104,263 research outputs found
Goal-setting And Achievement In Activity Tracking Apps: A Case Study Of MyFitnessPal
Activity tracking apps often make use of goals as one of their core
motivational tools. There are two critical components to this tool: setting a
goal, and subsequently achieving that goal. Despite its crucial role in how a
number of prominent self-tracking apps function, there has been relatively
little investigation of the goal-setting and achievement aspects of
self-tracking apps.
Here we explore this issue, investigating a particular goal setting and
achievement process that is extensive, recorded, and crucial for both the app
and its users' success: weight loss goals in MyFitnessPal. We present a
large-scale study of 1.4 million users and weight loss goals, allowing for an
unprecedented detailed view of how people set and achieve their goals. We find
that, even for difficult long-term goals, behavior within the first 7 days
predicts those who ultimately achieve their goals, that is, those who lose at
least as much weight as they set out to, and those who do not. For instance,
high amounts of early weight loss, which some researchers have classified as
unsustainable, leads to higher goal achievement rates. We also show that early
food intake, self-monitoring motivation, and attitude towards the goal are
important factors. We then show that we can use our findings to predict goal
achievement with an accuracy of 79% ROC AUC just 7 days after a goal is set.
Finally, we discuss how our findings could inform steps to improve goal
achievement in self-tracking apps
Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning
The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning
Assentication: User Deauthentication and Lunchtime Attack Mitigation with Seated Posture Biometric
Biometric techniques are often used as an extra security factor in
authenticating human users. Numerous biometrics have been proposed and
evaluated, each with its own set of benefits and pitfalls. Static biometrics
(such as fingerprints) are geared for discrete operation, to identify users,
which typically involves some user burden. Meanwhile, behavioral biometrics
(such as keystroke dynamics) are well suited for continuous, and sometimes more
unobtrusive, operation. One important application domain for biometrics is
deauthentication, a means of quickly detecting absence of a previously
authenticated user and immediately terminating that user's active secure
sessions. Deauthentication is crucial for mitigating so called Lunchtime
Attacks, whereby an insider adversary takes over (before any inactivity timeout
kicks in) authenticated state of a careless user who walks away from her
computer. Motivated primarily by the need for an unobtrusive and continuous
biometric to support effective deauthentication, we introduce PoPa, a new
hybrid biometric based on a human user's seated posture pattern. PoPa captures
a unique combination of physiological and behavioral traits. We describe a low
cost fully functioning prototype that involves an office chair instrumented
with 16 tiny pressure sensors. We also explore (via user experiments) how PoPa
can be used in a typical workplace to provide continuous authentication (and
deauthentication) of users. We experimentally assess viability of PoPa in terms
of uniqueness by collecting and evaluating posture patterns of a cohort of
users. Results show that PoPa exhibits very low false positive, and even lower
false negative, rates. In particular, users can be identified with, on average,
91.0% accuracy. Finally, we compare pros and cons of PoPa with those of several
prominent biometric based deauthentication techniques
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
Self-Control in Cyberspace: Applying Dual Systems Theory to a Review of Digital Self-Control Tools
Many people struggle to control their use of digital devices. However, our
understanding of the design mechanisms that support user self-control remains
limited. In this paper, we make two contributions to HCI research in this
space: first, we analyse 367 apps and browser extensions from the Google Play,
Chrome Web, and Apple App stores to identify common core design features and
intervention strategies afforded by current tools for digital self-control.
Second, we adapt and apply an integrative dual systems model of self-regulation
as a framework for organising and evaluating the design features found. Our
analysis aims to help the design of better tools in two ways: (i) by
identifying how, through a well-established model of self-regulation, current
tools overlap and differ in how they support self-control; and (ii) by using
the model to reveal underexplored cognitive mechanisms that could aid the
design of new tools.Comment: 11.5 pages (excl. references), 6 figures, 1 tabl
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Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: NL
Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: N
A Blueprint for Early Care and Education Quality Improvement Initiatives: Final Report
As Quality Rating and Improvement Systems (QRIS) continue to launch and mature across states, questions emerge from stakeholders about how to design and implement effective quality improvement (QI) initiatives that accompany a QRIS. Funders, policymakers and program developers with limited resources are looking to invest in activities that will be most successful in supporting early care and education (ECE) program quality improvement and ultimately improving outcomes for young children. The purpose of this report is to address questions about effective QI initiatives by proposing a blueprint of quality improvement practices and design considerations generated from a synthesis of the existing research literature and input from national experts in ECE quality improvement
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
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