This document describes a concept for a persuasive system to help prevent obesity in teenagers. The system is part of a larger ecosystem involving schools, families, healthcare providers and other stakeholders. It uses a virtual individual model to tailor interventions for each user based on factors like nutrition habits, physical activity and mood. The smartphone app provides personalized messages, a food diary, games and social features to motivate healthy behaviors. Three pilot tests will evaluate the system's effectiveness in different countries and cultures. The goal is to help teenagers easily adopt healthy lifestyles through mobile persuasion and computer-tailored support.
The Gamified Well-being for all Ages paper was co-written by Lucia Pannese and Antonio Ascolese of Imaginary and david Wortley of GAETSS.
This paper explores the role of technology and gamification strategies in addressing serious societal health issues by providing tools and practices which support healthy ageing (thereby reducing the cost of care for the elderly). These tools and practices also provide an infrastructure and ecosystem that enables effective care and rehabilitation to take place in a home environment with more cost effective patient management from remote medical professionals. This paper emphasises the importance and cost effectiveness of preventative healthcare based on influencing patient lifestyle behaviours, awareness and understanding and the value of citizen empowerment in personal health management.
The paper is based on the experiences of major European projects Rehab@Home, Pegaso and Doremi where the authorâs company has been developing technology tools and gamified applications to improve physical and mental wellbeing for ages from teenagers to the elderly.
Disruptive Enabling Technologies and Immersive EducationDavid Wortley
Â
IED 2015 Immersive Education Initiative Paper
Disruptive enabling technologies in the form of wearable sensors and ambient intelligent interface devices are set to totally transform immersive education practices. This presentation focuses on the latest developments in wearable lifestyle sensor technologies such as Neurosky's consumer brainwave and body sensing devices to describe how measuring and visualising physical and mental states can be used to deliver quantum changes in education practices. These devices and their associated applications that provide real time analysis of attention and emotional states provide new opportunities to provide more personalised and adaptive education experiences.
PEGASO: A Personalised and Motivational ICT System to Empower Adolescents To...Eloisa Vargiu
Â
Unhealthy alimentary behaviours and physical inactivity habits are key risk factors for major non communicable diseases. Several researches demonstrate that juvenile obesity can lead to serious medical conditions, pathologies and have important psycho-social consequences. PEGASO is a multidisciplinary project aimed at promoting healthy lifestyles among teenagers through assistive technology. The core of this project is represented by the ICT system, which allows providing tailored interventions to the users through their smartphones in order to motivate them. The novelty of this approach consists of developing a Virtual Individual Model (VIM) for user characterization, which is based on physical, functional and behavioural parameters opportunely selected by experts. These parameters are digitised and updated thanks to the user monitoring through smartphone; data mining algorithms are applied for the detection of activity and nutrition habits and this information is used to provide personalised feedback. The user interface will be developed using gamified approaches and integrating serious games to effectively promote health literacy and facilitate behaviour change.
Prototype design of a mobile app oriented to adults with obesityIJECEIAES
Â
Obesity in adults is a worldwide problem, which is why different countries, through their health-related agencies, implement policies to fight this disease. One of the tools is the use of a mobile application that controls obesity. In this sense, the prototype was designed taking into account different items such as physical activities, body mass index, calorie intake, and food options, among others. The objective of the research is to design a mobile app that allows us to control of obesity in adults. The methodology used is design thinking which allows us to use a systematic approach to reach the objective. An interview was conducted to identify the needs of the user and obtain information regarding their essential needs. In addition, a survey was carried out, the outcome shows satisfaction with a 58% acceptance rate. The beneficiaries of this research are adults who suffer from obesity and healthcare centers. Likewise, research has a positive impact since it focuses on solving problems directly related to health issues.
