Collaborative, Social-networked Posture Training (CSPT) through
Head-and-Neck Posture Monitoring and Biofeedbacks
Da-Yin Liao
Straight & Up Intelligent Innovations Group Co., San Jose, California, U.S.A.
Keywords: Posture Training, Head and Neck Posture, Collaborative Training, Cloud Computing, Social Network, Peer-
Influenced Learning.
Abstract: This research is motivated by the need of a tool to train elementary/middle-school students to maintain good
posture while sitting. We propose a collaborative, social-networked approach to design the posture training
tool so that students can be aware of and timely improve their bad posture. The posture training tool is
composed of a wearable posture training headset, a social-network App, and cloud storage and computing
services. The wearable training headset is equipped with real-time sensors to monitor head and neck
postures. The App provides biofeedback mechanisms of sound, voice, or vibration, to remind the students
when their postures become bad. In the App, students and their guardians can review the posture history and
the statistical analysis of their postures. Students can glance over their friends’ posture performance.
Through this collaborative, social-networked approach, students of peer influences are thus encouraged to
maintain good postures.
1 INTRODUCTION
Chiropractors and spinal specialists worldwide have
seen an increase in the number of young patients
experiencing “text neck” (Fishman 2017). Text
neck and its syndrome are threatening to turn
today’s teenagers into a generation of hunchbacks.
Originated by Dr. D. Fishman in Year 2008, the
phrase “text neck” is to describe the repeated stress
injury to the body caused by poor posture and
brought on largely by overuse of all digital devices.
Poor posture not only causes structural and spinal
problems to people, but it can also lead to cognitive
problems that may incur anxiety and depression
(Pop, 2016), especially to those emotional and
sensitive people like teenagers.
The rapid rise of poor posture in kids is the curse
of modern era. Digitally savvy teens are likely the
most affected because they use smartphones, tablets
and computers the most. Moving the head forward
and bending down in a hunched position for typing
or gaming imposes high pressure in the spine. The
pressure increases drastically with every degree of
head/neck flexing. For head position of bending 45
degrees, the head exerts 22.5 Kg, comparing with
5.5 Kg in its normal position (Hansraj, 2014).
For older people, prolonged poor posture could
result in permanent pains in their necks and
shoulders, but the severity can be minimized for kids
and adolescents through neck and shoulder stretches
and exercise. Frequent breaks with simple neck and
shoulder stretches can improve blood flow and
relieve tension. Keeping good posture, with the
body aligned in a neutral position, is the key to avoid
straining the neck and shoulder. Posture awareness
and timely improvement are important to stretch and
relax the tense muscles.
However, actions always speak louder than
words. It is not easy to deal with children on the
brink of adolescent rebellion. Poor posture is not an
immediate damage or hazard to people. Its harmful
effects are not obvious and can only appear over a
long period of time. Neck and shoulder pains may
be annoying but texting or gaming are more
attractive to teens.
Awareness of poor posture is not easy, not to say
to do timely improvement to correct poor posture.
Parents or teachers always exhort to sit or stand up
straight, stop slouching and to straighten the
shoulders. However, they cannot stay aside with
kids all the time and most teens do not like so. The
critical point is teens’ self-awareness of their poor
posture and the motivation to improve the poor
posture.
158
Liao, D-Y.
Collaborative, Social-networked Posture Training (CSPT) through Head-and-Neck Posture Monitoring and Biofeedbacks.
DOI: 10.5220/0006358301580165
In Proceedings of the 19th International Conference on Enterprise Information Systems (ICEIS 2017) - Volume 3, pages 158-165
ISBN: 978-989-758-249-3
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Parents and other significant adults may serve as
important models in the childhood, but all become
less effects when kids grow up. Adolescents are
most influenced by their peers. They adopt or
mimic many behaviors of their peers in some social
settings in order to be accepted by their peers. Teens
need encouragement and recognition from their
peers. The imitation to peers can have positive or
negative influences on teens, depending on several
factors like what characteristics of the individuals is,
how responsible the group members are, and so on.
