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Usability inquiry of a gamified behavior change app for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder.

Daehyoung LeeGeorgia FreyAehong MinBogoan KimDonetta J. CothranScott BelliniKyungsik HanPatrick C. Shih
Published in: Health Informatics J. (2020)
Keyphrases
  • physical activity
  • real time
  • machine learning
  • wireless sensor networks
  • learning environment
  • video sequences
  • mobile phone
  • human computer interaction
  • user experience