Supporting relationships with awareness systemsOnno Romijn
Â
The paper describes the design of a novel end-to-end communication system for helping elderly people and their grandchildren keep in touch in a pleasurable, low-pace interaction. The paper focuses on the requirements gathering process that combined diaries with field testing of prototypes and interviews; thereby bringing elements of more âplayfulâ design to a well- structured requirements engineering process.
Physical activity prediction using fitness data: Challenges and issuesjournalBEEI
Â
In the new healthcare transformations, individuals are encourage to maintain healthy life based on their food diet and physical activity routine to avoid risk of serious disease. One of the recent healthcare technologies to support self health monitoring is wearable device that allow individual play active role on their own healthcare. However, there is still questions in terms of the accuracy of wearable data for recommending physical activity due to enormous fitness data generated by wearable devices. In this study, we conducted a literature review on machine learning techniques to predict suitable physical activities based on personal context and fitness data. We categorize and structure the research evidence that has been publish in the area of machine learning techniques for predicting physical activities using fitness data. We found 10 different models in behavior change technique (BCT) and we selected two suitable models which are fogg behavior model (FBM) and trans-theoretical behavior model (TTM) for predicting physical activity using fitness data. We proposed a conceptual framework which consists of personal fitness data, combination of TTM and FBM to predict the suitable physical activity based on personal context. This study will provide new insights in software development of healthcare technologies to support personalization of individuals in managing their own health.
A CONCEPTUAL FRAME WORK SUPPORTING OBESITY AWARENESS IN SERIOUS GAMEijma
Â
There is an increasing number of Malaysians being overweight and obese over the years. Lack of health
awareness on obesity issue primely, leads to the high number of people being unhealthy and obese. Hence,
the need to raise health awareness on obesity. Conventionally, there are various programmes to create
obesity awareness by various organizations. Since technology applications have been common among the
people nowadays, implementation of serious game in supporting obesity awareness will be able to attract
users to play the game whilst gain knowledge and lead to behaviour change. This paper aimed to develop a
proposed conceptual framework in serious game that intends to raise health awareness on obesity.
Previous research suggested only a few methodologies, frameworks and models have been proposed to
guide the serious game design and development. In this study, the conceptual framework proposed is based
on Information-Motivation-Behavioural (IMB) model that serve health promotion and influence change of
behaviour. The development of this conceptual framework includes the implementation of game
components suitable in creating obesity awareness game and could impact the playersâ cognitive and
behaviour change.
The Gamified Well-being for all Ages paper was co-written by Lucia Pannese and Antonio Ascolese of Imaginary and david Wortley of GAETSS.
This paper explores the role of technology and gamification strategies in addressing serious societal health issues by providing tools and practices which support healthy ageing (thereby reducing the cost of care for the elderly). These tools and practices also provide an infrastructure and ecosystem that enables effective care and rehabilitation to take place in a home environment with more cost effective patient management from remote medical professionals. This paper emphasises the importance and cost effectiveness of preventative healthcare based on influencing patient lifestyle behaviours, awareness and understanding and the value of citizen empowerment in personal health management.
The paper is based on the experiences of major European projects Rehab@Home, Pegaso and Doremi where the authorâs company has been developing technology tools and gamified applications to improve physical and mental wellbeing for ages from teenagers to the elderly.
Disruptive Enabling Technologies and Immersive EducationDavid Wortley
Â
IED 2015 Immersive Education Initiative Paper
Disruptive enabling technologies in the form of wearable sensors and ambient intelligent interface devices are set to totally transform immersive education practices. This presentation focuses on the latest developments in wearable lifestyle sensor technologies such as Neurosky's consumer brainwave and body sensing devices to describe how measuring and visualising physical and mental states can be used to deliver quantum changes in education practices. These devices and their associated applications that provide real time analysis of attention and emotional states provide new opportunities to provide more personalised and adaptive education experiences.
