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Studying PH. A. N. T. O. M. in the wild: a pervasive persuasive game for daily physical activity.

Kasper Løvborg JensenRameshnath KrishnasamyVashanth Selvadurai
Published in: OZCHI (2010)
Keyphrases
  • physical activity
  • heart rate
  • card game
  • smart environments
  • computer games
  • video games
  • ambient assisted living
  • context aware
  • pervasive computing
  • wireless sensor networks
  • information systems
  • health related