Real-time gait classification for persuasive smartphone apps: structuring the literature and pushing the limits
暂无分享,去创建一个
Karon E. MacLean | Oliver S. Schneider | Idin Karuei | Kerem Altun | Michael M. A. Wu | Kerem Altun | K. Maclean | Idin Karuei | Michael M. A. Wu | Karon E Maclean
[1] Patrick Bours,et al. Improved Hip-Based Individual Recognition Using Wearable Motion Recording Sensor , 2010, FGIT-SecTech/DRBC.
[2] Ian H. Witten,et al. The WEKA data mining software: an update , 2009, SKDD.
[3] James A. Landay,et al. UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits , 2009, CHI.
[4] James A. Landay,et al. Design requirements for technologies that encourage physical activity , 2006, CHI.
[5] S. Sprager,et al. A cumulant-based method for gait identification using accelerometer data with principal component analysis and support vector machine , 2009 .
[6] Thomas G. Dietterich. What is machine learning? , 2020, Archives of Disease in Childhood.
[7] Huiru Zheng,et al. Activity Monitoring Using a Smart Phone's Accelerometer with Hierarchical Classification , 2010, 2010 Sixth International Conference on Intelligent Environments.
[8] Eric Jones,et al. SciPy: Open Source Scientific Tools for Python , 2001 .
[9] William H. Press,et al. The Art of Scientific Computing Second Edition , 1998 .
[10] Nuria Oliver,et al. MPTrain: a mobile, music and physiology-based personal trainer , 2006, Mobile HCI.
[11] Y. Kawahara,et al. Recognizing User Context Using Mobile Handsets with Acceleration Sensors , 2007, 2007 IEEE International Conference on Portable Information Devices.
[12] C. Tudor-Locke. Taking Steps toward Increased Physical Activity: Using Pedometers To Measure and Motivate. , 2002 .
[13] Pradeep Buddharaju,et al. NEAT-o-Games: blending physical activity and fun in the daily routine , 2008, CIE.
[14] Regan L. Mandryk,et al. PiNiZoRo: a GPS-based exercise game for families , 2010, Future Play.
[15] Jun Yang,et al. Toward physical activity diary: motion recognition using simple acceleration features with mobile phones , 2009, IMCE '09.
[16] Billur Barshan,et al. Comparative study on classifying human activities with miniature inertial and magnetic sensors , 2010, Pattern Recognit..
[17] Kenichi Yamazaki,et al. Gait analyzer based on a cell phone with a single three-axis accelerometer , 2006, Mobile HCI.
[18] Paul Lukowicz,et al. Where am I: Recognizing On-body Positions of Wearable Sensors , 2005, LoCA.
[19] Yuichi Fujiki,et al. iPhone as a physical activity measurement platform , 2010, CHI Extended Abstracts.
[20] Shigeru Inoue,et al. The pandemic of physical inactivity: global action for public health , 2012, The Lancet.
[21] Yuichi Fujiki,et al. NEAT-o-Games: novel mobile gaming versus modern sedentary lifestyle , 2008, Mobile HCI.
[22] H WittenIan,et al. The WEKA data mining software , 2009 .
[23] Tae-Seong Kim,et al. Accelerometer’s position independent physical activity recognition system for long-term activity monitoring in the elderly , 2010, Medical & Biological Engineering & Computing.
[24] Duncan Rowland,et al. Interweaving mobile games with everyday life , 2006, CHI.
[25] T. C. Nicholas Graham,et al. Activate your GAIM: a toolkit for input in active games , 2010, Future Play.
[26] Luca Chittaro,et al. Smarter Phones for Healthier Lifestyles: An Adaptive Fitness Game , 2010, IEEE Pervasive Computing.
[27] Margot Brereton,et al. Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction , 2010 .
[28] Bernt Schiele,et al. Analyzing features for activity recognition , 2005, sOc-EUSAI '05.
[29] B Stetd,et al. TAKING STEPS TOWARD INCREASED PHYSICAL ACTIVITY: USING PEDOMETERS TO MEASURE AND MOTIVATE , 2002 .
[30] Silvia Lindtner,et al. Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game , 2006, UbiComp.
[31] T. C. Nicholas Graham,et al. Classifying input for active games , 2009, Advances in Computer Entertainment Technology.
[32] Yuichi Fujiki,et al. NEAT-o-games: ubiquitous activity-based gaming , 2007, CHI Extended Abstracts.
[33] Leo Breiman,et al. Random Forests , 2001, Machine Learning.
[34] Kasper Løvborg Jensen,et al. Studying PH. A. N. T. O. M. in the wild: a pervasive persuasive game for daily physical activity , 2010, OZCHI '10.
[35] Magnus Moar,et al. ‘Ere Be Dragons: heartfelt gaming , 2006, Digit. Creativity.
[36] David W. McDonald,et al. Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays , 2008, UbiComp.