PEGASO: A Personalised and Motivational ICT System to Empower Adolescents To...Eloisa Vargiu
Â
Unhealthy alimentary behaviours and physical inactivity habits are key risk factors for major non communicable diseases. Several researches demonstrate that juvenile obesity can lead to serious medical conditions, pathologies and have important psycho-social consequences. PEGASO is a multidisciplinary project aimed at promoting healthy lifestyles among teenagers through assistive technology. The core of this project is represented by the ICT system, which allows providing tailored interventions to the users through their smartphones in order to motivate them. The novelty of this approach consists of developing a Virtual Individual Model (VIM) for user characterization, which is based on physical, functional and behavioural parameters opportunely selected by experts. These parameters are digitised and updated thanks to the user monitoring through smartphone; data mining algorithms are applied for the detection of activity and nutrition habits and this information is used to provide personalised feedback. The user interface will be developed using gamified approaches and integrating serious games to effectively promote health literacy and facilitate behaviour change.
Prototype design of a mobile app oriented to adults with obesityIJECEIAES
Â
Obesity in adults is a worldwide problem, which is why different countries, through their health-related agencies, implement policies to fight this disease. One of the tools is the use of a mobile application that controls obesity. In this sense, the prototype was designed taking into account different items such as physical activities, body mass index, calorie intake, and food options, among others. The objective of the research is to design a mobile app that allows us to control of obesity in adults. The methodology used is design thinking which allows us to use a systematic approach to reach the objective. An interview was conducted to identify the needs of the user and obtain information regarding their essential needs. In addition, a survey was carried out, the outcome shows satisfaction with a 58% acceptance rate. The beneficiaries of this research are adults who suffer from obesity and healthcare centers. Likewise, research has a positive impact since it focuses on solving problems directly related to health issues.
Supporting relationships with awareness systemsOnno Romijn
Â
The paper describes the design of a novel end-to-end communication system for helping elderly people and their grandchildren keep in touch in a pleasurable, low-pace interaction. The paper focuses on the requirements gathering process that combined diaries with field testing of prototypes and interviews; thereby bringing elements of more âplayfulâ design to a well- structured requirements engineering process.
Physical activity prediction using fitness data: Challenges and issuesjournalBEEI
Â
In the new healthcare transformations, individuals are encourage to maintain healthy life based on their food diet and physical activity routine to avoid risk of serious disease. One of the recent healthcare technologies to support self health monitoring is wearable device that allow individual play active role on their own healthcare. However, there is still questions in terms of the accuracy of wearable data for recommending physical activity due to enormous fitness data generated by wearable devices. In this study, we conducted a literature review on machine learning techniques to predict suitable physical activities based on personal context and fitness data. We categorize and structure the research evidence that has been publish in the area of machine learning techniques for predicting physical activities using fitness data. We found 10 different models in behavior change technique (BCT) and we selected two suitable models which are fogg behavior model (FBM) and trans-theoretical behavior model (TTM) for predicting physical activity using fitness data. We proposed a conceptual framework which consists of personal fitness data, combination of TTM and FBM to predict the suitable physical activity based on personal context. This study will provide new insights in software development of healthcare technologies to support personalization of individuals in managing their own health.
A CONCEPTUAL FRAME WORK SUPPORTING OBESITY AWARENESS IN SERIOUS GAMEijma
Â
There is an increasing number of Malaysians being overweight and obese over the years. Lack of health
awareness on obesity issue primely, leads to the high number of people being unhealthy and obese. Hence,
the need to raise health awareness on obesity. Conventionally, there are various programmes to create
obesity awareness by various organizations. Since technology applications have been common among the
people nowadays, implementation of serious game in supporting obesity awareness will be able to attract
users to play the game whilst gain knowledge and lead to behaviour change. This paper aimed to develop a
proposed conceptual framework in serious game that intends to raise health awareness on obesity.
Previous research suggested only a few methodologies, frameworks and models have been proposed to
guide the serious game design and development. In this study, the conceptual framework proposed is based
on Information-Motivation-Behavioural (IMB) model that serve health promotion and influence change of
behaviour. The development of this conceptual framework includes the implementation of game
components suitable in creating obesity awareness game and could impact the playersâ cognitive and
behaviour change.
