The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults.
Ifeanyi Paul OdenigboJaisheen Kour ReenChimamaka EnezeAniefiok FridayRita OrjiPublished in: UMAP (Adjunct Publication) (2022)
Keyphrases
- mobile applications
- young adults
- physical activity
- augmented reality
- informal learning
- heart rate
- mobile users
- mobile devices
- m learning
- mobile technologies
- mobile phone
- wearable sensors
- user experience
- social networking sites
- smart phones
- context aware
- ambient assisted living
- end users
- health related
- online learning environment
- artificial intelligence
- sensor data
- intelligent systems
- activity recognition
- active learning