9 research outputs found
Dynamic Local Attention with Hierarchical Patching for Irregular Clinical Time Series
Irregular multivariate time series data is prevalent in the clinical and
healthcare domains. It is characterized by time-wise and feature-wise
irregularities, making it challenging for machine learning methods to work
with. To solve this, we introduce a new model architecture composed of two
modules: (1) DLA, a Dynamic Local Attention mechanism that uses learnable
queries and feature-specific local windows when computing the self-attention
operation. This results in aggregating irregular time steps raw input within
each window to a harmonized regular latent space representation while taking
into account the different features' sampling rates. (2) A hierarchical MLP
mixer that processes the output of DLA through multi-scale patching to leverage
information at various scales for the downstream tasks. Our approach
outperforms state-of-the-art methods on three real-world datasets, including
the latest clinical MIMIC IV dataset.Comment: Findings of Machine Learning for Health (ML4H) 202
SimTS: Rethinking Contrastive Representation Learning for Time Series Forecasting
Contrastive learning methods have shown an impressive ability to learn
meaningful representations for image or time series classification. However,
these methods are less effective for time series forecasting, as optimization
of instance discrimination is not directly applicable to predicting the future
state from the history context. Moreover, the construction of positive and
negative pairs in current technologies strongly relies on specific time series
characteristics, restricting their generalization across diverse types of time
series data. To address these limitations, we propose SimTS, a simple
representation learning approach for improving time series forecasting by
learning to predict the future from the past in the latent space. SimTS does
not rely on negative pairs or specific assumptions about the characteristics of
the particular time series. Our extensive experiments on several benchmark time
series forecasting datasets show that SimTS achieves competitive performance
compared to existing contrastive learning methods. Furthermore, we show the
shortcomings of the current contrastive learning framework used for time series
forecasting through a detailed ablation study. Overall, our work suggests that
SimTS is a promising alternative to other contrastive learning approaches for
time series forecasting.Comment: 13 pages, 6 figure
Generating Personalized Insulin Treatments Strategies with Deep Conditional Generative Time Series Models
We propose a novel framework that combines deep generative time series models
with decision theory for generating personalized treatment strategies. It
leverages historical patient trajectory data to jointly learn the generation of
realistic personalized treatment and future outcome trajectories through deep
generative time series models. In particular, our framework enables the
generation of novel multivariate treatment strategies tailored to the
personalized patient history and trained for optimal expected future outcomes
based on conditional expected utility maximization. We demonstrate our
framework by generating personalized insulin treatment strategies and blood
glucose predictions for hospitalized diabetes patients, showcasing the
potential of our approach for generating improved personalized treatment
strategies. Keywords: deep generative model, probabilistic decision support,
personalized treatment generation, insulin and blood glucose predictionComment: Extended Abstract presented at Machine Learning for Health (ML4H)
symposium 2023, December 10th, 2023, New Orleans, United States, 17 page
Sensing river and floodplain biodiversity : developing a prototype
Freshwaters, such as rivers and floodplains, are among the world’s most diverse ecosystems, but they are losing biodiversity faster than any other ecosystem, mainly due to human activities. A major problem is the low awareness of biodiversity loss. Triggering emotions and amazement may increase people’s biodiversity perception in a more holistic way. Therefore, with an immersive audio visual VR-simulation prototype based on 3D point clouds and sound recordings above and below water developed in the Unity game engine, we want to allow for sensing river biodiversity. Feedback from a user study demonstrates that the prototype can promote laypersons’ awareness of biodiversity loss and provides insights for its further enhancement
Comparison of an exergame and a moderate-intensity endurance training intervention on physiological parameters
Background
Exergames are interactive video games that stimulate an active, whole-body gaming experience (Best, 2013). By combining electronic entertainment with physical exercise, exergames offer novel opportunities to expand physical activity in different age groups and settings. Even though studies have found a significant increase in energy expenditure when playing exergames compared to normal video games, most games only induce low to moderate-intensity activity which is too low to result in relevant physical adjustments (Biddiss & Irwin, 2010). This study assessed the effects of an 8-week exergame-training (EXT) in an innovative exergame called the ExerCube and compared it with a typical moderate-intensity endurance training (ET) intervention.
Methods
In total, 19 individuals (10 female; age 26.9 ±8.7 years; body mass index (BMI) 23.6 ±3.1 kg/m2) participated and were block randomized into an EXT group (n = 9) and an ET group (n = 10). Throughout the 8-week intervention period, the EXT group attended 20-30-minutes of EXT three times a week while the ET group completed 15-45-minutes of ET (jogging/cycling at 65-75% of maximal heart rate) three times a week. Before and after the intervention BMI, systolic and diastolic blood pressure, and VO2max (spiroergometry; start: 50 or 75 W; increment: 25 W/min) were assessed and compared (paired-samples t-test, ANOVA).
Results
Significant time × group interaction effects were found for VO2max (F(1,17) = 11.345; p = .004, ηp2 = .400). The EXT group revealed significant within-group effects in VO2max from pre (43.2 ±10.6 ml/kg*min) to post (46.9 ±10.9 ml/kg*min; p = .004, d = 1.308) while the ET group revealed no significant changes (pre: 39.4 ±5.4 ml/kg*min; post: 39.7 ±4.9 ml/kg*min; p = .466, d = .241). No significant time × group interaction effects were detected in systolic blood pressure (F(1,17) = .050; p = .825, ηp2 = .003) or diastolic blood pressure (F(1,17) = .005; p = .943, ηp2 = .000). However, there was a significant decrease in the peripheral systolic blood pressure from pre (122 ±10 mmHg) to post (117 ±12 mmHg; p = .034, d = .792) in the ET group but not in the EXT group (pre: 118 ±8; post: 114 ±7; p = .156, d = .523). Concerning BMI, no significant interaction effects (F(1,17) = 2.818; p = .111, ηp2 = .142) were detected.
Conclusions
The EXT seems to be more effective as conventional ET exercise approach to improve endurance performance. This is promising as exergame may develop intrinsic motivation/enjoyment for physical activity. Further studies confirming these findings and extending to psychological variables are needed.
References
Best, J. R. (2013). Exergaming in youth: Effects on physical and cognitive health. Zeitschrift für Psychologie, 221(2), 72-78. https://doi.org/10.1027/2151-2604/a000137
Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: A systematic review. Archives of Pediatrics & Adolescent Medicine, 164(7), 664-672. https://doi.org/10.1001/archpediatrics.2010.10
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