Encouraging physical activity with a game-based mobile application: FitPet.
Xin TongDiane GromalaChris D. ShawWeina JinPublished in: GEM (2015)
Keyphrases
- mobile applications
- physical activity
- heart rate
- mobile devices
- mobile learning
- mobile phone
- mobile users
- context aware
- user experience
- m learning
- end users
- smart phones
- mobile environments
- wearable sensors
- health related
- real time
- ambient assisted living
- mobile technologies
- ambient intelligence
- user centered
- smart environments
- pervasive computing
- learning process
- educational games
- distance learning
- user interaction
- artificial intelligence