Context-awareness for mobile sensing: A survey and future directions

Ö Yürür, CH Liu, Z Sheng, VCM Leung… - … Surveys & Tutorials, 2014 - ieeexplore.ieee.org
The evolution of smartphones together with increasing computational power has
empowered developers to create innovative context-aware applications for recognizing user …

Tailoring real-time physical activity coaching systems: a literature survey and model

H op den Akker, VM Jones, HJ Hermens - User modeling and user …, 2014 - Springer
Technology mediated healthcare services designed to stimulate patients' self-efficacy are
widely regarded as a promising paradigm to reduce the burden on the healthcare system …

Understanding quantified-selfers' practices in collecting and exploring personal data

EK Choe, NB Lee, B Lee, W Pratt… - Proceedings of the SIGCHI …, 2014 - dl.acm.org
Researchers have studied how people use self-tracking technologies and discovered a long
list of barriers including lack of time and motivation as well as difficulty in data integration …

Window size impact in human activity recognition

O Banos, JM Galvez, M Damas, H Pomares, I Rojas - Sensors, 2014 - mdpi.com
Signal segmentation is a crucial stage in the activity recognition process; however, this has
been rarely and vaguely characterized so far. Windowing approaches are normally used for …

Persuasive technology in the real world: a study of long-term use of activity sensing devices for fitness

T Fritz, EM Huang, GC Murphy… - Proceedings of the …, 2014 - dl.acm.org
Persuasive technology to motivate healthy behavior is a growing area of research within HCI
and ubiquitous computing. The emergence of commercial wearable devices for tracking …

Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity

O Zuckerman, A Gal-Oz - Personal and ubiquitous computing, 2014 - Springer
Game design elements are often implemented in persuasive systems aimed to promote
physical activity, a process called “gamification.” Gamification is believed to motivate users …

Personal visualization and personal visual analytics

D Huang, M Tory, BA Aseniero… - … on Visualization and …, 2014 - ieeexplore.ieee.org
Data surrounds each and every one of us in our daily lives, ranging from exercise logs, to
archives of our interactions with others on social media, to online resources pertaining to our …

RecoFit: using a wearable sensor to find, recognize, and count repetitive exercises

D Morris, TS Saponas, A Guillory, I Kelner - Proceedings of the SIGCHI …, 2014 - dl.acm.org
Although numerous devices exist to track and share exercise routines based on running and
walking, these devices offer limited functionality for strength-training exercises. We introduce …

Software developers' perceptions of productivity

AN Meyer, T Fritz, GC Murphy… - Proceedings of the 22nd …, 2014 - dl.acm.org
The better the software development community becomes at creating software, the more
software the world seems to demand. Although there is a large body of research about …

HealthyTogether: exploring social incentives for mobile fitness applications

Y Chen, P Pu - Proceedings of the second international symposium of …, 2014 - dl.acm.org
A crucial element in many mobile fitness applications is gamification that makes physical
activities fun. While many methods focus on competition and individual users' interaction …