Mobile Health App for Biofeedback Response in Physiotherapy
Development and Validation
Gonc¸alo Telo
1,3
and Hugo Gamboa
1,2
1
Faculty of Sciences and Technologies, NOVA University of Lisbon, Lisbon, Portugal
2
LIBPhys-UNL, Lisbon, Portugal
3
PLUX - Wireless Biosignals, S.A., Lisbon, Portugal
Keywords:
mHealth, mHealth App, Biofeedback, Mobile, Physiotherapy.
Abstract:
This work consists in developing an electromyographic biofeedback system in the form of a user-friendly
mobile application which is simple to use, as it was designed to be an auxiliary component in physiother-
apy sessions. This was achieved by implementing a framework that allows the integration of multi-platform
plugins, as well as a web view based user interface, which assures the best of the designs allied to the specifi-
cations of the native APIs. The communication between the native and the JavaScript methods was tested, as
the validation of the application was made internally.
1 INTRODUCTION
Bioelectricity is the branch of Bioelectromagnetism
that studies electrical phenomena in biological tis-
sues, including areas like Electromyography (EMG)
that allow the study of the functioning of muscles and
motorneurons(Malmivuo and Plonsey, 1995).
Biofeedback is the information transfer that char-
acterizes a certain state of a biological process, there-
fore allowing the training of several physiological ac-
tivities. For this purpose, the level of activity of the
organ in study is provided by an electronic instrument,
that acquires a signal that is presented to the user in
the form of some kind of feedback (visual or sound).
This technique can, for instance, be applied to phys-
iotherapy, being able to provide a number of several
exercises and a better evaluation of the progression
and training of a patient (Bray, 1998).
Surface Electromyography (sEMG) is a non-
invasive technique that measures the electric signals
from the muscle contraction on the skin, in a phe-
nomenon that is controlled by the nervous system.
This signal is composed of the contribution of each
motor unit (MU) that activates in order to apply a
force and therefore the amplitude of the signal is pro-
portional to the quantity of MUs that participate in it
(Kamen and Gabriel, 2009; Chowdhury et al., 2013).
Electronic Health (eHealth) incorporates all the
tools and services that use information and commu-
nication technologies (ICTs) with the purpose of as-
sisting the healthcare environment either in diagnosis,
treatment or monitoring activities (European Comis-
sion, 2012). In ICT, parallel development trends
such as wireless technologies and ambient intelli-
gence have become some of the most important fac-
tors for the evolution of eHealth (Saranummi, 2011).
In 2012, a World Bank report established that
75% of the world’s population has access to a mo-
bile phone (Tomlinson et al., 2013). Mobile health
(mHealth) covers medical and public health practice
supported by mobile phones, patient monitoring de-
vices, personal digital assistants, and other wireless
devices (European Comission, 2014).
The creation of an mHealth app that can provide
the best of the latest trends both in the health context
and in the ICTs is therefore an important step towards
the enhancement of medical devices.
This mobile application was developed in a web
view basis, which will conjugate the android native
(Java) with the web developing languages (JavaScript,
HTML, CSS). That option will allow freedom of cre-
ation of the Graphical User Interface (GUI) and make
sure that it has all the characteristics that we aim to
achieve. This means that this is a freestyle mobile ap-
plication that allows its user to guide his session of
physiotherapy independently, with the purpose of en-
hancing the app’s responsiveness and easy adaptation
to the several exercises that can be performed.
502
Telo, G. and Gamboa, H.
Mobile Health App for Biofeedback Response in Physiotherapy - Development and Validation.
DOI: 10.5220/0005825405020506
In Proceedings of the 9th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2016) - Volume 5: HEALTHINF, pages 502-506
ISBN: 978-989-758-170-0
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
2 MOBILE APPLICATION
The developed software (physioplux lite) is an elec-
tromyographic (EMG) biofeedback system designed
for physiotherapists to use both in monitoring and
treatment contexts. By providing real-time muscular
feedback, it is intended for analysis of the patient’s
muscular activity which is monitored by one or two
medical devices. The latter correspond to muscle-
BAN devices, wireless electromyographic apparatus,
designed and assembled at PLUX - Wireless Biosig-
nals, S.A.. It is a component of a more complex sys-
tem, but it is also a medical device by itself.
In order to meet the previous description, the app
had to fulfil a number of criteria:
1. Provide real-time biofeedback;
2. Help physiotherapists to define goals;
3. Report and track exercise progress, including the
primary objective measurements;
In addition, it was also necessary to establish us-
ability and performance requirements, concerning the
smartphone’s Hardware and Operative System (OS).
