Personal and Ubiquitous Computing
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Visual analysis of users' performance data in fitness activities
Computers and Graphics
MOPET: A context-aware and user-adaptive wearable system for fitness training
Artificial Intelligence in Medicine
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding and designing cool technologies for teenagers
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Towards a psychographic user model from mobile phone usage
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Personality and persuasive technology: an exploratory study on health-promoting mobile applications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Predicting personality using novel mobile phone-based metrics
SBP'13 Proceedings of the 6th international conference on Social Computing, Behavioral-Cultural Modeling and Prediction
Activity logging using lightweight classification techniques in mobile devices
Personal and Ubiquitous Computing
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Throughout the last decade, there has been an alarming increase in obesity prevalence among adults and teens throughout the world. Obesity has been found to increase the risk of developing diabetes, cardiovascular diseases, and some cancers. Due to the many health risks associated with obesity, an increase in prevalence has also pressured health care systems and the finances of the individual. Our research proposes to decrease obesity prevalence in adults by motivating teens to become or continue being physically active so that they can continue these healthy lifestyles as adults. Our goal is to encourage long term adoption of physically active behaviors by introducing a motivating application running on a mobile device. We use the Technology Acceptance Model, the Theory of Planned Behavior, the Theory of Meaning Behavior, and the Big 5 Personality Theory to guide our design.