Affective computing
Multimodal transformed social interaction
Proceedings of the 6th international conference on Multimodal interfaces
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
Behavioral Biometrics: A Remote Access Approach
Behavioral Biometrics: A Remote Access Approach
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
It’s Time to Eat! Using Mobile Games to Promote Healthy Eating
IEEE Pervasive Computing
Short communication: Ten guidelines for effective data visualization in scientific publications
Environmental Modelling & Software
Behavior wizard: a method for matching target behaviors with solutions
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Computers in Human Behavior
Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A glanceable mobile avatar for behavior change
Proceedings of the 4th Conference on Wireless Health
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The combination of inexpensive wearable sensors, powerful mobile phones, and always-connected cloud computing are enabling new, real-time feedback and coaching via mobile technologies. This paper explores the use of avatars - digital representations of the self - as an ideal user interface for mobile health application. Specifically, a justification for using avatars is provided, both based on empirical studies and the psychology of human body interpretation. We then provide an organized, theoretical description of how an avatar's traits (appearance, behavior, and virtual environment) can be manipulated to convey specific health-related behavior change messages.