• Title/Summary/Keyword: Smart Fitness

Search Result 82, Processing Time 0.031 seconds

An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
    • /
    • v.19 no.7
    • /
    • pp.1225-1235
    • /
    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.

A Study on Smart Fitness Models for Active Senior (액티브시니어를 위한 스마트 피트니스 모델에 관한 연구)

  • Seungae Kang
    • Convergence Security Journal
    • /
    • v.22 no.1
    • /
    • pp.135-140
    • /
    • 2022
  • This study aims to analyze exercise cases and issues using smart devices and technologies, and to present the development direction of a smart exercise environment suitable for the wellness life of active seniors with high activity and economic power unlike the existing silver generation. In the fitness industry, the subscription economy that regularly receives or uses necessary exercise tools, services, and digital content is expanding, and business models based on hardware sales and content subscription continue to emerge. In order to have value competitiveness as a platform that provides active seniors with integrated exercise services for health care, not only fitness centers, but also home training exercise equipment, fitness-related applications, and smart wearable device markets should be organically connected to form an expanded total platform. In order to have value competitiveness as a platform that provides active seniors with integrated exercise services for health care, not only fitness centers, but also home training exercise equipment, fitness-related applications, and smart wearable device markets should be organically connected to form an expanded total platform. The linkage of the digital healthcare function, which provides real-time changes to exercise programs based on continuous monitoring and feed back through wearable devices before, after, and during exercise by receiving and selecting exercise programs suitable for individual health status, is the differentiating factor in the smart fitness model.

Research on the Application of Gamification in Fitness App Based on Kano Model

  • Jing Ren;Chang-wook Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.136-148
    • /
    • 2024
  • In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.

Research on Planning and Design of Smart Fitness Wear for Personal Training Improvement (퍼스널 트레이닝 효과 향상을 위한 스마트 피트니스웨어의 상품기획 및 디자인 방향 연구)

  • Jung, Chanwoong;Kwak, Yonghoo;Park, Seoyeon;Lee, Joohyeon
    • Science of Emotion and Sensibility
    • /
    • v.20 no.3
    • /
    • pp.97-108
    • /
    • 2017
  • The purpose of this study was to propose a product planning and design direction for smart fitness wear that will improve the impact of personal training based on researching the requirements of smart fitness wear and its acceptance level, as well as the functional demand. The study conducted in-depth interviews with professional fitness trainers and derived five categories and thirteen keywords by analyzing the categorical data analysis using the interview data. In addition, we surveyed general consumers to measure the acceptance level of smart fitness wear and the functional demand for product development. The results revealed that the difference in the acceptance level of smart fitness wear generally depended on the characteristics related to exercise involvement and exercise-related culture rather than on the demographic characteristics. With regard to the difference in the functional demand of smart fitness wear, the results showed that professional trainers focused on the scientific improvement of the effect of exercise while general consumers focused on the function that considers the sustainability of exercise. Based on the results, we proposed product planning and design directions such as 'mounting of heart rate sensing, muscle activity sensing, motion angle or posture sensing, and motion sensing', 'development of concepts and contents for expert line, ordinary line', 'compression wear design', and 'differentiation of product development according to exercise areas'.

Status and promoting of fitness IT (피트니스 IT 현황 및 활성화 방안)

  • Kang, Sunyoung;Kang, Seungae;Jung, Hyungsu
    • Convergence Security Journal
    • /
    • v.16 no.4
    • /
    • pp.63-68
    • /
    • 2016
  • This study examined the current state of fitness IT which are commercially available, and proposed the prospect and promoting plans for fitness IT. Latest wearable smart market has been reorganized into smart watch market and fitness tracker market. Fitness trackers which are typical devices of fitness IT technology has developed various types of such as watch, band, clothes, glasses, and lens. Until now, the most popular type of fitness tracker are watch and band including clip, necklace, hair band etc.. Also Apple and Google referred to as the two major axes of mobile platform has provided a health-related platform such as "Healthkit" and "Google Fit" for preoccupying the fitness business. The view of the fitness IT has seen a continuous growth trend considering smaller and lighter of fitness-related wearable device. To continuous growth and promote of fitness IT, it is expected to require mash-up a variety of fitness applications and services, ensuring the convenience of user experience, design and resonable price.

Do Wearable Devices Change Behavior? A Study of Smart Fitness Trackers

  • Wan, Lili;Zhang, Chao
    • The Journal of Information Systems
    • /
    • v.29 no.1
    • /
    • pp.201-224
    • /
    • 2020
  • Purpose The study focuses on the physical activity behavior change effect of smart wristband, which is the most popular type of fitness tracker nowadays. The purpose of the research is to investigate how people's workout behavior may change after wearing a smart band and examine what kind of role persuasive design plays in behavior change. Design/Methodology/Approach This research employed an experimental study to examine whether the user's workout behaviors changed after using wristband from the "Behavior Wizard" perspective. A representative smart wristband from a major vendor was selected as the objects of experimental study. In the experiment, by comparing users' workout behavior before and after using the wristband, behavior changes of all the experiment participants were classified into one of the 15 behavior change types. Users perceived persuasive design characteristics were measured and group differences were tested among different behavior change groups. Findings This research found that nearly half of the participants changed their workout behavior while half retained their workout status or no exercise status. Half of the participants who did not do exercise in their spare time started walking in the experiment. Results also showed that participants who started working out perceived higher levels of persuasive design devised into the smart band than participants who preserved no exercise status, except for facilitation and reward strategies. Participants who retained workout and those who increased workout frequency perceived no difference in smart band persuasive design.