The influences can be strong or weak, heavily
relying on the trust to each other and the competition
among the peers of the group (Kirke, 2006; Lenhart
et al, 2015).
The 21st-century-born teens are sometimes
called the “i-Generation,” representing the types of
technologies, such as iPhone, iPod, iTune and Wii,
being heralded by children and adolescents. They
are digital natives, grow up with Internet connection,
and are surrounded with technologies all days long.
The Internet, mobile phones, and social network
software all become an integral part of their lives
and are increasingly relevant to their learning and
social networking. While particular software
websites may rise and fade, the i-Generation
continue to engage through social network software
for identity formation, status negation, and peer-to-
peer sociality (Mason & Rennie, 2008).
The term social network refers to the web of
social relationships that surround individuals
(Heaney & Israel, 2008). In this research, it refers to
the linkages between teens whose closeness is
embedded in a informal group in which group
members can provide social functions like
emotional, instrumental, informational, and appraisal
supports and collaboration to individuals. Social
networks and social support can have positive
effects on physical, mental, and social health (Ayubi
et al, 2014). Collaborative social networks open up
new ways to work with peers and improve
engagement and effectiveness to activities (Webb,
1989).
This research aims to develop a tool to train
elementary/middle-school students to maintain good
posture while sitting. We propose a collaborative,
social-networked approach to design the posture
training tool, which is composed of a wearable,
posture training headset, a social-network app
(application program), and cloud storage and
computing services. The wearable training headset
is equipped with real-time sensors to monitor head
and neck postures. An App is developed to provide
biofeedback mechanisms of sound, voice, or
vibration, to remind the students when their postures
become bad. In the App, students and their
guardians can review the history of posture and
conduct statistical analysis of their postures. Some
metrics are defined to indicate the behavior of their
sitting postures. The App provides functions to
glance over their friends’ performance. Through the
collaborative, social-networked sharing and
competition, students of peer influences are thus
encouraged to maintain their good postures.
The remainder of this paper is organized as
follows. Section 2 proposes the design of the
Collaborative, Social-networked, Posture Training
(CSPT) framework. The posture training tool that
adopts biofeedback techniques in helping correct
poor head and neck posture is developed in Section
3. Section 4 presents the design of experiments to
validate the effectiveness of collaborative, social-
networked posture training. Section 5 discusses the
experiment results. Finally, in Section 6 concluding
remarks are made with some future research
directions.
2 DESIGN OF COLLABORATIVE,
SOCIAL-NETWORKED
POSTURE TRAINING (CSPT)
FRAMEWORK
Design of the Collaborative, Social-networked
Posture Training (CSPT) framework is based on
three technologies of (1) real-time, head-and-neck
posture monitoring, (2) biofeedback mechanisms,
and (3) social networks and collaboration.
Monitoring of head and neck postures requires
techniques of sensing the movement and measuring
the displacement of head and neck positions in real
time, with respect to their neural positions.
Transformation among many coordinate systems is
needed to reflect head and neck postures. Many
researches have attempted to define the normal and
correct posture of head, neck and shoulder, from
various different points of view (Liao, 2016). Most
researchers and practitioners adopt the idea along the
neutral spine position — ears aligned with the
shoulders and the shoulder blades retracted. This
research uses head-and-neck angles — the angles
between true vertical (or horizontal) and a line
connecting C7 vertebra and tragus (the cartilaginous
protrusion in front of the ear hole) as the head-and-
neck posture.
The idea behind the biofeedback technology is
that, by harnessing the power of the mind and
becoming aware of what’s going on inside the body,
people can get more control over those normally
involuntary functions. Biofeedback promotes
Collaborative, Social-networked Posture Training (CSPT) through Head-and-Neck Posture Monitoring and Biofeedbacks
159
relaxation and can help relieve a number of
conditions that are related to stress.
