000 04894naaaa2201081uu 4500
001 https://directory.doabooks.org/handle/20.500.12854/46266
005 20220220064819.0
020 _abooks978-3-03897-709-4
020 _a9783038977087
024 7 _a10.3390/books978-3-03897-709-4
_cdoi
041 0 _aEnglish
042 _adc
100 1 _aLee, Jung Eun
_4auth
700 1 _aGao, Zan
_4auth
245 1 0 _aEmerging Technology Applications to Promote Physical Activity and Health
260 _bMDPI - Multidisciplinary Digital Publishing Institute
_c2019
300 _a1 electronic resource (176 p.)
506 0 _aOpen Access
_2star
_fUnrestricted online access
520 _aAs technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.
540 _aCreative Commons
_fhttps://creativecommons.org/licenses/by-nc-nd/4.0/
_2cc
_4https://creativecommons.org/licenses/by-nc-nd/4.0/
546 _aEnglish
653 _avirtual reality
653 _aAmazon Web Services
653 _awrist-worn activity tracker
653 _asex difference
653 _amotor skill competence
653 _amental health
653 _aphysical activity assessment
653 _amHealth
653 _aaugmented reality
653 _amusculoskeletal fitness
653 _ahealth navigator
653 _aGoogle Glass
653 _acardiorespiratory fitness
653 _afitness
653 _asafety
653 _amoderate-to-vigorous physical activity
653 _ayoung children
653 _aserious games
653 _aautism spectrum disorder
653 _aphysical exercise
653 _alocomotor skills
653 _aactive video game
653 _aair quality
653 _aapp
653 _aGoogle
653 _aperceived environmental factor
653 _amotor activity
653 _aactive video gaming
653 _aanxiety
653 _adigital health
653 _anarrative review
653 _apreoperative experience
653 _areal-time physical activity
653 _aquality of life
653 _asmartglasses
653 _aAmazon
653 _aintelligence quotient
653 _amobile phone-based health intervention
653 _aKorean American immigrant women
653 _aFitbits
653 _aexercise
653 _aepoch
653 _awearable technology
653 _ameasurement
653 _aactive video games
653 _apreoperative anxiety
653 _asedentary behaviour
653 _amammogram
653 _asedentary behavior
653 _aheart rate
653 _asocial cognitive theory
653 _asenior citizens
653 _asocial communication
653 _abreast cancer
653 _atechnology
653 _aphysical activity
653 _aAutism
653 _aaccelerometry
653 _asocio-ecological model
653 _alight physical activity
653 _arecreational physical activity
653 _ascreen based sedentary behavior
653 _aaccelerometers
653 _aplacement site
653 _avirtual reality game
653 _apedometers
653 _aobject control skills
653 _adepression
653 _aphysical activity levels
856 4 0 _awww.oapen.org
_uhttps://mdpi.com/books/pdfview/book/1184
_70
_zDOAB: download the publication
856 4 0 _awww.oapen.org
_uhttps://directory.doabooks.org/handle/20.500.12854/46266
_70
_zDOAB: description of the publication
999 _c71494
_d71494