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相关论文: How Gamification Affects Physical Activity: Large-…

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Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…

人机交互 · 计算机科学 2014-07-04 Michael Meder , Brijnesh-Johannes Jain

Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…

计算机与社会 · 计算机科学 2026-03-17 Anna Katharina Ricker , Kai Marquardt , Lucia Happe

We propose and create an incentive based recommendation algorithm aimed at improving the lifestyle of diabetic patients. This algorithm is integrated into a real world mobile application to provide personalized health recommendations.…

人机交互 · 计算机科学 2025-04-22 Wasim Abbas , Hafiz Syed Muhammad Bilal , Asim Abbas , Muhammad Afzal , Je-Hoon Lee

Unhealthy lifestyles could cause many chronic diseases, which bring patients and their families much burden. Research has shown the potential of digital technologies for supporting health behavior change to help us prevent these chronic…

人机交互 · 计算机科学 2019-01-30 Yunlong Wang , Ahmed Fadhil , Harald Reiterer

The effectiveness of digital treatments can be measured by requiring patients to self-report their state through applications, however, it can be overwhelming and causes disengagement. We conduct a study to explore the impact of…

Human movements are physical processes combining the classical mechanics of the human body moving in space and the biomechanics of the muscles generating the forces acting on the body under sophisticated sensory-motor control. One way to…

定量方法 · 定量生物学 2018-12-11 Stuart Hagler

Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise…

计算机与社会 · 计算机科学 2016-02-01 Katrin Hänsel , Natalie Wilde , Hamed Haddadi , Akram Alomainy

Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…

人机交互 · 计算机科学 2020-08-14 Armando Toda , Paula Palomino , Luiz Rodrigues , Wilk Oliveira , Lei Shi , Seiji Isotani , Alexandra Cristea

With the wide adoption of the multi-community setting in many popular social media platforms, the increasing user engagements across multiple online communities warrant research attention. In this paper, we introduce a novel analogy between…

社会与信息网络 · 计算机科学 2018-03-23 Tianran Hu , Jiebo Luo , Wei Liu

Sleep is critical to human function, mediating factors like memory, mood, energy, and alertness; therefore, it is commonly conjectured that a good night's sleep is important for job performance. However, both real-world sleep behavior and…

人机交互 · 计算机科学 2021-02-26 Chunjong Park , Morelle Arian , Xin Liu , Leon Sasson , Jeffrey Kahn , Shwetak Patel , Alex Mariakakis , Tim Althoff

There are countless reasons cited in scientific studies to explain the difficulties in programming learning. The reasons range from the subject's complexity, the ineffective teaching and study methods, to psychological aspects such as…

计算机与社会 · 计算机科学 2020-06-26 Alberto Simões , Ricardo Queirós

Existing work in human activity detection classifies physical activities using a single fixed-length subset of a sensor signal. However, temporally consecutive subsets of a sensor signal are not utilized. This is not optimal for classifying…

神经与进化计算 · 计算机科学 2018-12-06 Niko Reunanen , Ville Könönen , Hermanni Hälvä , Jani Mäntyjärvi , Arttu Lämsä , Jussi Liikka

Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…

应用统计 · 统计学 2018-10-23 De-Zhang Lee , Vik Gopal , Jia-Min Chan , Li-Shia Ng , Eng-Tat Ang

Motivational digital systems offer capabilities to engage and motivate end-users to foster behavioral changes towards a common goal. In general these systems use gamification principles in non-games contexts. Over the years, gamification…

人工智能 · 计算机科学 2021-03-30 Antonio Bucchiarone , Antonio Cicchetti , Nelly Bencomo , Enrica Loria , Annapaola Marconi

Advanced wearable sensor devices have enabled the recording of vast amounts of movement data from individuals regarding their physical activities. This data offers valuable insights that enhance our understanding of how physical activities…

软件工程 · 计算机科学 2024-08-20 Thomas Peroutka , Ilir Murturi , Praveen Kumar Donta , Schahram Dustdar

Physical activity plays a major role both in prevention and in the treatment of afflictions linked to a modern sedentary lifestyle and improvements on life expectancy, for example though the application area of physiotherapy. Motion-based…

人机交互 · 计算机科学 2020-12-08 Jan David Smeddinck

Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…

神经元与认知 · 定量生物学 2009-11-13 Sylvain Hanneton , Anaïs Varenne

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…

计算机视觉与模式识别 · 计算机科学 2017-03-29 Wei-Chiu Ma , De-An Huang , Namhoon Lee , Kris M. Kitani

User engagement is crucial to the long-term success of a mobile app. Several metrics, such as dwell time, have been used for measuring user engagement. However, how to effectively predict user engagement in the context of mobile apps is…

信息检索 · 计算机科学 2021-06-04 Yuan Tian , Ke Zhou , Dan Pelleg

Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce - ultimately leading to…

人机交互 · 计算机科学 2016-06-01 Umar Ruhi