• Title/Summary/Keyword: Smartphone walking apps

Search Result 5, Processing Time 0.019 seconds

A Comparative Study on Measurement of Physical Activity between Smartphone App and Self-Reported Questionnaire (스마트폰 앱과 자가보고식 설문지의 신체활동 측정 비교)

  • Suh, Minhee;Seo, Kyoungsan
    • Journal of muscle and joint health
    • /
    • v.29 no.2
    • /
    • pp.91-99
    • /
    • 2022
  • Purpose: The purpose of this study was to examine the level of agreement between smartphone apps and self-reported physical activity questionnaires. Methods: Quantitative methods were used to assess the correlation and agreement between the number of steps counted by a smartphone app and the amount of walking reported in a survey. A total of 29 adults who used smartphones were recruited from a university, and their step counts from their smartphone pedometers and responses to the international physical activity questionnaire (IPAQ) were collected over a 10-week period. Results: An analysis of 170 data pairs with Spearman's rho correlation and a Bland-Altman plot revealed a positive correlation between step counts from the smartphone app and walking activity from the IPAQ. The Bland-Altman plot also demonstrated the agreement to be improved among female participants. Conclusion: In assessing walking activity, smartphone pedometer apps showed good correlation with the IPAQ and improved agreement with the IPAQ among women. Therefore, it is suggested that the participants' gender and activity intensity, as well as the accuracy of measurement tools, should be considered in an evaluation of the delivery of physical activity promotion programs through smartphone apps.

Effects of Smartphone Applications on Physical Activity in College Students: A Randomized Controlled Trial (스마트폰 걷기 어플리케이션 효과성 검증: 무선통제연구)

  • Kim, Yujin;Chung, Kyong-Mee
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.2
    • /
    • pp.21-31
    • /
    • 2020
  • This study tested the effectiveness of commercialized smartphone apps in improving walking activities among college students. 66 participants were randomized into each of four groups that was used different behavior change strategies: monetary rewards app, goal setting and feedback app, gaming app, and self-monitoring control group. 45 participants who completed the experimentation was included in data analysis. Repeated measures ANOVA resulted in statistically significant time by groups interactions in recorded step counts, self-reported completed plans and self-reported walking activities scores. The Goal-setting and feedback group and the gaming group resulted in increase in both step counts and completed plans. The results were discussed in the framework of behaviorism.

Development of Augmented Reality Walking Navigation App using Dijkstra Algorithm

  • Jeong, Cho-Hui;Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.2
    • /
    • pp.89-95
    • /
    • 2017
  • There are a variety of apps that are finding their way. And in car navigation, we launched a product that reflects Augmented Reality technology this year. However, existing apps have problems. It is implemented in 2D or 3D, has a large error range because it has been modified in most vehicles, is not updated in real time, and car augmented reality navigation is a vehicle, and a separate device is required, etc. In this study, we implemented a smartphone app for walking directions using augmented reality, and made it possible to intuitively use a route service from a user 's location to a destination. The Dijkstra algorithm is applied to calculate the shortest path to solve the problem of finding the route with the least cost. By using this application, it is possible to use the route search service even in a data-free environment, to solve the inconvenience of the language barrier, and to update in real time, so that the latest information can be always maintained. In the future, we want to develop an app that can be commercialized by using a character in the path to promote it.

A Study on the Application of the Smartphone Hiking Apps for Analyzing the User Characteristics in Forest Recreation Area: Focusing on Daegwallyoung Area (산림휴양공간 이용특성 분석을 위한 국내 스마트폰 산행앱(APP)의 적용성 및 활용방안 연구: 대관령 선자령 일대를 중심으로)

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of Korean Society of Forest Science
    • /
    • v.108 no.3
    • /
    • pp.382-391
    • /
    • 2019
  • This study was conducted to verify whether smartphone hiking apps, which generate social network data including location information, are useful tools for analyzing the use characteristics of a forest recreation area. For this purpose, the study identified the functions and service characteristics of smartphone hiking apps. Also, the use characteristics of the area of Daegwallyoung were analyzed, compared with the results of the field survey, and the applicability of hiking apps was reviewed. As a result, the service types of hiking apps were analyzed in terms of three categories: "information offering," "hiking record," and "information sharing." This study focused on an app that is one of the "hiking record" types with the greatest number of users. Analysis of the data from hiking apps and a field survey in the Daegwallyoung area showed that both hiking apps and the field survey can be used to identify the movement patterns, but hiking apps based on a global positioning system (GPS) are more efficient and objective tools for understanding the use patterns in a forest recreation area, as well as for extracting user-generated photos. Second, although it is advantageous to analyze the patterns objectively through the walking-speed data generated, field surveys and observation are needed as complements for understanding the types of activities in each space. The hiking apps are based on cellphone use and are specific to "hiking" use, so user bias can limit the usefulness of the data. It is significant that this research shows the applicability of hiking apps for analyzing the use patterns of forest recreation areas through the location-based social network data of app users who record their hiking information voluntarily.

A Study of Pedestrian Navigation Service System for Visual Disabilities (시각장애인용 길안내 서비스 시스템에 대한 연구)

  • Jang, Young Gun;Cha, J.H.
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.11 no.4
    • /
    • pp.315-321
    • /
    • 2017
  • This paper is a study on the design and realization of Pedestrian navigation service system for the visually impaired. As it is an user interface considering visually impaired, voice recognition functioned smartphone was used as the input tool and the Osteoacusis headset, which can vocally guide directions while recognizing the surrounding environment sound, was used as the output tool. Unlike the pre-existing pedestrian navigation smartphone apps, the developed system guides walking direction by the scale of the left and right stereo sound of the headset wearing, and the voice guidance about the forked or curved path is given several meters before according to the speed of the user, and the user is immediately warned of walking opposite direction or proceeding off the path. The system can acquire stable and reliable directional information using the motion tracker with the dynamic heading accuracy of 1.5 degrees. In order to overcome GPS position error, we proposed a robust trajectory planning algorithm for position error. Experimental results for the developed system show that the average directional angle error is 6.82 degrees (standard deviation: 5.98) in the experimental path, which can be stated that it stably navigated the user relatively.