Fitness System for Correcting Real-time Posture Using Smart Mirror (스마트 거울을 활용한 실시간 자세교정 피트니스 시스템)

  • Seo, Jae-sic;Shin, Min-ho;Moon, Mi-kyeong
    • Journal of IKEEE
    • /
    • v.23 no.1
    • /
    • pp.74-79
    • /
    • 2019
  • As the desire for healthcare increases due to the ageing population and the well-being boom, interest in fitness is increasing. People go to the fitness center to exercise, but many people do not know how to exercise, so they often make the order of exercise and the exercise posture wrong. This not only reduces the effectiveness of the exercise, but also increases the risk of injury. This paper describes the development process of fitness system using smart mirror. This system allows people to follow the motion by themselves in front of the smart mirror, and if the exercise posture goes wrong, in real time it checks and corrects for the wrong point. By using this system, people will be able to exercise by themselves in the right posture without the help of a trainer. Also, as a result, people will be able to exercise at any time they want without the constraint of time commitment with a trainer and the cost will be reduced.

Analysis and Design of Fitness Healthcare System based on IoT (사물인터넷 기반 피트니스 헬스케어 시스템의 분석 및 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.20 no.1
    • /
    • pp.187-192
    • /
    • 2020
  • It is very useful because we can measure precise exercise volume at indoor and outdoor space, and receive push message and retrieve for exercise information by smart-phone at any-time and any-place if a fitness healthcare system base on IoT is utilized. This system is interlocked with IoT module including sensing device in sports equipment, IoT gateway, smart-phone, smart-band and server by internet. In this paper, when this, "a fitness healthcare system base on IoT", software is developed, a proper analysis and design method for practical affairs try to be presented due to showing software development analysis method and design method such as flowchart and UI design.

3D Motion Capture based Physical Fitness using Full Body Tracking Suit

  • Imran Ghani;Emily Hattman;David T. Smith;Muhammad Hasnain;Israr Ghani;Seung Ryul Jeong
    • Journal of Internet Computing and Services
    • /
    • v.24 no.4
    • /
    • pp.47-56
    • /
    • 2023
  • This paper presents an approach to exercise that utilizes motion capture through the Rokoko Smart Suit. With the emergence of Covid-19, physical fitness levels have declined due to restrictions on in-person fitness classes and gym closures. To maintain physical activity, many individuals have turned to mobile applications and streaming videos. However, home workouts often lack the motivation and experience found in gyms, classes, or community centers, particularly with the presence of coaches and instructors. Additionally, instructors find it challenging to convey precise postures to their online students, and vice versa. To address this issue, the researchers propose the use of a full-body tracking suit like the Rokoko Smart Suit, which enables instructors to present a more realistic approach to physical activity. The Rokoko Smart Suit offers a 3D view of the instructor, eliminating the limitations of camera scope when streaming on platforms like Zoom or MS Teams. This technology enhances the at-home workout experience, and the incorporation of 3D virtual reality features can further elevate the realism of a workout.

A Study on the Relationship Between Smart Mobile Devices Use and Work Performances of Public Agencies: Focused on verification of the relationship between performances using TAM (공공기관 근무자의 스마트 모바일기기 사용과 업무성과의 관계에 관한 연구: TAM 모형을 활용한 업무성과와의 관계 검증을 중심으로)

  • Lim, Sung-Jin;Han, Kyeong-Seok;Jung, Mi-Ra
    • Journal of Digital Contents Society
    • /
    • v.18 no.7
    • /
    • pp.1465-1474
    • /
    • 2017
  • The study analyzed how the user uses the smart mobile device to assess the effects of the user's acceptance factor and user-factors affecting the work performance of Public Agencies. And Prove that leveraging smart devices can improve your business performance, It was aimed at making strategic recommendations to improve the suitability of smart mobile devices and Tasks. Smart mobile devices User Innovation has affected Usefulness, such as B=.296. p.000, it also affected Perceived Ease-of-Use, such as B=.326, p.000. job fitness has affected Perceived Ease-of-Use, such as B=.261, p.001. Usefulness and Ease-of-Use had a positive affect on work performance. Each of affect on much of B=.382 and B=.488(p.000). At the conclusion, it has been validated that the effects of smart mobile devices user Innovation and job fitness on work performances are mediated by perceived usability and perceived ease of use of the smart mobile device.