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Smartphone sensors can be extremely useful in providing information on the activities and behaviors of persons. Human activity recognition is increasingly used for games, medical, or surveillance. In this paper, we propose a…
The risk of diseases such as heart attack and high blood pressure could be reduced by adequate physical activity. However, even though majority of general population claims to perform some physical exercise, only a minority exercises enough…
Unsustainable behaviors are challenging to prevent due to their long-term, often unclear consequences. Games offer a promising solution by creating artificial environments where players can immediately experience the outcomes of their…
The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists…
As "Big Data" has become pervasive, an increasing amount of research has connected the dots between human behaviour in the offline and online worlds. Consequently, researchers have exploited these new findings to create models that better…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
The study examines how Gacha games affect gambling practices by analyzing when players start playing and how often they play and how much money they spend on games. The modified Problem Gambling Severity Index (PGSI) serves as the research…
We propose and create an incentive based recommendation algorithm aimed at improving the lifestyle of diabetic patients. This algorithm is integrated into a real world mobile application to provide personalized health recommendations.…
Get-Up-and-Go Test is commonly used for assessing the physical mobility of the elderly by physicians. This paper presents a method for automatic analysis and classification of human gait in the Get-Up-and-Go Test using a Microsoft Kinect…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
This paper provides an estimate for the handicap effect in the go game, a board game widely played in Asia and other parts of the world. The estimation utilizes a unique handicap assignment rule of the game, where the amount of handicaps…
Pervasive health games have a potential to impact health-related behaviors. And, similar to other types of interventions, engagement and adherence in health games is the keystone for examining their short- and long-term effects. Many…
The quality of sleep has a deep impact on people's physical and mental health. People with insufficient sleep are more likely to report physical and mental distress, activity limitation, anxiety, and pain. Moreover, in the past few years,…
Health trackers are widely adopted to support users with daily health and wellness tracking. They can help increase steps taken, enhance sleeping pattern, improve healthy diet, and promote overall health. Despite the growth in the adoption…
This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
Over two hundreds health awareness events take place in the United States in order to raise attention and educate the public about diseases. It would be informative and instructive for the organization to know the impact of these events,…
Obesity affects a rising percentage of the children and adolescent population, contributing to decreased quality of life and increased risk for comorbidities. Although the major causes of obesity are known, the obesogenic behaviors manifest…
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…
Wearables activity trackers are becoming widely adopted to understand individual behavior. Understanding behavior may help in self-regulation such as self-monitoring, goal-setting, self-corrective, etc.; Nevertheless, challenges exist in…