Related papers: How Gamification Affects Physical Activity: Large-…
Mobile phones and other electronic gadgets or devices have aided in collecting data without the need for data entry. This paper will specifically focus on Mobile health data. Mobile health data use mobile devices to gather clinical health…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
With the advent of smart grid (SG) systems, electricity networks have been able to ensure greater efficiency and utility by interconnecting their grids through cloud-based technology. As SGs become increasingly complex, a wide range of…
Walking is a fundamental activity of our daily life not only for moving to other places but also for interacting with surrounding environment. While walking on the streets, pedestrians can be aware of attractions like shopping windows. They…
Being an emerging business practice, gamification is going to the mainstream to enable and transform social business initiatives across enterprises. With the consistent focus on customer behavior and experience, there is a paradigm shift in…
Physical inactivity remains a critical global health issue, yet scalable strategies for sustained motivation are scarce. Conversational agents designed as simulated exercising peers (SEPs) represent a promising alternative, but their…
The biomechanics of the human body allow humans a range of possible ways of executing movements to attain specific goals. Nevertheless, humans exhibit significant patterns in how they execute movements. We propose that the observed patterns…
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster…
About 15% of the world population is affected by a disability in some form, amongst whom only 31% perform the recommended exercises without intervention. We are working on developing a motivating and effective way to encourage people. In…
Background. Wearable accelerometry devices allow collection of high-density activity data in large epidemiological studies both in-the-lab as well as in-the-wild (free-living). Such data can be used to detect and identify periods of…
Mobile applications and on-body devices are becoming increasingly ubiquitous tools for physical activity tracking. We propose utilizing a self-tracker's habits to support continuous prediction of whether they will reach their daily step…
Existing research and physical activity guidelines highlight the benefits of outdoor physical activities for ageing populations. There is potential for technology to facilitate outdoor activity through Physical Web infrastructure. We…
Appearance-based gaze estimation, which uses only a regular camera to estimate human gaze, is important in various application fields. While the technique faces data bias issues, data collection protocol is often demanding, and collecting…
Many cities promote walkability through concepts such as the compact city and 15-minute city to enhance urban livability, yet few methods link spatial walkability features to empirically measured livability and account for temporal…
The utilization of digital health has increased recently, and these services provide extensive guidance to encourage users to exercise frequently by setting daily exercise goals to promote a healthy lifestyle. These comprehensive guides…
Serious games and gamification (SGG) have shown to have positive effects on health outcomes of eHealth applications. However, research has shown that a shift towards a personalized approach is needed, considering the diversity of users.…
Digital games offer rich social experiences and promote valuable skills, but they fall short in addressing physical inactivity. Exergames, which combine exercise with gameplay, have the potential to tackle this issue. However, current…
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the…
Mobile gaze tracking involves inferring a user's gaze point or direction on a mobile device's screen from facial images captured by the device's front camera. While this technology inspires an increasing number of gaze-interaction…
Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In…