MHEALTH APPLICATIONS DEVELOPED BY THE MINISTRY OF HEALTH FOR PUBLIC USERS INK...hiij
Â
mHealth applications have shown promise in supporting the delivery of health services in peoplesâ daily
life. Recently, the Ministry of Health in the Kingdom of Saudi Arabia (MOH) has launched several mHealth
applications to develop work mechanisms. Our study aimed to identify and understand the design of
mHealth apps by classifying their persuasive features using the Persuasive Systems Design (PSD) model
and expert evaluation method. This paper presents the distinct persuasive features applied in recent
applications launched by MOH for public users called âSehha & Mawidâ Apps. The results revealed the
extensive use of persuasive features; particularly features related to credibility support, dialogue support
and primary task support respectively. The implementation and design of social support features were
found to be poor; this could be due to the nature of the apps or lack of knowledge from the developersâ
perspectives. The findings suggest some features that may improve the persuasion for the evaluated apps.
Design guidelines for IT applications that promote health behaviour change through social influence focused on visualisation of the relation between the data of an individual and that of others
www.chessitn.eu
Humans have been using technology since the earlier times to make their lives easier but that technology has also lead to some side effects such as pollution, industrial wastes, radiations etc. However, technology can also be used to promote pro-environmental behaviors.
Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through convincement and social influence, but not through force or oppression. Persuasive technology aims to form a connection between technology and psychology in order to solve environmental issues.
From "Dietary Strategies for Healthy Aging", EU funded conference held 18 May 2015 at The World Expo 2015 in Milan, Italy from 1 May to 31 October, 2015.
Predicting user behavior using data profiling and hidden Markov modelIJECEIAES
Â
Mental health disorders affect many aspects of patientâs lives, including emotions, cognition, and especially behaviors. E-health technology helps to collect information wealth in a non-invasive manner, which represents a promising opportunity to construct health behavior markers. Combining such user behavior data can provide a more comprehensive and contextual view than questionnaire data. Due to behavioral data, we can train machine learning models to understand the data pattern and also use prediction algorithms to know the next state of a personâs behavior. The remaining challenges for this issue are how to apply mathematical formulations to textual datasets and find metadata that aids to identify the personâs life pattern and also predict the next state of his comportment. The main idea of this work is to use a hidden Markov model (HMM) to predict user behavior from social media applications by analyzing and detecting states and symbols from the user behavior dataset. To achieve this goal, we need to analyze and detect the states and symbols from the user behavior dataset, then convert the textual data to mathematical and numerical matrices. Finally, apply the HMM model to predict the hidden user behavior states. We tested our program and identified that the log-likelihood was higher and better when the model fits the data. In any case, the results of the study indicated that the program was suitable for the purpose and yielded valuable data.
Gamification designs in Wearable Enhanced Learning for Healthy AgeingIlona Buchem
Â
Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and CharitÊ Universitätsmedizin Berlin.
Social Media Success Model for Knowledge Sharing (Scale Development and Valid...TELKOMNIKA JOURNAL
Â
This study aimed to evaluate the success of social media as a means of sharing knowledge among scholars in Indonesia. By using Information System Success Model (DeLone and McLean), this study develops a research model that will be used to investigate what factors are contributing to the success of social media as tool for sharing knowledge among academics. This article would focus on the discussion of instrument development and validation process. The method for development and validation the research instrument was refers to the framework proposed by McKanzie et al. This study resulted in a validated instrument, the instrument could use by researchers who are interested in study social media success for knowledge sharing.
Development of interactive instructional model using augmented reality based ...IJITE
Â
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Behavior Design Lab-eHealth Center-Open University of CataloniaManuel Armayones
Â
In this presentation, we describe projects and research interests of Behavior Design Lab of the eHealth Center at the Open University of Catalonia (UOC).
