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Walking is a fundamental activity of human life, not only for moving between places but also for interacting with surrounding environments. While walking to destinations, pedestrians may acquaint themselves with attractions such as…

Physics and Society · Physics 2017-11-22 Jaeyoung Kwak

Using mobile phone records and information theory measures, our daily lives have been recently shown to follow strict statistical regularities, and our movement patterns are to a large extent predictable. Here, we apply entropy and…

Physics and Society · Physics 2014-01-17 Roberta Sinatra , Michael Szell

Walking is one of the most common modes of terrestrial locomotion for humans. Walking is essential for humans to perform most kinds of daily activities. When a person walks, there is a pattern in it, and it is known as gait. Gait analysis…

Human-Computer Interaction · Computer Science 2022-08-04 Md Shahriar Tasjid , Ahmed Al Marouf

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…

Human-Computer Interaction · Computer Science 2011-02-17 Pejman Mirza-Babaei

Millions of drivers worldwide have enjoyed financial benefits and work schedule flexibility through a ride-sharing economy, but meanwhile they have suffered from the lack of a sense of identity and career achievement. Equipped with social…

Computers and Society · Computer Science 2020-08-18 Teng Ye , Wei Ai , Lingyu Zhang , Ning Luo , Lulu Zhang , Jieping Ye , Qiaozhu Mei

We review recent results obtained from simple individual-based models of biological competition in which birth and death rates of an organism depend on the presence of other competing organisms close to it. In addition the individuals…

Populations and Evolution · Quantitative Biology 2015-03-03 Emilio Hernandez-Garcia , Els Heinsalu , Cristobal Lopez

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-Computer Interaction · Computer Science 2018-04-16 Gabriela Villalobos-Zúñiga , Mauro Cherubini

This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…

Human-Computer Interaction · Computer Science 2022-08-05 M. Rasel Mahmud , Michael Stewart , Alberto Cordova , John Quarles

Vibration feedback is common in everyday devices, from virtual reality systems to smartphones. However, cognitive and physical activities may impede our ability to sense vibrations from devices. In this study, we develop and characterize a…

Human-Computer Interaction · Computer Science 2023-05-12 Kyle T. Yoshida , Joel X. Kiernan , Rachel A. G. Adenekan , Steven H. Trinh , Alexis J. Lowber , Allison M. Okamura , Cara M. Nunez

Wireless mobile grids are one of the emerging grid types, which help to pool the resources of several willing and cooperative mobile devices to resolve a computationally intensive task. The mobile grids exhibit stronger challenges like…

Networking and Internet Architecture · Computer Science 2010-02-10 A. S. Nandeppanavar , M. N. Birje , S. S. Manvi , Shridhar

Punishment as a mechanism for promoting cooperation has been studied extensively for more than two decades, but its effectiveness remains a matter of dispute. Here, we examine how punishment's impact varies across cooperative settings…

General Economics · Economics 2025-08-26 Mohammed Alsobay , David G. Rand , Duncan J. Watts , Abdullah Almaatouq

As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…

This study investigates the causal relationship between campus walkability and the emotional walking experiences of students, with a focus on their mental well-being. Using data from 697 participants across seven Chinese tertiary education…

Computers and Society · Computer Science 2023-11-14 Jie Zhu , Bojing Liao

Gamification has the potential to make significant contributions to financial product delivery, Fintech services, and inclusive growth. The integration of gamification into FinTech applications has shown a positive correlation with the…

Computer Science and Game Theory · Computer Science 2024-02-28 Latifeh PourMohammadBagher , Najmieh Sadat Safarabadi

Re-identifying participants in ultra-distance running competitions can be daunting due to the extensive distances and constantly changing terrain. To overcome these challenges, computer vision techniques have been developed to analyze…

Computer Vision and Pattern Recognition · Computer Science 2025-08-28 David Freire-Obregón , Javier Lorenzo-Navarro , Oliverio J. Santana , Daniel Hernández-Sosa , Modesto Castrillón-Santana

This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to…

Graphics · Computer Science 2023-02-14 Jessica K. Hodgins , Wayne L. Wooten , David C. Brogan , James F. O'Brien

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…

Machine Learning · Statistics 2016-12-06 Tom Quisel , David C. Kale , Luca Foschini

Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…

Software Engineering · Computer Science 2024-02-02 Óscar Pedreira , Félix García , Mario Piattini , Alejandro Cortiñas , Ana Cerdeira-Pena

Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…

Physics Education · Physics 2017-10-13 Angela He

The recent development of smartphone and wearable sensor technologies enable general public to carry self-tracking tasks more easily. Much work has been devoted to life data collection and visualisation to help people with better…

Computers and Society · Computer Science 2016-10-04 Li Guo