Social connection and the quality of the
relationships are important for physical health. The
use of social networks and collaboration technology
is appealing for three reasons. First, the i-Generation
teens spend hours a day with their peers using social
networks. Second, individuals can use social
networks to share their performance in maintaining
good posture to their peers. Third, peers give their
appraisals and encouragement through social
networks where positive social competition and
support are timely and amplified. Collaboration
among the peers is thus achieved.
The CSPT framework consists of posture
monitoring wearables, handheld devices, a social-
network app, and cloud storage and computing
services. Its architecture is shown as Figure 1.
Figure 1: Architecture of the CSPT Framework.
The embedded-system-based device is devised to
monitor neck-and-head posture in real time.
Handheld devices like smartphones, and desktop or
laptop computers are used to provide interface to the
device. They also provide biofeedback and social
networking functions.
3 BIOFEEDBACK POSTURE
TRAINING TOOL
3.1 Biofeedback
Biofeedback is an autonomic feedback mechanism
that gains awareness of physiological functions from
the information measured by instruments (Schwartz
& Andrasik, 2005; McKee, 2008). Biofeedback
monitors and uses physiologic information (e.g.
hearing, vision, feeling) to teach people to change
specific physiologic functions (e.g., posture)
accordingly. Figure 2 depicts the biofeedback
mechanism in a posture control loop. In the control
loop, posture is monitored and biofeedback to the
sensory nervous system with sound, flashing light,
or vibration in order to notify to change and improve
the posture accordingly.
Figure 2: The Biofeedback Mechanism.
As one of the popular clinical therapy
approaches in healthcare, biofeedback aims at
helping people take responsibility for the cognitive,
emotional, and behavioral changes needed to affect
healthy physiologic change. A biofeedback
mechanism includes both a biofeedback process and
the instruments used in the process. A biofeedback
process is a learning process where physiologic
information is monitored and fed back through the
biofeedback instruments. Biofeedback instruments
monitor the physiologic processes, measure and
transform the measurement data into auditory,
visual, or vibrating signals in a simple, direct, and
immediate way. The goal of biofeedback is to
enable and change the physiologic process of the
people, guided by the information provided by the
biofeedback instruments.
Successful design of a biofeedback mechanism
should consider the following factors:
whether the individual have the capacity to
respond;
how the individual is motivated to learn;
how the individual is positively reinforced to
learn; and
whether the individual is given accurate
information about the results of the learning
effort.
We design the biofeedback mechanism by using
sounds, music, flashing light, and vibration functions
of smartphones to timely notify the teens when their
bad posture is detected.
3.2 Real-time Posture Training with
Biofeedback
This research adopts the direct feedback learning
mechanism that the individual gains control of the
head and neck posture after receiving the feedback
ICEIS 2017 - 19th International Conference on Enterprise Information Systems
160
information. The biofeedback instruments monitor
real-time head-and-neck posture and determine head
craning forward or hanging downward. Using the
biofeedback process with sound, light, or vibration,
people receives alert or warning when their head and
neck posture is determined as bad. The biofeedback
mechanism guides the people to identify, change and
correct the head and neck posture to right positions.
There are five steps in the operation scenarios of
the CSPT system, described as follows:
1. Initialization: Teen wears the posture training
headset and invokes the smartphone App.
2. Monitoring: The posture monitoring sensor
continues to monitor the posture status and send
streaming data to the receiving App or gadgets.
3. Biofeedback: The App or gadgets biofeedback
to the teen with predefined sound, music,
vibration, or flashing light, when poor posture is
determined. The teen responds and corrects the
head and neck posture to the good position
timely.
4. Storing and Analysis: The posture data are
compiled and transferred to the cloud for storing
and further analysis. The teen can query and
review their own historical behaviors and
analytic information in their smartphone or
smartwatch.
5. Sharing and Research: Notifications and
analytic data can be shared to teen’s parents,
guardian, or friends. The data stored in the
cloud, without violating privacy and security
policies, can be shared to doctors, researchers,
or public health workers to improve healthcare
and welfare.
