  
Thomas P. Ahern ◽  
Sara K. Brennan ◽  
Kathryn C. Kurchena ◽  
Carl J. Nelson ◽  
...  

2021 ◽  
Vol 11 (21) ◽  
pp. 10461
Author(s):  
Shufeng Zhang ◽  
Xuelei Feng ◽  
Yong Shen

Presence is used to assess the subjective experience of being in one place when physically situated in another. Recently, the research on presence has gained increasing attention due to the wide use of immersive audio technologies. Currently, the most widely-used measurement of presence is based on post-experiment self-report questionnaires. It is reliable but imperfect due to the psychological changes caused by the act of answering the questionnaire when immersed in the virtual environment. Therefore, the present work aims to find an objective way to measure presence, and electroencephalography (EEG) was investigated as a possible tool for this objective measurement. In this study, two listening tests were conducted, where eight loudspeakers were used to reproduce urban soundscapes to stimulate auditory presence. Presence was measured by both questionnaires and EEG. Results showed a significant correlation between T/B (Theta/Beta Ratio) extracted from EEG and subjective presence levels assessed by questionnaires, suggesting the possible use of EEG to measure presence objectively. This study could bring some insight for the research of presence, and related technologies, such as VR, video games and immersive audio production.


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