We are open to collaborate in consortiums for Horizon Europe RIA projects in the field of eHealth & behavior design & adherence
Please feel free to contact us to further information.
mail: marmayones@uoc.edu Twitter: @armayones
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDRENâS APPLICATION SOFTWAREijcsit
Â
For more than two decades childrenâs use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
Wearable Technology in E Learning and Health Careijtsrd
Â
The rapid increase in the mobile and wireless technology has led to the establishment of various design approaches to the userââŹâ˘s requirements. Thus among the recent developing technologies the wearable technology has seen a increasing demand and thus it is a growing field. The wearable technologies are those intelligent devices with a variety of sensors to track the physical movements of a person, these devices are lightweight very easy to carry and bendable. With the latest emergence and the adoption of the internet and mobile technology, now the wearable technology is also a impactful solution to manage and increase the classroom involvement. There a wide variety of wearable devices which are available like smartwatches, Google lenses, smart clothing, etc. And it is often complex for the educators to implement these advanced techniques to higher educational contexts. This paper focuses on studying the different applications of this evolving technology in the e learning field. Aditya Vijay Parab "Wearable Technology in E-Learning and Health Care" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-3 , April 2020, URL: https://www.ijtsrd.com/papers/ijtsrd30235.pdf Paper Url :https://www.ijtsrd.com/computer-science/other/30235/wearable-technology-in-elearning-and-health-care/aditya-vijay-parab
Today, digitalization is a catalyst for economic growth. Digitalization opens huge opportunities
for service providers to create novel solutions for consumers. For example, consumers are willing to spend
more money and time to take care of themselves and this provides new business for wellness service providers.
The aim of this paper is to provide new knowledge on how user involvement and co-design can boost
development of digital wellness services, and what are their potential benefits for companies. The paper
introduces three case studies in which novel mobile wellness services were developed in collaboration with
users in Owela platform in different phases of the development process.
MHEALTH APPLICATIONS DEVELOPED BY THE MINISTRY OF HEALTH FOR PUBLIC USERS INK...hiij
Â
mHealth applications have shown promise in supporting the delivery of health services in peoplesâ daily
life. Recently, the Ministry of Health in the Kingdom of Saudi Arabia (MOH) has launched several mHealth
applications to develop work mechanisms. Our study aimed to identify and understand the design of
mHealth apps by classifying their persuasive features using the Persuasive Systems Design (PSD) model
and expert evaluation method. This paper presents the distinct persuasive features applied in recent
applications launched by MOH for public users called âSehha & Mawidâ Apps. The results revealed the
extensive use of persuasive features; particularly features related to credibility support, dialogue support
and primary task support respectively. The implementation and design of social support features were
found to be poor; this could be due to the nature of the apps or lack of knowledge from the developersâ
perspectives. The findings suggest some features that may improve the persuasion for the evaluated apps.
Design guidelines for IT applications that promote health behaviour change through social influence focused on visualisation of the relation between the data of an individual and that of others
www.chessitn.eu
Humans have been using technology since the earlier times to make their lives easier but that technology has also lead to some side effects such as pollution, industrial wastes, radiations etc. However, technology can also be used to promote pro-environmental behaviors.
Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through convincement and social influence, but not through force or oppression. Persuasive technology aims to form a connection between technology and psychology in order to solve environmental issues.
From "Dietary Strategies for Healthy Aging", EU funded conference held 18 May 2015 at The World Expo 2015 in Milan, Italy from 1 May to 31 October, 2015.