3.3 System Description
The CSPT system consists of three subsystems –
Posture Monitoring subsystem, App subsystem, and
Cloud Services subsystem. Each subsystem is
described as below:
Posture Monitoring Subsystem
The Posture Monitoring subsystem is an
embedded system with dedicated hardware of
accelerometer functions to detect and transmit the 3-
axis acceleration values of the device continuously.
We adopt a 32-bit ARM Cortex M0 microprocessor
(“Cortex-M0 Processor,” 2017) as the core of the
embedded system. The microprocessor equips with
AES 128-bit encryption.
A 3-axis accelerometer of ultra-low-power, high-
performance, MEMS (Micro-Electro Mechanical
System) motion sensor is used in the embedded
system to detect the attitude of the posture
monitoring hardware, i.e., its pitch, roll, and yaw.
Its function is to measure 3-axis accelerations with
16-bit data output rates in hundreds Hertz. The
analog measured accelerometer readings are first
converted into digital signals and then sent to the
microprocessor via serial communication interfaces
of I2C (Inter-Integrated Circuit) or SPI (Serial
Peripheral Interface) to calculate the tilt angle of the
posture monitoring hardware.
App Subsystem
The App subsystem plays many roles, from
sensor data gateway and processing, biofeedback
initiating, data feeder to the cloud, and presentation
or rendering the historical and analytic posture
information, to social networking GUI.
As the core in the App subsystem, the App
executes and manages tasks of receiving, processing
and further transmitting head-and-neck angles,
determining to notify when biofeedback is needed,
rendering the analytic data streams from the cloud,
managing identity and access control, and doing
encryption/decryption of the data and user ID, as the
platform for chatting, messaging, and file sharing of
social network functions.
Not every teen’s smartphone is fresh and up-to-
date. Some teens use parents’ used smartphones
whose OS or interfaces are unable to upgrade.
Development of the App subsystem involves various
and many smartphone models from different
manufacturers with different OS and software
versions and is so challenging and tedious as
compared to the development of other subsystems.
Cloud Services Subsystem
The Cloud Services subsystem stores and syncs
user data, exports the App analytic information, and
supports social network services. We adopt the web
services with the on-demand computing platform
offered by a well-known Internet service provider
that operates from 12 geographical regions across
the world.
Several clustered servers are equipped in the
cloud subsystem for web, applications and database
server functions. NoSQL databases are adopted to
manage user data, head-and-neck angles, and
analytic data.
3.4 Wearable Training Headset
The wearable training headset is an earhook device
that measures and transmits head-and-neck angles to
the receiving smartphone. The wearable training
headset is composed of four components, including
accelerometer, microprocessor, power supply, and
Collaborative, Social-networked Posture Training (CSPT) through Head-and-Neck Posture Monitoring and Biofeedbacks
161
wearable earhooks and lanyard. Monitoring head-
and-neck posture is accomplished by calculating
head-and-neck posture angles, as described below.
In this research we adopts the C7-tragus angle,
a.k.a. the cranial-vertebral angle, as depicted in
Figure 3, as the metric to measure head-and-neck
postures. A comfortable head-and-neck angle is
about 30° in a normal sitting posture and about 40°
in using computer. A posture below 25° or beyond
50° is considered poor and need-to-be-corrected.
Figure 3: Coordinate Systems with Origins at C7, Sensor
and Center of the Head, respectively.
Let G = [ G
x
'
G
y
'
G
z
'
]
T
be an acceleration vector,
where G
x'
, G
y',
and G
z’
represent the acceleration in
x’-, y’- and z’-axis, respectively, and G
x’
G
y’
G
z’
0.
The tilt angle along the z’-axis, ρ, can be calculated
by the following equation:
ρ = cos
-1
(
G
z
/sqrt(G
2
x
+G
2
y
+G
2
z
)
)
,
where cos
-1
(.) is inverse cosine and the sqrt(.) the
square root functions, respectively. By measuring
the amount of accelerations from the accelerometer,
the above equation gives the angle how the sensor is
tilted at with respect to the earth.
