Background
Physical activity is important in health and weight management. Several cell phone platforms integrate an accelerometer onto the motherboard. Here we tested the validity of the cell phone accelerometer to assess physical activity in a controlled laboratory setting.
Methods
31 subjects wore the cell phone on their waist along with the validated Physical Activity Monitoring System (PAMS) with different body postures and during graded walking. Energy expenditure was measured using indirect calorimetry. 11 subjects also wore the iPhone at different locations such as arm, hand, pant pocket, etc.
Results
The cell phone accelerometer was accurate and precise compared to the PAMS, with an intra-class correlation coefficient (r2> 0.98). The cell phone accelerometer showed excellent sequential increases with increased in walking velocity and energy expenditure (r2>0.9).
Conclusion
An accelerometer embedded into a cell phone was accurate and reliable in measuring and quantifying physical activity in the laboratory setting. Data from free-living users shows promise for deployment of a comprehensive integrated physical activity promoting and weight loss platform using such mobile technologies.
iPhone is emerging as a ubiquitous physical activity measurement platform due to its incorporated accelerometer sensor. The iPhone's capacity to accurately measure physical activity has not been put to scrutiny up to now, despite claims from an increasing number of applications. This study examines ways to perform accurate physical activity measurements with the iPhone, at various positions on the user's body. The study focuses on walking and running-the two most prevalent aerobic activities. For walking, a methodology has been developed that translates accelerometer values from peripheral body locations to equivalent readings on the waist and from there to metabolic units. For running, the limitation of iPhone to perform accurate metabolic measurements is documented. The formulas and results in this paper can readily be used by developers to increase the accuracy of fitness applications and improve user experience.
________________________________________________________________________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.
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