Sven Casteleyn’s research while affiliated with Jaume I University and other places

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Publications (130)


SyMptOMS-ET mobile app software components interaction diagram. At the bottom, the NativeScript Framework is an abstraction layer on top of the mobile OS SDK (Android). The NTD, AwarNS and Angular (UI) are built on top of NativeScript, to access OS features. The NTD schedules background tasks. AwarNS defines concrete tasks for context sampling. The ET Component extends AwarNS with tasks specific to the exposure process. Angular uses NativeScript for native UI drawing and AwarNS to start background workflows, react to notification interactions and recover data analysis results. AwarNS and Angular interact with the SyMptOMS Server for secure user authentication, patient profile retrieval and data upload. OS: operative system; SDK: source development kit; NTD: native task scheduler; UI: user interface.
Pre-exposure flowchart.
General exposure flowchart. Further details of exposure flowcharts are shown in Figures 4 to 7.
Evaluation of patient responses to assessments delivered during the exposure flowchart.
Global exposure evaluation after fixed elapsed times to limit its duration flowchart.

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Towards a self-applied, mobile-based geolocated exposure therapy software for anxiety disorders: SyMptOMS-ET app
  • Article
  • Full-text available

October 2024

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54 Reads

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Sven Casteleyn

Objective While exposure therapy (ET) has the potential to help people tolerate intense situation-specific emotions and change avoidance behaviours, no smartphone solution exists to guide the process of in-vivo ET. A geolocation-based smartphone software component was designed and developed to instrumentalize patient guidance in in-vivo ET and its psychological validity was assessed by a group of independent psychology experts. Methods A team of computer scientists and psychologists developed the ET Component for in-vivo ET using geolocation-based technology, following the process-centred design methodology. The ET Component was integrated into the SyMptOMS-ET Android application, which was developed following the co-design methodology. Next, nine independent psychology experts tested and evaluated the ET Component and the SyMptOMS-ET app in the field, following the think-aloud methodology. Participants also completed the Mobile Application Rating Scale (MARS) instrument to quantitatively evaluate the solutions. Results We present the SyMptOMS-ET app’s main features and the ET Component exposure workflow. Next, we discuss the feedback obtained and the results of the MARS instrument. Participants who tested the app were satisfied with the ET Component during exposure scenarios (score of μ 4.32 out of 5 [ σ 0.28] on MARS quality aspects), agreed on the soundness of the theoretical foundations of the solutions developed (score of μ 4.57 [ σ 0.48] on MARS treatment support aspects), and provided minor think-a-loud comments to improve them. Conclusions The results of the expert evaluation demonstrate the psychological validity of the ET Component and the SyMptOMS-ET app. However, further studies are needed to discern the acceptability and efficacy of the mHealth tool in the target population.

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Fig. 6. Comparison of the averaged sample-wise localization times for the different solutions across the available datasets. The values on the x-axis are in logarithmic scale.
C2R: A Novel Architecture for Boosting Indoor Positioning With Scarce Data

October 2024

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73 Reads

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1 Citation

IEEE Internet of Things Journal

Improving the performance of Artificial Neural Network (ANN) regression models on small or scarce datasets, such as wireless network positioning data, can be realized by simplifying the task. One such approach includes implementing the regression model as a classifier, followed by a probabilistic mapping algorithm that transforms class probabilities into the multi-dimensional regression output. In this work, we propose the so-called c2r, a novel ANN-based architecture that transforms the classification model into a robust regressor, while enabling end-to-end training. The proposed solution can remove the impact of less likely classes from the probabilistic mapping by implementing a novel, trainable differential thresholded Rectified Linear Unit layer. The proposed solution is introduced and evaluated in the indoor positioning application domain, using 23 real-world, openly available positioning datasets. The proposed C2R model is shown to achieve significant improvements over the numerous benchmark methods in terms of positioning accuracy. Specifically, when averaged across the 23 datasets, the proposed c2r improves the mean positioning error by 7.9% compared to weighted knn with k=3, from 5.43 m to 5.00 m, and by 15.4% compared to a dense neural network (DNN), from 5.91 m to 5.00 m, while adapting the learned threshold. Finally, the proposed method adds only a single training parameter to the ann, thus as shown through analytical and empirical means in the article, there is no significant increase in the computational complexity.


