Related papers: Influence of Pok\'emon Go on Physical Activity: St…
Across a growing number of domains, human experts are expected to learn from and adapt to AI with superior decision making abilities. But how can we quantify such human adaptation to AI? We develop a simple measure of human adaptation to AI…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Otago Exercise Program (OEP) is a rehabilitation program for older adults to improve frailty, sarcopenia, and balance. Accurate monitoring of patient involvement in OEP is challenging, as self-reports (diaries) are often unreliable. With…
We develop predictive models of pedestrian dynamics by encoding the coupled nature of multi-pedestrian interaction using game theory, and deep learning-based visual analysis to estimate person-specific behavior parameters. Building…
This study shows the feasibility of an eHealth solution for tackling eating habits and physical activity in the adolescent population. The participants were children from 11 to 15 years old. An intervention was carried out on 139 students…
In this work we investigate intra-day patterns of activity on a population of 7,261 users of mobile health wearable devices and apps. We show that: (1) using intra-day step and sleep data recorded from passive trackers significantly…
Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic,…
Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to…
This document describes the development of a video game prototype designed to encourage physical activity among children and older adults. The prototype consists of a laptop, a camera with 3D sensors, and optionally requires an LCD screen…
Although the average life expectancy in Japan has been increasing in recent years, the problem of the large gap between healthy life expectancy and average life expectancy is still unresolved. Among the factors that lead to the need for…
Smartphones enable understanding human behavior with activity recognition to support people's daily lives. Prior studies focused on using inertial sensors to detect simple activities (sitting, walking, running, etc.) and were mostly…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Human Activity Recognition (HAR) enables context-aware user experiences where mobile apps can alter content and interactions depending on user activities. Hence, smartphones have become valuable for HAR as they allow large, and diversified…
This paper presents our findings from a multi-year effort to detect motion events early using inertial sensors in real-world settings. We believe early event detection is the next step in advancing motion tracking, and can enable…
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while…
Tracking physical activity reliably is becoming central to many research efforts. In the last years specialized hardware has been proposed to measure movement. However, asking study participants to carry additional devices has drawbacks. We…
Human poses and motions are important cues for analysis of videos with people and there is strong evidence that representations based on body pose are highly effective for a variety of tasks such as activity recognition, content retrieval…
This study addresses a critical gap in adolescent health education strategies in the Philippines, as highlighted by the Young Adult Fertility and Sexuality (YAFS) survey series, which overlooks the use of games as a medium for disseminating…
We present a comparative study of the players' and professional players' (athletes') performance in Counter Strike: Global Offensive (CS:GO) discipline. Our study is based on ubiquitous sensing helping identify the biometric features…