The tilt angle is further transformed into the
people’s coordinate system (x, y, z), with its origin
at the center of the head in Figure 3. It is then
converted into the posture angle. The stream of the
posture angles forms a set of time-series data which
are processed by the meta-heuristic based on
Kalman filter and fuzzy logics algorithms
(Dakhlallah, 2007).
The posture angle sensor is put in a find plastic
enclosure that is attached to a lanyard and connects
to an creative designed earhook in both sides. Figure
4 shows the wearable training headset.
Figure4: Wearable Training Headset.
3.5 Social Network App
As the core in the smartphone subsystem, the App is
the only entrance for people to use the biofeedback
system to prevent their neck and shoulder pains.
The App provides registration function for new user
to register in a simple step and start to use the
system. It manages user identity and access control.
The App is capable of doing encryption/decryption
of the data and ID.
The App is a notifier for people to receive alert
or warning so that they can correct the poor posture
immediately. The App executes and manages tasks
of receiving, processing and further transmitting
head-and-neck angles, determining to play sound or
music, or start vibrating when biofeedback is
needed.
The App is also an important interface to people.
It provides friendly GUI (Graphical User Interface)
and renders the analytic data streams from the cloud.
User can watch the status of their current head and
neck posture and realize how good or poor their
head and neck posture is. People can glance over
their friends’ posture performance. People can also
query the analytic statistics of good posture (%),
wearing time, and response time of historical data in
different time scales spreading from day, week,
month, to year. Figure 5 depicts an example of the
analytic report in the day.
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Figure 5: An Example GUI of the App.
4 DESIGN OF EXPERIMENTS
This section reports on the use of the proposed
posture training framework with a group of six
teenagers in a middle school in San Jose, California,
U.S.A. The families in this group are similar in
various respects, including their race of Asian
Americans, socioeconomic status, occupational
status, family size, housing, geographic location,
ethics and morals. The teenagers are all 8th graders
in the school and form peer ties. They study and
play in very close proximity to each other of the
group. They are denoted as “C”, “E”, “GC”, “GW”,
“H” and “L”, by the first letter(s) of their names,
respectively.
4.1 Experiment Method
Our objectives in the design of experiments have
four folds as follows:
1. to validate the effectiveness of the developed
posture training tool;
2. to validate the effectiveness of the proposed
CSPT framework;
3. to study the effects of peer influences on head-
and-neck posture training; and
4. to study the effects of biofeedback on head-and-
neck posture training.
The following three scenarios are designed for the
experiments:
Scenario I
Both the Biofeedback and social network
functions are DISABLED.
Scenario II
Biofeedback is ENABLED but social network
function is DISABLED.
Scenario III
Both the biofeedback and social network
functions are ENABLED.
The experiments were carried out in each teen’s
home during October 17th~21st and 24th~28th,
Year 2016, with guidance of teens’ parents. Each
teenage is provided with a wearable training headset
and the Posture Training App. They are asked to
wear the training headset for at least sixty minutes a
day. The experiments were carried out as follows:
We tested Scenario I first in October 17th and 18th.
The tests of Scenario II were followed in October
19th, 20th and 21st. And the tests of Scenario III in
October 24th ~ 28th. The teens know nothing about
the details of the three scenarios before the tests.
That is, at first, the teens were told to wear the
headset without knowing anything about
biofeedback and social network functions for the
first two days. They were aware of the biofeedback
signals in Day 3 (October 19th). And on October
24th, they were told to download App’s new
function to glance at their friends’ training scores.
Before the experiments, all the teens knew who of
their peers will participate the experiments. And
they can share experiences and observations to each
other during the test period.
4.2 Data Collection
Collection of the time-series posture data is achieved
automatically via the wearable training headset, the
App, and the Cloud services.
