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Online meetings have become an integral part of daily life, but prolonged screen time poses significant health risks. While various interventions address sedentary lifestyles, few focus on mitigating sedentary behavior during online…

人机交互 · 计算机科学 2025-02-20 Jiaqi Jiang , Shanghao Li , Xian Li , Yingxin Xu , Jian Zhao , Pengcheng An

Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…

人机交互 · 计算机科学 2019-08-02 Georg Regal , David Sellitsch , Elke Mattheiss , Manfred Tscheligi

Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how…

计算机与社会 · 计算机科学 2017-02-27 Ali Shameli , Tim Althoff , Amin Saberi , Jure Leskovec

Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…

人机交互 · 计算机科学 2017-08-22 Anna Iurchenko

Prolonged sitting is a health risk leading to metabolic and cardiovascular diseases. To combat this, various "nudging" strategies encourage stand-ups. Behavior change triggers use explicit prompts such as smartphone push notifications or…

人机交互 · 计算机科学 2025-07-14 Sohshi Yoshida , Ko Watanabe , Andreas Dengel , Shoya Ishimaru , Shingo Ata , Manato Fujimoto

New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…

Aggressive incentive schemes that allow individuals to impose economic punishment on themselves if they fail to meet health goals present a promising approach for encouraging healthier behavior. However, the element of choice inherent in…

综合经济学 · 经济学 2018-11-08 Idris Adjerid , Rachael Purta , Aaron Striegel , George Loewenstein

Prolonged sedentary behavior is prevalent among office workers and has been found to be detrimental to health. Preventing and reducing prolonged sedentary behavior require interventions, and persuasive technology is expected to make a…

计算机与社会 · 计算机科学 2018-10-15 Yunlong Wang , Lingdan Wu , Jan-Philipp Lange , Ahmed Fadhil , Harald Reiterer

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…

Employees face decisions every day - in the absence of supervision. The outcome of these decisions can be influenced by digital workplace design through the power of persuasive technology. This paper provides a structured literature review…

人机交互 · 计算机科学 2022-08-15 Kilian Wenker

Outcome-driven studies designed to evaluate potential effects of games and apps designed to promote healthy eating and exercising remain limited either targeting design or usability factors while omitting out health-based outcomes…

人机交互 · 计算机科学 2021-06-28 S. Durga , S. Hallinan , M. Seif El-Nasr , M. Shiyko , C. Sceppa

Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…

人机交互 · 计算机科学 2023-03-28 Meshaiel Alsheail , Dmitry Alexandrovskz , Kathrin Gerling

Despite the indisputable personal and societal benefits of regular physical activity, a large portion of the population does not follow the recommended guidelines, harming their health and wellness. The World Health Organization has called…

人机交互 · 计算机科学 2022-06-06 Sofia Yfantidou , Pavlos Sermpezis , Athena Vakali

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…

人机交互 · 计算机科学 2025-11-27 Fatima Badmos , Emma Murphy , Michael Ward , Damon Berry

Health wearables in combination with gamification enable interventions that have the potential to increase physical activity -- a key determinant of health. However, the extant literature does not provide conclusive evidence on the benefits…

综合经济学 · 经济学 2023-01-10 Muhammad Zia Hydari , Idris Adjerid , Aaron D. Striegel

As recommender systems increasingly guide physical actions, often through wearables and coaching tools, new challenges arise around how users interpret, trust, and respond to this advice. This paper introduces a conceptual framework for…

人机交互 · 计算机科学 2025-12-22 Alan Said

Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…

计算机与社会 · 计算机科学 2015-12-31 Michael James Scott , Gheorghita Ghinea , Ian Hamilton

Wearable devices have revolutionized healthcare monitoring, allowing us to track physiological conditions without disrupting daily routines. Whereas monitoring physical health and physical activities have been widely studied, their…

人机交互 · 计算机科学 2024-06-19 Peter Traunmuller , Anice Jahanjoo , Soheil Khooyooz , Amin Aminifar , Nima TaheriNejad

Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can…

人机交互 · 计算机科学 2022-01-14 Huansheng Ning , Zhenyu Wang , Rongyang Li , Yudong Zhang , Lingfeng Mao

Hybrid work settings often lack the informal communication that naturally emerges from spontaneous encounters and ambient awareness of coworkers' activities, potentially hindering team collaboration. To address this challenge, we explored…

人机交互 · 计算机科学 2026-03-13 Lu Liu , Harm van Essen , Berry Eggen
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