Machine Learning
Analyzing features for activity recognition
Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MPTrain: a mobile, music and physiology-based personal trainer
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Gait analyzer based on a cell phone with a single three-axis accelerometer
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
NEAT-o-games: ubiquitous activity-based gaming
CHI '07 Extended Abstracts on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
IMCE '09 Proceedings of the 1st international workshop on Interactive multimedia for consumer electronics
The WEKA data mining software: an update
ACM SIGKDD Explorations Newsletter
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
iPhone as a physical activity measurement platform
CHI '10 Extended Abstracts on Human Factors in Computing Systems
WSEAS Transactions on Signal Processing
Smarter Phones for Healthier Lifestyles: An Adaptive Fitness Game
IEEE Pervasive Computing
Activity Monitoring Using a Smart Phone's Accelerometer with Hierarchical Classification
IE '10 Proceedings of the 2010 Sixth International Conference on Intelligent Environments
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
PiNiZoRo: a GPS-based exercise game for families
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Studying PH. A. N. T. O. M. in the wild: a pervasive persuasive game for daily physical activity
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Where am i: recognizing on-body positions of wearable sensors
LoCA'05 Proceedings of the First international conference on Location- and Context-Awareness
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
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Persuasive technology is now mobile and context-aware. Intelligent analysis of accelerometer signals in smartphones and other specialized devices has recently been used to classify activity (e.g., distinguishing walking from cycling) to encourage physical activity, sustainable transport, and other social goals. Unfortunately, results vary drastically due to differences in methodology and problem domain. The present report begins by structuring a survey of current work within a new framework, which highlights comparable characteristics between studies; this provided a tool by which we and others can understand the current state-of-the art and guide research towards existing gaps. We then present a new user study, positioned in an identified gap, that pushes limits of current success with a challenging problem: the real-time classification of 15 similar and novel gaits suitable for several persuasive application areas, focused on the growing phenomenon of exercise games. We achieve a mean correct classification rate of 78.1% of all 15 gaits with a minimal amount of personalized training of the classifier for each participant when carried in any of 6 different carrying locations (not known a priori). When narrowed to a subset of four gaits and one location that is known, this improves to means of 92.2% with and 87.2% without personalization. Finally, we group our findings into design guidelines and quantify variation in accuracy when an algorithm is trained for a known location and participant.