Fig. 3. Smartphone app: (a) main user interface (or screen) showing available sensing devices and a list of past TUG assessments; (b) Detail interface (or screen) showing total and subphase inferred durations from a single TUG test assessment.
Fig. 4. Experimental evaluation protocol of the presented system.
Fig. 5. Activities (boxes) and boundaries (vertical lines) detected of the collected (top) accelerometer and (bottom) gyroscope data from the smartphone, resulting from the manual analysis of the time-aligned video.
Fig. 6. Measurements error's distribution for the total duration and each subphase for success classified executions in C1 (blue) and C2 (red). At the bottom are the p-values of the t-tests comparing the means of each distribution with 0, where a p-value > .05 indicates no significant differences between the distribution mean and 0.
Fig. 7. Blant-Altman analysis of the total duration of the test computed by the system in both configurations. The red line represents the mean difference and both dotted lines are the limits of agreement. The coloured areas surrounding these lines represent their 95% CI.
Implementing and Evaluating the Timed Up and Go Test Automation Using Smartphones and Smartwatches

September 2024

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36 Reads

IEEE Journal of Biomedical and Health Informatics

Physical performance tests aim to assess the physical abilities and mobility skills of individuals for various healthcare purposes. They are often driven by experts and usually performed at their practice, and therefore they are resource-intensive and time-demanding. For tests based on objective measurements (e.g., duration, repetitions), technology can be used to automate them, allowing the patients to perform the test themselves, more frequently and anywhere, while alleviating the expert from supervising the test. The well-known Timed Up and Go (TUG) test, typically used for mobility assessment, is an ideal candidate for automation, as inertial sensors (among others) can be deployed to detect the various movements constituting the test without expert supervision. To move from expert-led testing to self-administered testing, we present a mHealth system capable of automating the TUG test using a pocket-sized smartphone or a wrist smartwatch paired with a smartphone, where data from inertial sensors are used to detect the activities carried out by the patient while performing the test and compute their results in real time. All processing (i.e., data processing, machine learning-based activity inference, results calculation) takes place on the smartphone. The use of both devices to automate the TUG test was evaluated (w.r.t. accuracy, reliability and battery consumption) and mutually compared, and set off with a reference method, obtaining excellent Bland-Altman agreement results and Intraclass Correlation Coefficient reliability. Results also suggest that the smartwatch-based system performs better than the smartphone-based system.


PRISMA 2020 flow diagram for systematic reviews which included searches of databases, registers and other resources
Psychological target addressed by Serious Games
Distribution by psychological strategies used in the psychological programs found
Smartphone-based serious games for mental health: a scoping review

April 2024

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228 Reads

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3 Citations

The use of smartphone-based Serious Games in mental health care is an emerging and promising research field. Combining the intrinsic characteristics of games (e.g., interactiveness, immersiveness, playfulness, user-tailoring and engaging nature) with the capabilities of smartphones (e.g., versatility, ubiquitous connectivity, built-in sensors and anywhere–anytime nature) yields great potential to deliver innovative psychological treatments, which are engaging, effective, fun and always available. This article presents a scoping review, based on the PRISMA (scoping review extension) guidelines, of the field of smartphone-based serious games for mental health care. The review combines an analysis of the technical characteristics, including game design, smartphone and game-specific features, with psychological dimensions, including type and purpose of use, underlying psychological frameworks and strategies. It also explores the integration of psychological features into Serious Games and summarizes the findings of evaluations performed. A systematic search identified 40 smartphone-based Serious Games for mental health care. The majority consist of standalone and self-administrable interventions, applying a myriad of psychological strategies to address a wide range of psychological symptoms and disorders. The findings explore the potential of Serious Games as treatments and for enhancing patient engagement; we conclude by proposing several avenues for future research in order to identify best practices and success factors. Supplementary Information The online version contains supplementary material available at 10.1007/s11042-024-18971-w.


