129 research outputs found

    Promoting healthy lifestyle habits through learning based on active video games

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    The overweight and obesity have been declared as a worldwide health problem. Active videogames and technologies can be used as attractive tools to support educational interventions with children. Thus, in this paper, we present an educational program to promote healthy habits in children with obesity using active videogames and motor play as main strategies. This program was developed with 46 children and their parents in collaboration with the hospital and schools. The results show positive effects in the knowledge about healthy habits and behaviors of children

    Active Game-Based Solutions for the Treatment of Childhood Obesity

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    [EN]Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children

    Health Promotion for Childhood Obesity: An Approach Based on Self-Tracking of Data

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    [EN]At present, obesity and overweight are a global health epidemic. Traditional interventions for promoting healthy habits do not appear to be e ective. However, emerging technological solutions based on wearables and mobile devices can be useful in promoting healthy habits. These applications generate a considerable amount of tracked activity data. Consequently, our approach is based on the quantified-self model for recommending healthy activities. Gamification can also be used as a mechanism to enhance personalization, increasing user motivation. This paper describes the quantified-self model and its data sources, the activity recommender system, and the PROVITAO App user experience model. Furthermore, it presents the results of a gamified program applied for three years in children with obesity and the process of evaluating the quantified-self model with experts. Positive outcomes were obtained in children’s medical parameters and health habits

    Mathematical analysis of a model of river channel formation.

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    The study of overland flow of water over an erodible sediment leads to a coupled model describing the evolution of the topographic elevation and the depth of the overland water film. The spatially uniform solution of this model is unstable, and this instability corresponds to the formation of rills, which in reality then grow and coalesce to form large-scale river channels. In this paper we consider the deduction and mathematical analysis of a deterministic model describing river channel formation and the evolution of its depth. The model involves a degenerate nonlinear parabolic equation (satisfied on the interior of the support of the solution) with a super-linear source term and a prescribed constant mass. We propose here a global formulation of the problem (formulated in the whole space, beyond the support of the solution) which allows us to show the existence of a solution and leads to a suitable numerical scheme for its approximation. A particular novelty of the model is that the evolving channel self-determines its own width, without the need to pose any extra conditions at the channel margin
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