Related papers: How Gamification Affects Physical Activity: Large-…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…