________________________________________________________________________This article describes research that aims to encourage physical activity through a novel pervasive gaming paradigm. Data from a wearable accelerometer are logged wirelessly to a cell phone and control the animation of an avatar that represents the player in a virtual race game with other players over the cellular network. Winners are declared every day and players with an excess of activity points can spend some to get hints in mental games of the suite, like Sudoku. The racing game runs in the background throughout the day and every little move counts. As the gaming platform is embedded in the daily routine of players, it may act as a strong behavioral modifier and increase everyday physical activity other than volitional sporting exercise. Such physical activity (e.g., taking the stairs), is termed NEAT and was shown to play a major role in obesity prevention and intervention. A pilot experiment demonstrates that players are engaged in NEAT-o-Games and become more physically active while having a good dosage of fun.
We present a novel methodology for monitoring the affective states of computer users. The method is based on thermal imaging of the face. To the user, the imaging system appears much like a video-conferencing camera. The method does not require contact with the subject and is passive; therefore, monitoring can be continuous and transparent to the computer user. We have found that user stress is correlated with increased blood flow in the frontal vessel of the forehead. This increased blood flow dissipates convective heat, which can be monitored through thermal imaging. The system has been evaluated on 12 subjects, and compared against real-time measurements of Energy Expenditure (EE). The new method is highly correlated with the established, but awkward EE methodology. The StressCam methodology is applicable to many instances where the real time measurement of users' emotional state is needed.
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