Predicting user behavior using data profiling and hidden Markov modelIJECEIAES
Â
Mental health disorders affect many aspects of patientâs lives, including emotions, cognition, and especially behaviors. E-health technology helps to collect information wealth in a non-invasive manner, which represents a promising opportunity to construct health behavior markers. Combining such user behavior data can provide a more comprehensive and contextual view than questionnaire data. Due to behavioral data, we can train machine learning models to understand the data pattern and also use prediction algorithms to know the next state of a personâs behavior. The remaining challenges for this issue are how to apply mathematical formulations to textual datasets and find metadata that aids to identify the personâs life pattern and also predict the next state of his comportment. The main idea of this work is to use a hidden Markov model (HMM) to predict user behavior from social media applications by analyzing and detecting states and symbols from the user behavior dataset. To achieve this goal, we need to analyze and detect the states and symbols from the user behavior dataset, then convert the textual data to mathematical and numerical matrices. Finally, apply the HMM model to predict the hidden user behavior states. We tested our program and identified that the log-likelihood was higher and better when the model fits the data. In any case, the results of the study indicated that the program was suitable for the purpose and yielded valuable data.
Gamification designs in Wearable Enhanced Learning for Healthy AgeingIlona Buchem
Â
Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and CharitÊ Universitätsmedizin Berlin.
Social Media Success Model for Knowledge Sharing (Scale Development and Valid...TELKOMNIKA JOURNAL
Â
This study aimed to evaluate the success of social media as a means of sharing knowledge among scholars in Indonesia. By using Information System Success Model (DeLone and McLean), this study develops a research model that will be used to investigate what factors are contributing to the success of social media as tool for sharing knowledge among academics. This article would focus on the discussion of instrument development and validation process. The method for development and validation the research instrument was refers to the framework proposed by McKanzie et al. This study resulted in a validated instrument, the instrument could use by researchers who are interested in study social media success for knowledge sharing.
Development of interactive instructional model using augmented reality based ...IJITE
Â
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Behavior Design Lab-eHealth Center-Open University of CataloniaManuel Armayones
Â
In this presentation, we describe projects and research interests of Behavior Design Lab of the eHealth Center at the Open University of Catalonia (UOC).
We are open to collaborate in consortiums for Horizon Europe RIA projects in the field of eHealth & behavior design & adherence
Please feel free to contact us to further information.
mail: marmayones@uoc.edu Twitter: @armayones
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDRENâS APPLICATION SOFTWAREijcsit
Â
For more than two decades childrenâs use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
Wearable Technology in E Learning and Health Careijtsrd
Â
The rapid increase in the mobile and wireless technology has led to the establishment of various design approaches to the userââŹâ˘s requirements. Thus among the recent developing technologies the wearable technology has seen a increasing demand and thus it is a growing field. The wearable technologies are those intelligent devices with a variety of sensors to track the physical movements of a person, these devices are lightweight very easy to carry and bendable. With the latest emergence and the adoption of the internet and mobile technology, now the wearable technology is also a impactful solution to manage and increase the classroom involvement. There a wide variety of wearable devices which are available like smartwatches, Google lenses, smart clothing, etc. And it is often complex for the educators to implement these advanced techniques to higher educational contexts. This paper focuses on studying the different applications of this evolving technology in the e learning field. Aditya Vijay Parab "Wearable Technology in E-Learning and Health Care" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-3 , April 2020, URL: https://www.ijtsrd.com/papers/ijtsrd30235.pdf Paper Url :https://www.ijtsrd.com/computer-science/other/30235/wearable-technology-in-elearning-and-health-care/aditya-vijay-parab
Today, digitalization is a catalyst for economic growth. Digitalization opens huge opportunities
for service providers to create novel solutions for consumers. For example, consumers are willing to spend
more money and time to take care of themselves and this provides new business for wellness service providers.
The aim of this paper is to provide new knowledge on how user involvement and co-design can boost
development of digital wellness services, and what are their potential benefits for companies. The paper
introduces three case studies in which novel mobile wellness services were developed in collaboration with
users in Owela platform in different phases of the development process.
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Embracing GenAI - A Strategic ImperativePeter Windle
Â
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
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Â
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasnât one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Â
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
⢠The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
⢠The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate âany matterâ at âany timeâ under House Rule X.
