Refining the Concepts of Self-quantification Needed for Health Self-Management
Author(s): Manal Almalki Kathleen Gray Fernando J. Martin-Sanchez Abstract: Background: Questions like ‘How is your health? How are you feeling? How have you been?’ now can be answered in a different way due to innovative health self-quantification apps and devices....
The Use of Wearable Activity Trackers Among Older Adults: Focus Group Study of Tracker Perceptions, Motivators, and Barriers in the Maintenance Stage of Behavior Change
Author(s): Anastasia Kononova Lin Li Kendra Kamp Marie Bowen R.V. Rikard Shelia Cotten Wei Peng Abstract: Background: Wearable activity trackers offer the opportunity to increase physical activity through continuous monitoring. Viewing tracker use as a...
Self-Monitoring of Emotions and Mood Using a Tangible Approach
Author(s): Federico Sarzotti Abstract: Nowadays Personal Informatics (PI) devices are used for sensing and saving personal data, everywhere and at any time, helping people improve their lives by highlighting areas of good and bad performances and providing a general...
Personal data contexts, data sense, and self-tracking cycling
Author(s): Lupton, DeborahPink, SarahLabond, Christine HeyesSumartojo, Shanti Abstract: Few studies thus far have focused on how the sensory and embodied aspects of digitized self-tracking are entangled with its technological and spatial dimensions. To address these...
Numbers/Data: A Roundtable
Author(s): Connor, Steven Corby, Tom Nafus, Dawn Hawes, Hannah Redler Smith, Marquard Teasley, Sarah Abstract: This Roundtable on Numbers/Data began life as a live, public event on the power and influence of numbers in contemporary visual, material, immaterial, and...
Deep Learning: A Critical Appraisal
Author(s): Marcus, Gary Abstract: Although deep learning has historical roots going back decades, neither the term "deep learning" nor the approach was popular just over five years ago, when the field was reignited by papers such as Krizhevsky, Sutskever and Hinton's...
The effect of gamification on motivation and engagement
Author(s): Alsawaier, Raed S. Abstract: Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical...
Deep Learning: A Critical Appraisal
Author(s): Marcus, Gary Abstract: Although deep learning has historical roots going back decades, neither the term "deep learning" nor the approach was popular just over five years ago, when the field was reignited by papers such as Krizhevsky, Sutskever and Hinton's...
Exploring quantified self attitudes
Author(s): De Maeyer, ChristelMarkopoulos, Panos Abstract: In recent years there is a growing optimism that health interventions may become more effective through the use of self-tracking. Related efforts are hampered by the short-lived compliance to self-tracking...
Big data: Shaping knowledge, Shaping Everyday Life
Author: Ralph Schroeder Abstract: Knowledge about society has recently taken a new direction, with groundbreaking studies of digital media. Examples include analyses of Twitter, Wederikipedia, Facebook, Google and smartphone use. These studies have been made...