A Personalized Method for Calorie Consumption Assessment

This paper proposes an image-processing-based method for personalization of calorie consumption assessment during exercising. An experiment is carried out where several actions are required in an exercise called broadcast gymnastics, especially popular in Japan and China. We use Kinect, which captures body actions by separating the body into joints and segments that contain them, to monitor body movements to test the velocity of each body joint and capture the subject's image for calculating the mass of each body joint that differs for each subject. By a kinetic energy formula, we obtain the kinetic energy of each body joint, and calories consumed during exercise are calculated in this process. We evaluate the performance of our method by benchmarking it to Fitbit, a smart watch well-known for health monitoring during exercise. The experimental results in this paper show that our method outperforms a state-of-the-art calorie assessment method, which we base on and improve, in terms of the error rate from Fitbit's ground-truth values.

[1]  James O. Hill,et al.  Obesity and the Environment: Where Do We Go from Here? , 2003, Science.

[2]  William E Kraus,et al.  Effects of the amount of exercise on body weight, body composition, and measures of central obesity: STRRIDE--a randomized controlled study. , 2004, Archives of internal medicine.

[3]  Yoshihiro Kawahara,et al.  A Calorie Count Application for a Mobile Phone Based on METS Value , 2008, 2008 5th Annual IEEE Communications Society Conference on Sensor, Mesh and Ad Hoc Communications and Networks.

[4]  Nicholas Gant,et al.  Activity and energy expenditure in older people playing active video games. , 2012, Archives of physical medicine and rehabilitation.

[5]  Nassir Navab,et al.  Motor Rehabilitation Using Kinect: A Systematic Review. , 2015, Games for health journal.

[6]  Chao-Cheng Wu,et al.  Estimation of Calories Consumption for Aerobics Using Kinect Based Skeleton Tracking , 2015, 2015 IEEE International Conference on Systems, Man, and Cybernetics.

[7]  Harald Böhm,et al.  Body Segment Kinematics and Energy Expenditure in Active Videogames. , 2016, Games for health journal.

[8]  Pujana Paliyawan,et al.  Adaptive Motion Gaming AI for Health Promotion , 2017, AAAI Spring Symposia.