5 EXPERIMENT RESULTS
The effectiveness of the posture training tool and the
proposed CSPT framework are deliberately
reviewed and validated throughout the experiments.
Tables 1 and 2 show the experiment results of good
posture (%) and wearing time (min) of the six teens,
respectively. and 2 show the experiment results of
Collaborative, Social-networked Posture Training (CSPT) through Head-and-Neck Posture Monitoring and Biofeedbacks
163
good posture (%) and wearing time (min) of the six
teens, respectively.
Figure 6 depicts the comparison of average good
posture percentages of Scenario I versus Scenario II,
i.e., without versus with biofeedback. Note that the
biofeedback does help increase good posture
percentages of time for all the teens significantly.
Similar results of biofeedback effectiveness on
forward head posture have been observed and
reported in the literature (Kim et al, 2011).
Results of good posture percentages of time (%)
of each teen in Scenarios I, II and III are shown in
Figure 7. Peer influences from teens’ social network
and social support do encourage teens in maintaining
good posture. Same observations can be found in
the results of wearing times. Figure 8 depicts the
results of wearing times of each teen in Scenarios I,
II & III, where peer competition and encouragement
does urge longer wearing times in Scenario III, as
compared to their wearing times in Scenarios I & II,
respectively. In summary, through the collaborative,
Table 1: Experiment Results of Good Posture (%).
Date
GoodPosture(%)
C E GC GW H L Scenario
10/17 65 85 80 78 74 87
I
10/18 68 88 82 76 77 85
10/19 89 95 96 95 90 98
II 10/20 90 92 95 92 95 99
10/21 85 95 90 93 92 98
10/24 92 100 98 100 98 100
III
10/25 95 100 99 100 99 100
10/26 94 100 100 99 100 100
10/27 99 100 100 100 100 100
10/28 99 100 99 100 100 100
Table 2: Experiment Results of Wearing Time (min).
Date
WearingTime(min)
C E GC GW H L
Scenario
10/17 60 61 60 63 61 74
I
10/18 61 64 60 62 61 77
10/19 60 72 62 62 62 75
II
10/20 61 68 68 61 64 82
10/21 61 69 65 60 61 86
10/24 62 113 85 96 89 127
III
10/25 87 151 90 111 120 149
10/26 102 155 121 160 158 156
10/27 115 169 162 176 159 180
10/28 152 192 170 179 167 190
social-networked approach, the teens of peer
influences are supported, encouraged, and
collaborative to achieve the goals of maintaining
good posture.
Figure 6: Results with vs. without Biofeedback (BF).
Figure 7: Results of Good Posture (%).
Figure 8. Results of Waiting Time (min).
6 CONCLUDING REMARKS
This paper develops a head-and-neck posture
training tool to invoke students’ awareness of their
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164
bad posture so that they can timely improve their
poor posture and maintain good posture while
sitting. A collaborative, social-networked approach
is used and three technologies of real-time posture
monitoring, biofeedback, and collaborative social
networks are adopted, which consists of an
embedded-system-based posture monitoring headset,
a handheld device, a social-network App, and cloud
services. The proposed framework is tested with a
group of six middle-school best-friend teens for ten
days. Three scenarios are designed to validate the
effectiveness of the proposed approach and tools.
Experiment results show that the proposed
framework and the developed posture training tools
are very effective in increasing teens’ good posture
percentage of time. Social support and peer
influences are important and effective to encourage
the peers in maintaining good posture and being
willing to spend longer time in wearing the tool.
There are some mHealth apps, like iOS Health
and Google Fit, and mobile wearable fitness devices
available on the market. Only few of them have
social networks or social media functions. There
still needs an integrated social network platform to
accommodate the bio-sensing functions for heart
beats, EKG (electrocardiogram), blood glucose, and
so on, as an integrated health service. Future
research may consider the posture training of lower
backs where disorders of the lumbar spinal and its
surrounding muscle, nerves, bones, discs or tendons
usually cause severe lower back pains due to poor
posture.
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