⢠The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...
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A Persuasive System For Obesity Prevention In Teenagers A Concept
1. Second
 International
 Workshop
 on
 Behavior
 Change
 Support
 Systems
 (BCSS
 2014)
 17
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A Persuasive System for Obesity Prevention in Teenagers:
a Concept
Maurizio Caon1
, Stefano Carrino1
, Renata Guarnieri2
, Giuseppe Andreoni2
,
Claudio L. Lafortuna3
, Omar Abou Khaled1
, and Elena Mugellini1
1
University of Applied Sciences and Arts Western Switzerland, Fribourg
{Maurizio.Caon,Stefano.Carrino,Omar.AbouKhaled,Elena.Mugellini}
@hes-so.ch
2
Politecnico di Milano, Italy
Giuseppe.Androni@polimi.it,Renata.Guarnieri@fondazione.polimi.it
3
Consiglio Nazionale delle Ricerche, Milan, Italy
Claudio.Lafortuna@cnr.it
Abstract. In the frame of the PEGASO European project, we aim at creating
an ecosystem that enables teenagers to easily adopt a healthy lifestyle. In this
ecosystem, the persuasive ICT system plays a key role in motivating users to
build healthy habits. The persuasive system is based on mobile technologies
and provides tailored motivational mechanisms based on the information pro-
vided by the virtual individual model.
Keywords: persuasive technology, obesity prevention, computer-tailored in-
tervention.
1 Introduction
Lifestyle has been identified as the main preventive methods for several health
risks. Among the main emerging problems overweight at all ages ranks probably
at first place. But if for adults this could be a result of a joint pathology, in teen-
ager counter fighting overweight with proper strategies could be a win-win model
for a real prevention of future pathologies. Overweight could also easily become
Obesity, which is now epidemic in many countries so that a general alarm has
been issued worldwide. Obesity is due to several factors as genetic contributors,
metabolic conditions (e.g. diabetes and hypertension), psychological and behav-
ioral issues. Concerning the last two factors, an important role is played by an
inadequate education [1], in particular about health literacy. We faced the promo-
tion of healthier lifestyles in an ongoing European project (PEGASO) aiming at
developing a complete services ecosystem that would be able to motivate teenag-
ers to learn and to apply a healthy life-style effortlessly. This ecosystem compre-
hends many actors as the school system, the teenagersâ family, the social com-
munity, the medical experts and other stakeholders. The creation of this ecosys-
tem aims at enabling the teenagers, who are not fully independent in their life to
facilitate the adoption of a healthy life-style.
2. 18
 Second
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 Behavior
 Change
 Support
 Systems
 (BCSS
 2014)
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2 Virtual Individual Model
The ICT system plays a key-role in the PEGASO ecosystem. The influence that
technology can exercise on people is recognized by the scientific community and
currently a new domain in the computer science, known as Persuasive Technolo-
gy [2], focuses on formalizing the design and development of computing products
that can change the way users act and think. In the persuasive technology field,
the Behavior Change Support Systems became an important object of studies
since this name describes the persuasive systems that integrate additional soft-
ware features as continuous accessibility and social support, unobtrusiveness,
ease of use, and improved dialogue between the users and the system [3]. The
PEGASO project aims at pushing this concept further introducing the feature of
dynamically selecting the opportune tailored interventions based on the userâs
individual characteristics and interaction context. Tailoring the intervention in-
volves modeling the userâs characteristics and for this purpose it has been devel-
oped the Virtual Individual Model, which comes from the concept of the Virtual
Physiological Human. The latter is a methodological and technological frame-
work for integrated modeling of a living human body that describes the interac-
tion of all the physiological components of individuals from molecular to appa-
ratus level [4]. The Virtual Individual Model aims to include individualâs charac-
terization composed of physiological, physical, and psychological determinants.