The list below provides some examples of the selected
characteristics:
1. The physioplux lite should be used in Android
OS tablets or smartphones with minimum require-
ments: OS version above 4.3, 1GB RAM, Dual-
core 1GHz processor, and integrated bluetooth
with touch screen
2. The physioplux lite should be used in its core
functions with or without internet connectivity.
Overall, the application can be divided in three
main sections: settings, display and report.
In Settings the user selects the device whose feed-
back he aims to receive. The mobile device scans the
local area to find all available muscleBAN devices,
providing the MAC Addresses the user can choose
from. Depending on the number of devices found,
the app automatically defines the use of one or two
devices, which reflects on the display. It is also possi-
ble for the user to define the name that is shown in the
display identifying each device. This should represent
the muscle the device is applied to. All the other ac-
quisition parameters are static, in order to assure the
quality of the treatment.
The main page is where the data from the devices
is displayed. Here the user must define objectives in
two steps: firstly, a percentage value is required. This
will be used to calculate a threshold, as a result of
the selected percentage of the reference value. Then,
the user must define if an objective is achieved either
by the measured value being higher or lower than this
threshold. By default, the reference value is 1 V, how-
ever it is possible to establish this by performing a
calibration. This is done by measuring the patient’s
Maximum Voluntary Contraction (MVC), which al-
lows the fixing of the maximum value for each device
at the MVC value. As the objective of each bar is met,
a goal is achieved and the timer starts counting. This
stops when one of the objectives is no longer met. If
the new value registered by the timer is higher than
the previous, the max value is updated, otherwise it
only counts as a goal achieved. Each session allows
the execution of as many exercises as the user wants,
and a new exercise begins when the user clicks on the
exercise display.
The Report is mostly filled automatically. In the
report page the user can only define the user’s id and
his condition, as well as adding descriptions and ad-
ditional notes to each exercise. The session’s starting
time and the elapsed time are both displayed, along
with the MVC value of each device. Besides that, all
of the exercises performed are registered, just as the
corresponding thresholds, the number of goals that
were met and the maximum time recorded. When the
session is finished the user can export the report, as a
PDF file, to his email account or to a cloud.
The mobile application can be described with re-
spect to two different areas: the multi-platform plugin
and the application itself. In this first phase of devel-
opment the platform of choice was the Android OS,
because of its major market quote. However the app
is ready to receive APIs for other operative systems.
2.1 Multi-platform Plugin Design
Apache Cordova is an open source framework with a
suite of APIs that allow developing mobile apps us-
ing JavaScript with access to native device functions.
This tool enables the creation of a web view app that
is developed just with HTML, CSS and JavaScript
in a user interface (UI) framework environment like
Intel
R
XDK. Despite the web technologies that are
used, the app is hosted locally (Apache Cordova,
2015).
This software has the enormous advantage of
being consistent across multiple device platforms,
which permits the migration to other device plat-
forms without considerable changes. This system
is available in operative systems such as Android,
iOS, Blackberry or Windows Phone (Apache Cor-
dova, 2015).
Developers can also create their own plugin or
access the database and use the third-party plugins
that the developers community shares, in his own app
(Apache Cordova, 2015).
Mobile Health App for Biofeedback Response in Physiotherapy - Development and Validation
503
Figure 1: Apache Cordova Native Application Architec-
ture(adapted from (Wargo, 2013)).
2.1.1 Native API
The Native Application Programming Interface
(API), is the first level above the OS system layer.
This interface enables the communications between
our app and the devices.
The communication between the devices and the
smartphone/tablet is established using Bluetooth Low
Energy. This service results in a lower energy con-
sumption when compared to the classic bluetooth,
also guaranteeing a faster form of communication us-
ing notifications or indications that fire a callback
when the device sends data.
The basic native OS includes methods like con-
nect, disconnect and close. However, in order to
communicate with the device we have complemen-
tary methods like start, stop and description. Several
callbacks are constructed in order to guarantee a good
level of communication between the devices, they are
represented by data frames, events and command re-
sponses.
Data frames are the vehicle used to pass the EMG
samples from the device to the mobile application.
They consist in a sequence number and an EMG sam-
ple value.
Some examples of the events received are: is con-
nected, is disconnected, the battery stage and events
concerning the device’s correct or incorrect place-
ment. Just as the occurring errors with the command
that the API sent to the device represent the responses
that can be received.
2.1.2 Plugin Architecture
The plugin architecture is based on the communi-
cation between the device’s API and the native in-
terface of the Cordova framework, that is called by
the JavaScript object that communicates with the top
layer of the app.
The native interface is the main core of the plugin.
It is where the plugin activity is placed and where the
callback to the app interface is set.