TUJI1 Dataset: Multi-device dataset for indoor localization with high measurement density

March 2024

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44 Reads

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5 Citations

Data in Brief

Positioning in indoor scenarios using signals of opportunity is an effective solution enabling accurate and reliable performance in Global Navigation Satellite System (GNSS)-obscured scenarios. Despite the availability of numerous fingerprinting datasets utilizing various wireless signals, the challenge of device heterogeneity and sample density remains an unanswered issue. To address this gap, this work introduces TUJI1, an anonymized IEEE 802.11 Wireless LAN (Wi-Fi) fingerprinting dataset collected using 5 different commercial devices in a fine-grained grid. The dataset contains the matched fingerprints of Received Signal Strength Indicator (RSSI) measurements with the corresponding coordinates, split into training and testing subsets for effortless and fair reproducibility.


Analysis and Impact of Training Set Size in Cross-Subject Human Activity Recognition

November 2023

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24 Reads

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1 Citation

Lecture Notes in Computer Science

The ubiquity of consumer devices with sensing and computational capabilities, such as smartphones and smartwatches, has increased interest in their use in human activity recognition for healthcare monitoring applications, among others. When developing such a system, researchers rely on input data to train recognition models. In the absence of openly available datasets that meet the model requirements, researchers face a hard and time-consuming process to decide which sensing device to use or how much data needs to be collected. In this paper, we explore the effect of the amount of training data on the performance (i.e., classification accuracy and activity-wise F1-scores) of a CNN model by performing an incremental cross-subject evaluation using data collected from a consumer smartphone and smartwatch. Systematically studying the incremental inclusion of subject data from a set of 22 training subjects, the results show that the model’s performance initially improves significantly with each addition, yet this improvement slows down the larger the number of included subjects. We compare the performance of models based on smartphone and smartwatch data. The latter option is significantly better with smaller sizes of training data, while the former outperforms with larger amounts of training data. In addition, gait-related activities show significantly better results with smartphone-collected data, while non-gait-related activities, such as standing up or sitting down, were better recognized with smartwatch-collected data.


Fig. 1. Repository structure
Fields contained in each collected sample.
Description of modules and functions contained in the utils package.
Dataset of inertial measurements of smartphones and smartwatches for human activity recognition

November 2023

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62 Reads

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9 Citations

Data in Brief

This article describes a dataset for human activity recognition with inertial measurements, i.e., accelerometer and gyroscope, from a smartphone and a smartwatch placed in the left pocket and on the left wrist, respectively. Twenty-three heterogeneous subjects (μ = 44.3, σ = 14.3, 56% male) participated in the data collection, which consisted of performing five activities (seated, standing up, walking, turning, and sitting down) arranged in a specific sequence (corresponding with the TUG test). Subjects performed the sequence of activities multiple times while the devices collected inertial data at 100 Hz and were video-recorded by a researcher for data labelling purposes. The goal of this dataset is to provide smartphone- and smartwatch-based inertial data for human activity recognition collected from a heterogeneous (i.e., age-diverse, gender-balanced) set of subjects. Along with the dataset, the repository includes demographic information (age, gender), information about each sequence of activities (smartphone's orientation in the pocket, direction of turns), and a Python package with utility functions (data loading, visualization, etc). The dataset can be reused for different purposes in the field of human activity recognition, from cross-subject evaluation to comparison of recognition performance using data from smartphones and smartwatches.


L/F-CIPS: Collaborative Indoor Positioning for Smartphones With Lateration and Fingerprinting

October 2023

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35 Reads

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3 Citations

IEEE Sensors Journal

The demand for indoor location-based services and the wide availability of mobile devices have triggered research into new positioning systems able to provide accurate indoor positions using smartphones. However, accurate solutions require a complex implementation and long-term maintenance of their infrastructure. Collaborative systems may help to alleviate these drawbacks. In this paper, we propose a smartphone-based collaborative architecture using neural networks and received signal strength, which exploits the built-in wireless communication technologies in smartphones and the collaboration between devices to improve traditional positioning systems without additional deployment. Experiments are carried out in two real-world scenarios, demonstrating that our proposed architecture enhances the position accuracy of traditional indoor positioning systems.