This allows integrating biological aspects of human functioning with lifestyle
behaviors and psychosocial externalities that are crucial for the determination of
the adoption of a certain life-style. This model is integrated in the system through
an ontology-based virtualization. This process allows turning the information
contained in the Virtual Individual Model into a structured knowledge that can be
dynamically updated and elaborated by the computer to select the best interven-
tions for each individual. Tailored interventions make the information personally
relevant and researches demonstrated that computer-tailored health education is
more effective in motivating people to make dietary changes [5] and that it could
be also a good practice to promote physical activity [6].
3 Tailored Intervention Forms
The Virtual Individual Model characterizes the userâs nutritional habits, physical
status, and psychological status to provide personalized intervention to foster the
adoption of a healthy life-style. Obviously, the interaction between the system
and the user plays a crucial role in the tailoring process and to facilitate the effec-
tiveness of the intervention. Since the teenagers are the targets of the PEGASO
project, the smartphone has been chosen as the mediator of the interaction. In-
deed, the smartphones are already perceived as a companion and it is most likely
that this relationship between user and smartphone will strengthen in the future
[7]. The smartphone is the perfect companion because it is personal and it is
ubiquitous. It will provide the possibility of interacting directly with the user
asking to enter some information or in a discreet and implicit manner allowing
monitoring the user activity. The sensed data referring to the parameters that con-
3. Second
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cern the selected characteristics modeled for the tailoring will be updated con-
stantly in the Virtual Individual Model. Moreover, with the many connection
possibilities, the smartphone can allow accessing the information stored in the
cloud and can connect to other devices, such as wearable accessories that can
improve the physical activity monitoring. Since it is ubiquitous, it can always
provide the appropriate trigger, as tailored messages, to influence the userâs be-
havior. This is very important, since Fogg observed that âwithout an appropriate
trigger, behavior will not occur even if both motivation and ability are highâ [8].
Moreover, the many sensors integrated in the smartphone allow capturing the
contextual information, which can help to generate the trigger at the opportune
moment maximizing its effectiveness. Moreover, the smartphone allows in-
stalling many applications as media services and games that will motivate the
teenagers to interact with the system. The mobile game will be designed to pro-
mote physical exercise. The integration with social networks will add the social
aspect of the usersâ life to the parameters for the tailoring of the interventions
and, most importantly, the social factor represents a very effective motivator.
Another mobile application will be a sort of personal food diary, where the user
will be able to note his/her alimentary behavior. This diary will help to under-
stand the alimentary behavior of the user in order to provide the right feedback.
For example, some data suggest that breakfast consumption is associated with
higher intakes of micronutrients, fruit and vegetables and less frequent use of soft
drink [9]. This means that the breakfast consumption habit can help to adopt a
healthy dietary behavior. The diary allows following this behavior and to inter-
vene through an alarm in order to remind to the teenager to have breakfast. The
eating behavior is not only related to homeostatic reasons. In fact, an important
factor that influences peopleâs need and choice of food is represented by the emo-
tional state [10]. The diary will allow noting also the mood in order to include the
emotional state in the recognition of behavioral patterns. In fact, this information
can be used to find some specific behavioral pattern related to emotional eating in
order to generate the best intervention.
4 Conclusion
Currently, the PEGASO project is in the design phase, where all the experts from
the different domains are working to create the cross-disciplinary Virtual Individ-
ual Model with the related ontology for the digitalization. At the same time, some
participants coming from the Psychology, the Industrial Design and the Computer
Science domains are conducting focus groups and participatory design events in
schools in three different countries (Italy, Spain and United Kingdom) for the
design of the system. In a later stage when the system will be developed, three
pilots in different countries will take place (Italy, Spain and United Kingdom).
These pilots will allow validating the effectiveness of this approach and examin-
ing the cultural differences that may impact on teenagers' life-style. The discus-
sion of the future development of this system with the experts that will attend the
workshop will provide the possibility of generating an interesting debate and to
receive important feedback from different points of view.
4. 20
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