There are two main source codes used in the plu-
gin structure. The first is on the JavaScript side and an
example of how to call the plugin’s native interface is
defined as follows:
MuscleBan.prototype.connect = function(
onSuccess, onError, address)
{
exec( onSuccess,
onError,
"MuscleBan",
"connect",
[address]);
}
The next method is what enables the interaction
with the device’s API by receiving inputs and return-
ing callbacks. The latter reflect either a success or an
error case, which are treated by a layer at a higher
level.
private void connect(JSONArray args,
CallbackContext callbackCtx) {
try {
String macAddress = args.getString(0);
if(mDeviceService.connect(macAddress)){
callbackCtx.success();
} else {
callbackCtx.error(
"Error - on try to connect D1");
}
} catch (Exception e) {
Log.e(LOG_TAG, "Error on connect: " +
e.getMessage());
}
}
In the matter of data frames or events, the callback
channel is open and remains in that state so that the
data flow is enhanced.
2.2 Application
This web view based application was developed using
HTML5, JavaScript and CSS, as well as Apache Cor-
dova plugins like the one described in 2.1. Addition-
ally, we make use of other libraries, such as jQuery
mobile, Font-Awesome and jsPDF in order to fulfil
the requirements that were planned.
HEALTHINF 2016 - 9th International Conference on Health Informatics
504
2.2.1 Application User Interface
The UI was designed to provide a user-friendly expe-
rience and to be very responsive (Figure 2).
Figure 2: Application’s Display Page.
It consists in an HTML5 canvas based interface
where all the elements are responsive. The timers
(now and max) turn grey on click, with the purpose
of not interfering with the session training.
The user can also choose to receive audio notifi-
cations in two different modalities: if the objectives
are being respected or if the objectives are not being
respected.
3 SYSTEM EVALUATION
3.1 Communication and Visualization
Tests
In order to evaluate the readiness of the bluetooth
communication with the selected framework, we
made a validation test to quantify the delay associated
with the biosignal acquisition and its communication
through the mobile phone to the user’s interface.
For this test we made a simple app, similar to the
described in 2, but in this case with two different de-
vices: a virtual one with a square wave behaviour (be-
tween zero and max) and a device similar to the ones
used to acquire the EMG but with a photodiode. The
main goal was for the photodiode to detect the move-
ment of the virtual device bar, counting the time until
the response of the stimuli arrived.
The results were very satisfying, with a delay
ranged between 100 and 150 ms.
3.2 Validation Tests
After the development stage being complete, the app
was tested internally by a therapist in a simulated en-
vironment. These tests where made using a vertical
approach, to assure all the methods and events correct
functioning.
Before validating the system in a clinical envi-
ronment, it was necessary to perform a risk analysis,
which is part of the software’s technical file. This
analysis includes explanations of the several issues
that could lead to the misuse of the mobile applica-
tion and whose severity was classified according to
their probability and gravity. This was followed by
the mitigation of such problems, as a way of guaran-
teeing a good quality performance and experience.
The application was also tested by the company’s
physiotherapist and other engineers, several scenarios
and issues where detected and some improvements
where made. The most important improvement was
the adjustment of the sub-sampling frequency, in or-
der to achieve a good clinical result with a good visual
feedback. Other issues concerned the area of the in-
formation given to the user, including the critical bat-
tery level warning and the misplacement of the device
on the skin.
The veracity of the collected data was also taken
into consideration during the evaluation, in order to
validate the method. This was accomplished by com-
bining the sensibility of the physiotherapist and direct
comparisons with other PLUX’s products results in
the physiotherapy area.
4 CONCLUSIONS
The main purpose of this work was to make a ro-
bust and steady software, with a user-friendly inter-
face that should allow an easy interaction between the
therapist and the patient.
Aiming for this outcome, the whole app was de-
veloped from scratch by creating the plugin and the
application section, as well as the web view based in-
terface.
The plugin is specific for this app, but it was writ-
ten so that it can easily be used with other purposes
and apps, giving much information to the developer.
Mobile Health App for Biofeedback Response in Physiotherapy - Development and Validation
505
The communication between the Java code (native
API) and the JavaScript (app code) was found to be
responsive and highly reliable.
When the UI design was established it took into
account all the good practices, going from the selec-
tion of the icons to the colors and the type of events
that are displayed.
Many of the decisions that influenced the design
of the app, were taken considering the feedback re-
ceived over time, as a way of guaranteeing the best
user experience possible.
As a continuation of this work, we will proceed
with the validation tests, concerning the market entry
strategy.
The next step to take will be to implement the
APIs from other operative systems such as iOS, in or-
der to guarantee the multi-platform compatibility of
the app, along with filling the requirements of the two
biggest OS in the mobile market.
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