Fig. 2. High-level operation example of the AwarNS Framework applied to intervention for gambling disorder. (For interpretation of the references to colour in this figure legend, the reader is referred to the web version of this article.)
Fig. 4. Core Package UML diagram. Includes examples of the extension of the provided entities by the Geolocation and Human Activity modules.
Fig. 6. Geolocation records (trajectory) analysed by the checkAreaOfInterestProximity task and where each relevant event is emitted.
Comparing the AwarNS Framework with existing solutions.
AwarNS: A framework for developing context-aware reactive mobile applications for health and mental health

April 2023

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142 Reads

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10 Citations

Journal of Biomedical Informatics

In recent years, interest and investment in health and mental health smartphone apps have grown significantly. However, this growth has not been followed by an increase in quality and the incorporation of more advanced features in such applications. This can be explained by an expanding fragmentation of existing mobile platforms along with more restrictive privacy and battery consumption policies, with a consequent higher complexity of developing such smartphone applications. To help overcome these barriers, there is a need for robust, well-designed software development frameworks which are designed to be reliable, power-efficient and ethical with respect to data collection practices, and which support the sense-analyse-act paradigm typically employed in reactive mHealth applications. In this article, we present the AwarNS Framework, a context-aware modular software development framework for Android smartphones, which facilitates transparent, reliable, passive and active data sampling running in the background (sense), on-device and server-side data analysis (analyse), and context-aware just-in-time offline and online intervention capabilities (act). It is based on the principles of versatility, reliability, privacy, reusability, and testability. It offers built-in modules for capturing smartphone and associated wearable sensor data (e.g. IMU sensors, geolocation, Wi-Fi and Bluetooth scans, physical activity, battery level, heart rate), analysis modules for data transformation, selection and filtering, performing geofencing analysis and machine learning regression and classification, and act modules for persistence and various notification deliveries. We describe the framework's design principles and architecture design, explain its capabilities and implementation, and demonstrate its use at the hand of real-life case studies implementing various mobile interventions for different mental disorders used in clinical practice.


Fig. 1. Study design.
Table 2 (continued )
A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial

April 2023

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63 Reads

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5 Citations

Internet Interventions

Background: Depression is the most prevalent mental disorder, with detrimental effects on the patient's well-being, high disability, and a huge associated societal and economic cost. There are evidence-based treatments, but it is difficult to reach all people in need. Internet-based interventions, and more recently smartphone-based interventions, were explored to overcome barriers to access. Evidence shows them to be effective alternatives to traditional treatments. This paper presents the protocol of a pilot study whose primary aim is to investigate the efficacy of a smartphone-based serious game intervention for patients with mild to moderate depressive symptoms. Methods: This randomized controlled pilot trial protocol foresees two arms design: 1/ smartphone- based serious game intervention (based on Cognitive Behavior Therapy with particular emphasis on Behavioral Activation and Physical Activity), 2/ waiting list control group. The study is expected to recruit 40 participants (18+), which will be randomly assigned to one of the experimental conditions. The duration of the intervention is two months. The primary outcome measure will be depressive symptomatology. Secondary outcomes will include other variables such as physical activity, resilience, anxiety, depression impairment, and positive and negative affect. Treatment expectation, satisfaction, usability, and game playability will also be measured. The data will be analyzed based on the intention-to-treat and per protocol analyses. Discussion: The study aims to establish initial evidence for the efficacy of a smartphone-based serious game intervention, to serve as input for a larger-scale randomized control trial. The intervention exploits advanced smartphone capabilities, such as the use of a serious game as delivery mode, with the potential benefit of engagement and treatment adherence, and motion sensors to monitor and stimulate physical activity. As a secondary objective, the study aims to gather initial evidence on the user's expectations, satisfaction, usability and playability of the serious game as a treatment.


Citations (75)


... The importance of user involvement in serious game design is broadly recognized and recommended as it has shown that this increases the usability and feasibility of the game [74,75]. Furthermore, in mental health disorders, user involvement in the design process is considered to be a key factor for making a game relevant and effective [76]. Our study shows other aspects of what such an involvement can bring. ...

