A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
Visual registration for unprepared augmented reality environments
Personal and Ubiquitous Computing
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Personal and Ubiquitous Computing
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
PmEB: a mobile phone application for monitoring caloric balance
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
International survey on the Dance Dance Revolution game
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
ACM Transactions on Computer-Human Interaction (TOCHI)
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
NEAT-o-Games: novel mobile gaming versus modern sedentary lifestyle
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Making sense of accelerometer measurements in pervasive physical activity applications
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Combating obesity trends in teenagers through persuasive mobile technology
ACM SIGACCESS Accessibility and Computing
Designing a mobile application to capture everyday activity
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Activity interface for physical activity motivating games
Proceedings of the 15th international conference on Intelligent user interfaces
Persuasive mobile exercise companion for teenagers with weight management issues
ACM SIGACCESS Accessibility and Computing
Physical activity motivating games: you can play, mate!
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
iPhone as a physical activity measurement platform
CHI '10 Extended Abstracts on Human Factors in Computing Systems
A novel way to conduct human studies and do some good
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
Amarino: a toolkit for the rapid prototyping of mobile ubiquitous computing
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Let's play!: mobile health games for adults
Proceedings of the 12th ACM international conference on Ubiquitous computing
MoviPill: improving medication compliance for elders using a mobile persuasive social game
Proceedings of the 12th ACM international conference on Ubiquitous computing
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
Let's all get up and walk to the North Pole: design and evaluation of a mobile wellness application
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Extracting social and community intelligence from digital footprints: an emerging research area
UIC'10 Proceedings of the 7th international conference on Ubiquitous intelligence and computing
Pervasive negabehavior games for environmental sustainability
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Designing games to educate diabetic children
Proceedings of the 23rd Australian Computer-Human Interaction Conference
DietCam: Automatic dietary assessment with mobile camera phones
Pervasive and Mobile Computing
Move2Play: an innovative approach to encouraging people to be more physically active
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
AULURA: engaging users with ambient persuasive technology
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Design-in-play: improving the variability of indoor pervasive games
Multimedia Tools and Applications
WiFiTreasureHunt: a mobile social application for staying active physically
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
iFitQuest: a school based study of a mobile location-aware exergame for adolescents
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
People-centric sensing in assistive healthcare: Privacy challenges and directions
Security and Communication Networks
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
Mobile games and design requirements to increase teenagers' physical activity
Pervasive and Mobile Computing
Electronic Multi-User Randomized Circuit Training For Workout Motivation
International Journal of Advanced Pervasive and Ubiquitous Computing
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WalkMinder: encouraging an active lifestyle using mobile phone interruptions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Scatter!: a mobile non-parallel multiplayer exertion game
Proceedings of the 12th International Conference on Interaction Design and Children
Avatar interfaces for biobehavioral feedback
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
LunchTime: a slow-casual game for long-term dietary behavior change
Personal and Ubiquitous Computing
Ubiquitous monitoring and assessment of childhood obesity
Personal and Ubiquitous Computing
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This article describes research that aims to encourage physical activity through a novel pervasive gaming paradigm. Data from a wearable accelerometer are logged wirelessly to a cell phone and control the animation of an avatar that represents the player in a virtual race game with other players over the cellular network. Winners are declared every day and players with an excess of activity points can spend some to get hints in mental games of the suite, like Sudoku. The racing game runs in the background throughout the day and every little move counts. As the gaming platform is embedded in the daily routine of players, it may act as a strong behavioral modifier and increase everyday physical activity other than volitional sporting exercise. Such physical activity (e.g., taking the stairs), is termed NEAT and was shown to play a major role in obesity prevention and intervention. A pilot experiment demonstrates that players are engaged in NEAT-o-Games and become more physically active while having a good dosage of fun.