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FizDoc
1. Fizzees ( Phys ical E lectronic E nergiser s ) ‘ Principles of Practice’ SMARTlab PhD July 2009
2. aim To investigate a [...] model that encourages 8-12 year olds to be more physically active and develop a greater understanding of the constituent parts of a ‘healthy lifestyle’, through the connection and integration of digital ‘persuasion technologies’ with real world activity, and the connection and integration of ‘persuasion space’ and ‘activity space’ … applied understanding …
6. Food dudes Difference in social pressures within and outside or ‘persuasion space’ Disjuncture between activity and reward (behaviourist model)
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10. what is it? … looking after your Fizzee by looking after yourself A wearable technology that is a combination of dual sensor, processor, battery and screen. The screen shows a virtual pet (a Fizzee) that the young person is responsible for. The Fizzee’s maturation and health depends upon the actions of the young person . A website for further investigation, games, and comparisons
11. Fitting physical activity into current lifestyles. Affords micro-persuasion and small changes in behaviour patterns (to begin with) why this approach? * play video games (immersive, empathetic, motivational) * nurture virtual pets (Tamagotchi etc) * compete, compare and share with peers * aspectual shape (game, learning tool, digital pet) … applied understanding …
12. how it works Activity levels are monitored through a heart rate monitor and accelerometer, which have a direct impact on the Fizzee displayed on a wrist-worn device * Privileging the interplay between the dual sensors * Rewards for particular activity types, frequency, exertion etc * Rewards rest and a ‘dose response’ stops over-training Accelerometer Heart rate Factor Mod Low X1 Mod Mod X1 Mod Vig X1.5 Mod V Vig X2
13. scoring * Based upon guidance from the UK Chief Medical Officer on recommended amounts of exercise for young people * Developed with UoB’s Department of Exercise and Health Sciences Governing principles * Based on personal, accurate health data * Long term health benefits show as short term improvements to Fizzee * Dual sensors for more accurate reading * Privileging the interplay between sensors * Discounting stress and excitement as signifiers of activity * Relationship between data becomes a factor in the scoring system * Programmable system
25. A Fizzee (Physical Electronic Energiser) is a wearable technology that enables young people to care for a digital pet through their own physical actions . In order to nurture their digital pet, keep it healthy and grow, young people must themselves act in physically healthy ways . A dual sensor (heart rate and accelerometer) measures young people’s physical activity and converts it into the appearance and maturation of their Fizzee. The Fizzees’ health is modelled on the Chief Medical Officer’s recommendations for healthy activity for young people. Children are then driven to a web space to share ideas and tips for keeping their Fizzee healthy, to play games with their Fizzee (where the healthier their Fizzee is, the better it can perform) and to further investigate their own personal health data. A Fizzee is a toy , a learning device and a digital pet that links children’s real world activities with the virtual world .
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28. A Fizzee (Physical Electronic Energiser) is a wearable technology that enables young people to care for a digital pet through their own physical actions . In order to nurture their digital pet, keep it healthy and grow, young people must themselves act in physically healthy ways . A dual sensor (heart rate and accelerometer) measures young people’s physical activity and converts it into the appearance and maturation of their Fizzee. The Fizzees’ health is modelled on the Chief Medical Officer’s recommendations for healthy activity for young people. Children are then driven to a web space to share ideas and tips for keeping their Fizzee healthy, to play games with their Fizzee (where the healthier their Fizzee is, the better it can perform) and to further investigate their own personal health data. A Fizzee is a toy , a learning device and a digital pet that links children’s real world activities with the virtual world .
Fizzee as a digital pet – the persuasion device links to current toys Activity where we want the new behaviour is to take place – is aligned where the persuasion takes place
Background to this approach – why I suggest it is appropriate - phrase ‘applied understanding’ is one that I want you to hold on to throughout this presentation. If we’re looking to support
Fitting physical activity (new behaviour) into current lifestyles (eg gameplay) . Affords micro-persuasion and small changes in behaviour patters (to begin with) Un-intentional learning – game play, nurturing and looking after the Fizzees, reward of points and levels etc Intentional learning – linking real world activity to game world Applied understanding – ‘knowing’ – different from learning about, it involves behaviour change etc Privilaging of real world knowledge
Sensor data – privilages real world data
Community Place where Fizzee represents your real world actions – the combination of previous activity and keyboard control
What that means is it’s a pretty complex area – they way we make decisions, the influences etc – which means the processes by which we design tools to support behaviour change, must address a wide range of issues.
Intentional learning – (p12)
Autonomy or ‘freeness’ of the pet is key in order to foster a sense of responsibility and nurture within the player (within design, more mature and happier the fizzee, the more freeness it has between activities). It is especially important at the early stages of fostering a development with the Fizzee – signifiers of autonomy encourage the inference of an emotional interaction with the pet; from this point, it is the development of a strong link between the interaction of the user and the maturation process of the Fizzee. Empathy – Donath (2004) reports ‘considerable controversy’ about social implications of artificial pets – linking nurture and empathy with learning about own body and activity.
Avatar plays out my role in the virtual world to keep me happy Biotar – I play out it’s role in the real world, to keep it happy