Reference:

An in-depth understanding of stakeholders’ experiences about their participation in the co-production of ‘Maze Out’: a serious game for the treatment of eating disorders
Smartphone-based serious games for mental health: a scoping review

... It comprises 14 bookcases, 7 concrete columns, and 3 work sections with desks, chairs, and computers. Lastly, dataset [283] from UJI, Spain, presents various office and corridor settings with diverse wireless coverage, including Wi-Fi RSS, BLE RSS, accelerometer, and GNSS data, gathering approximately 9,000 annotated samples using GetSensorData 2.1, annotated with coordinates. ...

TUJI1 Dataset: Multi-device dataset for indoor localization with high measurement density
  • Citing Article
  • March 2024

Data in Brief

... For the system training phase, we reached 23 healthy convenience subjects (age range [23,66]; mean age 44.3 ± 14.3; 13 male, 10 female). This number was determined in a previous study in which we investigated the relationship between the number of subjects and the performance of human activity classification systems [43]. For the system evaluation phase, a convenience sample size of 30 healthy subjects (age range [21,73]; mean age 43.7±14; 16 male, 14 female) was recruited to achieve an 80 % power, significance = 0.05 and effect size d = 1 [44]. ...

Analysis and Impact of Training Set Size in Cross-Subject Human Activity Recognition
  • Citing Chapter
  • November 2023

Lecture Notes in Computer Science

... GeoTecINIT Dataset. The GeoTecINIT dataset [23,27] contains data pertaining to sequences of specific activities-such as sitting, standing up, walking, turning, and sitting down-measured from 23 participants. The participants represented diverse age demographics, ranging from 23 to 66 years old, and gender balance, featuring a male-to-female ratio of 56% to 44%. ...

Dataset of inertial measurements of smartphones and smartwatches for human activity recognition

Data in Brief

... As a result, researchers and industrial communities must devise alternative means of localizing targets in these scenarios. These alternative means include techniques such as triangulation [10], trilateration [11,12] and fingerprinting [13][14][15][16][17] and as well as wireless technologies such as WiFi [1,6,[18][19][20], Bluetooth Low Energy (BLE) [10,11], Ultra-wideband (UWB) [21], Radio Frequency Identification (RFID) [22], Zigbee [23], and Long Range (LoRa) [24,25]. Indoor localization based on WiFi technology can be divided further into two main categories: Channel State Information (CSI) and Received Signal Strength Indicator (RSSI). ...

L/F-CIPS: Collaborative Indoor Positioning for Smartphones With Lateration and Fingerprinting
  • Citing Article
  • October 2023

IEEE Sensors Journal

... na baja autoestima y una disminución de la capacidad de motivación, lo cual, es acorde a la literatura científica revisada existe un aumento de riesgo de presentar comportamientos inadecuados y disminución de la motivación, junto con una disminución del sentido a la vida, ausencia de responsabilidad, competitividad y autonomía (Fraser et al., 2023;Gómez et. al., 2023;Kaya et. al., 2023;Shi et al., 2023). ...

A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial

Internet Interventions

... These observations are consistent with the quantitative data, which demonstrate significant improvements in children's weight and height, thereby confirming the efficacy of the integrated intervention in improving child health outcomes. 8,11,21 ...

AwarNS: A framework for developing context-aware reactive mobile applications for health and mental health

Journal of Biomedical Informatics

... Most of the solutions built for infrastructure-free environments are either motivated by afforbable-cost [22,23], ease of deployment [6] and the ability to deploy on most smartphones [5]. These three factors justify using widely available technologies such as wireless communication interfaces (BLE, WiFi, etc.) or IMU. ...

A Collaborative Approach Using Neural Networks for BLE-RSS Lateration-Based Indoor Positioning
  • Citing Conference Paper
  • July 2022

... In our previous work [35], we initially explored the use of a commercial smartwatch for automating the TUG test, obtaining positive results compared with related studies which employed smartphones and other measurement devices. There, we presented a mHealth system for automating the TUG test using a WearOS-powered smartwatch, which collected IMU (i.e., accelerometer and gyroscope) data, with a paired smartphone used to carry out real-time data processing and activity inference using a machine learning model. ...

Instrumented Timed Up and Go Test Using Inertial Sensors from Consumer Wearable Devices

Lecture Notes in Computer Science