Physical activity is important for preventing obesity and diabetes, but most obese and pre-diabetic patients are not physically active. We developed a Fitbit-based game called MapTrek that promotes walking. We recruited obese and pre-diabetic patients.
View Article and Find Full Text PDFBackground: Regular physical activity is crucial for healthy aging, but older adults are the least active age group. This study explored the feasibility, acceptability, and efficacy of a multilevel mHealth intervention for increasing physical activity of older adults living in a retirement community.
Methods: Participants included 54 older adults (mean age = 81.
Background: Sedentary work is hazardous. Over 80% of all US jobs are predominantly sedentary, placing full-time office workers at increased risk for cardiovascular and metabolic morbidity and mortality. Thus, there is a critical need for effective workplace physical activity interventions.
View Article and Find Full Text PDFIntroduction: Activity-monitoring devices may increase activity, but their effectiveness in sedentary, diseased, and less-motivated populations is unknown.
Methods: Subjects with diabetes or pre-diabetes were given a Fitbit and randomized into three groups: Fitbit only, Fitbit with reminders, and Fitbit with both reminders and goal setting. Subjects in the reminders group were sent text-message reminders to wear their Fitbit.
Background. We determined the feasibility of using computer vision and depth sensing to detect healthcare worker (HCW)-patient contacts to estimate both hand hygiene (HH) opportunities and personal protective equipment (PPE) adherence. Methods.
View Article and Find Full Text PDFWe used an immersive virtual environment to examine how children and adults learn to intercept moving gaps and whether children and adults benefit from variability of practice. Children (10- and 12-year-olds) and adults attempted to bicycle between two moving vehicle-size blocks without stopping. In Experiment 1, block motions were timed such that if participants maintained a constant speed, they would intercept the gap between the blocks.
View Article and Find Full Text PDFWe conducted six experiments to examine how manipulating perception versus action affects perception-action recalibration in real and imagined blindfolded walking tasks. Participants first performed a distance estimation task (pretest) and then walked through an immersive virtual environment on a treadmill for 10 min. Participants then repeated the distance estimation task (posttest), the results of which were compared with their pretest performance.
View Article and Find Full Text PDFObjective: This investigation used a bicycling simulator to examine how preadolescent temperament is related to risky behavior.
Methods: Children aged 10 and 12 years (N = 109) rode a bicycle through a virtual environment where they crossed intersections with continuous cross traffic. Mothers filled out the Early Adolescent Temperament Questionnaire-Revised.
J Exp Psychol Hum Percept Perform
February 2013
This investigation examined how children and adults negotiate a challenging perceptual-motor problem with significant real-world implications--bicycling across two lanes of opposing traffic. Twelve- and 14-year-olds and adults rode a bicycling simulator through an immersive virtual environment. Participants crossed intersections with continuous cross traffic coming from opposing directions.
View Article and Find Full Text PDFThe goal of our work is to develop a programmatically controlled peer to bicycle with a human subject for the purpose of studying how social interactions influence road-crossing behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps in traffic.
View Article and Find Full Text PDFJ Exp Psychol Hum Percept Perform
December 2010
Two experiments examined how 10- and 12-year-old children and adults intercept moving gaps while bicycling in an immersive virtual environment. Participants rode an actual bicycle along a virtual roadway. At 12 test intersections, participants attempted to pass through a gap between 2 moving, car-sized blocks without stopping.
View Article and Find Full Text PDFThis investigation examined short-term changes in child and adult cyclists' gap decisions and movement timing in response to general and specific road-crossing experiences. Children (10- and 12-year-olds) and adults rode a bicycle through a virtual environment with 12 intersections. Participants faced continuous cross traffic and waited for gaps they judged were adequate for crossing.
View Article and Find Full Text PDFAtten Percept Psychophys
July 2009
In this investigation, we examined how the order in which people experience real and virtual environments influences their distance estimates. Participants made two sets of distance estimates in one of the following conditions: (1) real environment first, virtual environment second; (2) virtual environment first, real environment second; (3) real environment first, real environment second; or (4) virtual environment first, virtual environment second. In Experiment 1, the participants imagined how long it would take to walk to targets in real and virtual environments.
View Article and Find Full Text PDFCurr Dir Psychol Sci
September 2007
Most research on perceptual-motor development has focused on changes occurring during infancy and toddlerhood. In this paper, we describe our work on the development of perceptual-motor development during late childhood and early adolescence in the context of an important applied problem: bicycling across traffic-filled roads. Specifically, we have examined the gaps between cars that children and adults accept when bicycling across intersections, using an immersive, interactive bicycling simulator.
View Article and Find Full Text PDFThis study examined gap choices and crossing behavior in children and adults using an immersive, interactive bicycling simulator. Ten- and 12-year-olds and adults rode a bicycle mounted on a stationary trainer through a virtual environment consisting of a street with 6 intersections. Participants faced continuous cross traffic traveling at 25 mph or 35 mph and waited for gaps they judged were adequate for crossing.
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