2020
DOI: 10.3390/s20133778
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Health Promotion for Childhood Obesity: An Approach Based on Self-Tracking of Data

Abstract: At present, obesity and overweight are a global health epidemic. Traditional interventions for promoting healthy habits do not appear to be effective. 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… Show more

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Cited by 15 publications
(10 citation statements)
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“…However, in this study, there were few articles that analysed changes in body composition, although the results found showed benefits in waist circumference and BMI. Similar studies conducted in children with obesity and pre-type II diabetes after mobile application interventions found improvements in BMI, waist circumference, and percentage of body fat maintained over time [ 64 ], and even in adults they found improved weight, BMI, fat mass, waist circumference, and cholesterol [ 63 ].…”
Section: Discussionmentioning
confidence: 90%
“…However, in this study, there were few articles that analysed changes in body composition, although the results found showed benefits in waist circumference and BMI. Similar studies conducted in children with obesity and pre-type II diabetes after mobile application interventions found improvements in BMI, waist circumference, and percentage of body fat maintained over time [ 64 ], and even in adults they found improved weight, BMI, fat mass, waist circumference, and cholesterol [ 63 ].…”
Section: Discussionmentioning
confidence: 90%
“…Concern about sedentary lifestyles and their close relationship to the high rates of childhood obesity today acts as a catalyst for the development of new exergames and other forms of human-machine interaction and video game control variables, including heart rate [24]. As we have seen before, for a game of this type to be effective from a physiological point of view, it must demand a level of physical effort from the player that produces significant energy expenditure.…”
Section: Related Workmentioning
confidence: 99%
“…The TANGO:H (Tangible Goals for Health) [24] platform uses the Kinect sensor, applying the human skeletal joint detection method and the cloud-based exercise creation tool. Another solution is describe, created to capture data from wearable biometric sensors and its integration with an exergame, using Kinect and applying the gesture detection method.…”
Section: Active Game-based Solutions Based On Kinect and Biometric Sementioning
confidence: 99%
“…O reflexo desse estilo de vida sedentário tem surgido cada vez mais frequentemente no diagnóstico de crianças e adolescentes com doenças crônicas não transmissíveis, típicas de adultos, tais como alto nível de colesterol, hipertensão arterial, diabetes mellitus e obesidade (2,6,7) . De um modo geral, tem aumentado também o risco de doenças como infarto e acidente vascular encefálico em crianças dessa faixa etária (8) , em função do baixo nível de atividade física.…”
Section: Introductionunclassified