Adjunct Proceedings of the 30th ACM Conference on User Modeling, Adaptation and Personalization 2022
DOI: 10.1145/3511047.3537652
|View full text |Cite
|
Sign up to set email alerts
|

The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
2
2

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(1 citation statement)
references
References 22 publications
0
1
0
Order By: Relevance
“…In addition, Slazus et al [13] explores the use of health mobile apps for self-monitoring diets and their potential to influence food preferences. On the other hand, Odenigbo et al [14] present a gamified mobile app with augmented reality (AR) to promote physical activity in young adults, therefore helping them improve their well-being. Similarly, in research [15] it combines the advantages of good nutrition with mobile technology designed to produce personalized meal plans based on people's diets, allergies, or calorie intake; thus, producing a reliable source of information for food management.…”
Section: Introductionmentioning
confidence: 99%
“…In addition, Slazus et al [13] explores the use of health mobile apps for self-monitoring diets and their potential to influence food preferences. On the other hand, Odenigbo et al [14] present a gamified mobile app with augmented reality (AR) to promote physical activity in young adults, therefore helping them improve their well-being. Similarly, in research [15] it combines the advantages of good nutrition with mobile technology designed to produce personalized meal plans based on people's diets, allergies, or calorie intake; thus, producing a reliable source of information for food management.…”
Section: Introductionmentioning
confidence: 99%