This article presents a dataset of activities associated with stress and boredom obtained through wearable sensors. Data was collected from 40 right-handed participants aged 20 to 25, evenly split between males and females. Each individual wore a smart device on their dominant arm's wrists to facilitate the capture of data. This dataset covers five activities associated with stress and boredom, namely, smoking, eating, nail biting, face touching, and staying still. These activities were selected for their potential psychological implications and captured in an uncontrolled environment to mimic real-life scenarios. The data provides a unique resource for developing machine learning models aimed at recognizing these behaviors, which could lead to real-time analysis and interventions for stress. A custom holder was used to hold the device on the wrists in order to ensure that all participants had consistent orientation and placement. This holder was situated just above the wrist joint, a location typically associated with the placement of smartwatches. The dataset provides a unique opportunity for developing machine learning models for stress & boredom associated activities recognition apart from real-time symptomatic analysis of stress and boredom.
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http://dx.doi.org/10.1016/j.dib.2024.110550 | DOI Listing |
Front Rehabil Sci
December 2024
Community Oriented Primary Care (COPC) Research Unit, Faculty of Health Sciences, University of Pretoria, Tshwane, South Africa.
South Africa faces the detrimental effects of problematic substance use. The Community Oriented Substance Use Program (COSUP) is a research-based, community-situated harm-reduction program. The International Classification of Functioning, Disability and Health (ICF) was used as the framework to develop a unique tool to determine the functioning of COSUP clients.
View Article and Find Full Text PDFJMIR Rehabil Assist Technol
December 2024
College of Arts, Business, Law, Education and IT, Victoria University, Footscray Park, Australia.
Background: Evidence suggests that individuals with motor neuron disease (MND), a terminal illness, find enjoyment and social connection through video games. However, MND-related barriers can make gaming challenging, exacerbating feelings of boredom, stress, isolation, and loss of control over daily life.
Objective: We scoped the evidence to describe relevant research and practice regarding what may help reduce difficulties for people with MND when playing video games.
Health Expect
December 2024
Departamento de Salud Pública, Universidad Miguel Hernández de Elche, Sant Joan d'Alacant, Spain.
Ind Psychiatry J
August 2024
Department of Forensic Psychiatry, University of Bern, Bern, Switzerland.
Healthcare (Basel)
October 2024
Graduate School of Design, National Yunlin University of Science and Technology, Yunlin 64002, Taiwan.
Background: Students' learning stress adaptation is crucial. Research on design thinking in stress adaptation and academic emotions is still lacking.
Methods: This study developed "Stress Relief Design" instructional activities using a mixed-method research design, including student academic emotion journals and a stress relief agreement survey for data collection.
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