{"title":"Empirical research on behavior change promoted by information technology: poster abstract","authors":"Yutaka Arakawa","doi":"10.1145/3055031.3055068","DOIUrl":null,"url":null,"abstract":"This paper shows the concept and design of an ongoing project about \"behavior change\", that is one of the keywords for realizing a sustainable society based on information technology such as IoT and AI. \"Stand\" function that Apple Watch has is a touchstone of the arrival of a new age. The watch commands a human to stand up or meditate. It is a start of intervention to our behavior from AI. However, it is not so bad because we know that this suggestion must be good for our health. Based on this experience, we started an empirical research on behavior change that consists of activity recognition, just-in-time intervention, and gamification.","PeriodicalId":206082,"journal":{"name":"Proceedings of the 16th ACM/IEEE International Conference on Information Processing in Sensor Networks","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 16th ACM/IEEE International Conference on Information Processing in Sensor Networks","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3055031.3055068","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This paper shows the concept and design of an ongoing project about "behavior change", that is one of the keywords for realizing a sustainable society based on information technology such as IoT and AI. "Stand" function that Apple Watch has is a touchstone of the arrival of a new age. The watch commands a human to stand up or meditate. It is a start of intervention to our behavior from AI. However, it is not so bad because we know that this suggestion must be good for our health. Based on this experience, we started an empirical research on behavior change that consists of activity recognition, just-in-time intervention, and gamification.