23 research outputs found

    Moving on from Weiser's Vision of Calm Computing: engaging UbiComp experiences

    Get PDF
    A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser's calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser's world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways

    Effectiveness of a smartphone app in increasing physical activity amongst male adults: a randomised controlled trial.

    Get PDF
    BACKGROUND: Smartphones are ideal for promoting physical activity in those with little intrinsic motivation for exercise. This study tested three hypotheses: H1 - receipt of social feedback generates higher step-counts than receipt of no feedback; H2 - receipt of social feedback generates higher step-counts than only receiving feedback on one's own walking; H3 - receipt of feedback on one's own walking generates higher step-counts than no feedback (H3). METHODS: A parallel group randomised controlled trial measured the impact of feedback on steps-counts. Healthy male participants (n = 165) aged 18-40 were given phones pre-installed with an app that recorded steps continuously, without the need for user activation. Participants carried these with them as their main phones for a two-week run-in and six-week trial. Randomisation was to three groups: no feedback (control); personal feedback on step-counts; group feedback comparing step-counts against those taken by others in their group. The primary outcome measure, steps per day, was assessed using longitudinal multilevel regression analysis. Control variables included attitude to physical activity and perceived barriers to physical activity. RESULTS: Fifty-five participants were allocated to each group; 152 completed the study and were included in the analysis: n = 49, no feedback; n = 53, individual feedback; n = 50, individual and social feedback. The study provided support for H1 and H3 but not H2. Receipt of either form of feedback explained 7.7 % of between-subject variability in step-count (F = 6.626, p < 0.0005). Compared to the control, the expected step-count for the individual feedback group was 60 % higher (effect on log step-count = 0.474, 95 % CI = 0.166-0.782) and that for the social feedback group, 69 % higher (effect on log step-count = 0.526, 95 % CI = 0.212-0.840). The difference between the two feedback groups (individual vs social feedback) was not statistically significant. CONCLUSIONS: Always-on smartphone apps that provide step-counts can increase physical activity in young to early-middle-aged men but the provision of social feedback has no apparent incremental impact. This approach may be particularly suitable for inactive people with low levels of physical activity; it should now be tested with this population

    You are the real

    No full text

    Making Sense of Mobile and Web Based Wellness Information Technology: A Cross Generational Study

    No full text
    Information and communication technologies (ICTs) that can harness the knowledge and support of other people and allow individuals to manage and understand their health and wellness can empower individuals to actively manage their health, change their behaviors, and learn more about health conditions [1,2]. Examples include general social networking platforms such as Facebook [3], online patient communities [4], smartphones [5] and exercise oriented video games [6]. These applications generate data about and for the individual, data that can influence their health-related decision-making and technology adoption. Individuals' preferences about using such applications, useful features, and related factors will be predicated upon their previous experiences with ICTs, similar systems and other contextualizing concerns, including what others think about them. The popularity and potential of user-targeted health applications for personal empowerment argues for research that can provide us with a deeper understanding of how people perceive such technologies and their interests and concerns about sharing health-related information.  Funding for this project was provided by the Center for Applied Cybersecurity Research through a generous grant from the Lilly Endowment, Inc.Author has checked copyright17/04/13 RB The docx (zip) file had to be saved to desktop and opened with Microsoft Word to be viewed (Joseph's instructions)

    I am what i eat

    No full text

    MoviPill

    No full text
    corecore