• 제목/요약/키워드: fitness-for-use

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운동에 영향을 끼치는 피트니스 앱 요인 연구 (What Makes People Walk Using a Fitness App?)

  • 김진솔;손새아;김희웅
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권4호
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    • pp.1-24
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    • 2020
  • Purpose An increase in the number of fitness apps across the world is a testament to the growing interest in health. As focus on medical services shifted from treatment to prevention, this type of app plays an essential role in promoting one's health and exercise management. Yet little has been known about practical effects of fitness apps in existing literature thus this study searches for factors that affect daily use of fitness apps and examine the relationship between app usage and exercise patterns. Design/methodology/approach This study surveyed people who used Cashwalk, the pedometer app for a minimum of a week to analyze reasons why they used the app. Particpants' exercise patterns were also recorded. By examining survey results of fitness app users and developing a research model based on the Customer Value Theory, this study provides real-life factors to the fitness and smart health care industry that will adopt a proactive lifestyle pattern. Findings Empirical analysis proved properties such as the complexity of fitness apps, monetary rewards, exercise monitoring and the enjoyment of using fitness apps contribute to using fitness apps on a daily basis. Furthermore, more daily use of fitness apps was shown to have a greater impact on exercise. This study also confirmed that social comparison does not affect the daily use of fitness apps and the amount of exercise, and the habitual walking was proved to directly affect the amount of exercise.

모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구 (The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game)

  • 박정민;노기영
    • 한국게임학회 논문지
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    • 제15권6호
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    • pp.17-28
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    • 2015
  • 본 연구는 상호작용 요소가 강화된 피트니스 앱게임의 사용자의 운동경험과 앱게임의 재미, 만족, 이용의도 효과를 검증하기 위해 플레이테스트 실험 방법론을 통해 분석하였다. 실험에 사용된 피트니스 앱 게임은 한림대 헬스커뮤니케이션 연구소에서 제작한 'Enjoy Your Fitness'를 사용하여 남녀 대학생 각각 50명씩 총 100명을 대상으로 실험을 진행하였다. 연구결과, 사용자들의 운동경험인 운동성취감, 몰입, 관심과 같은 운동효과는 상호작용성이 강화된 앱 게임에서 더 높은 것으로 나타났다. 또 피트니스 앱게임의 재미, 만족, 이용의도 역시 상호작용적 요소가 강화된 피트니스 앱 게임에서 더 높은 것으로 나타났다. 본 연구는 상호작용성이 강화된 앱 게임이 사용자의 운동 경험과 앱 게임 자체의 사용자 경험을 강화한다는 점에서 건강증진을 위한 앱 게임 설계에 대한 실무적 함의도 제공한다.

텍스트마이닝 기법을 이용한 모바일 피트니스 애플리케이션 주요 요인 분석 : 사용자 경험 관점 (An Analysis on Key Factors of Mobile Fitness Application by Using Text Mining Techniques : User Experience Perspective)

  • 이소현;김진솔;윤상혁;김희웅
    • 한국IT서비스학회지
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    • 제19권3호
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    • pp.117-137
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    • 2020
  • The development of information technology leads to changes in various industries. In particular, the health care industry is more influenced so that it is focused on. With the widening of the health care market, the market of smart device based personal health care also draws attention. Since a variety of fitness applications for smartphone based exercise were introduced, more interest has been in the health care industry. But although an amount of use of mobile fitness applications increase, it fails to lead to a sustained use. It is necessary to find and understand what matters for mobile fitness application users. Therefore, this study analyze the reviews of mobile fitness application users, to draw key factors, and thereby to propose detailed strategies for promoting mobile fitness applications. We utilize text mining techniques - LDA topic modeling, term frequency analysis, and keyword extraction - to draw and analyze the issues related to mobile fitness applications. In particular, the key factors drawn by text mining techniques are explained through the concept of user experience. This study is academically meaningful in the point that the key factors of mobile fitness applications are drawn by the user experience based text mining techniques, and practically this study proposes detailed strategies for promoting mobile fitness applications in the health care area.

휘트니스센터 계획시 시설별 규모산정에 관한 연구 (Study on the Calculation of Appropriate Scale of Each Area When Planning Fitness Center)

  • 조영연
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.281-288
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    • 2006
  • Fitness center which was first introduced through hotel fitness has been disseminated into country over the years and these days it becomes a public sports facility that is available even in a small city. Fitness center usually requires a space more than 500 pyeong and even in a small fitness facility at least 200-300 pyung is in need. Also, complex structure including a space for preparing exercise and other subsidiary facility is necessary as well as various service areas to perform various exercise programs. In case of domestic fitness centers, however, proper standard and data required to compute the scale of each service area is not available due to the short of piling data. Therefore computing each space totally depends on an instinct decision of a designer or client, which may cause the fail of effective use of space. This paper aims to calculate appropriate use of space, that is, the over all space, equipment size, and movement line of each area as well as preference and frequence of use among areas is estimated in order to apply those data when computing appropriate estimation of scale.

NFC기반 피트니스센터 맞춤 트레이닝 시스템 설계 (Design of Custom Training System for Fitness Club Based on NFC)

  • 이현석;박석천
    • 인터넷정보학회논문지
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    • 제18권4호
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    • pp.1-6
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    • 2017
  • 가트너(Gartner)에 따르면 2020년 글로벌 헬스케어 산업 규모는 전체 IoT 시장의 15%인 2천 850억불을 형성할 것으로 전망하고 있다. 이처럼 헬스케어 시장의 관심은 최근 크게 증가하고 있으며, 많은 사람들이 건강한 몸을 만들고자 피트니스센터를 찾고 있다. 하지만 자신에게 맞는 운동이 무엇인지 제대로 알지 못하여 잘못된 운동 방법으로 운동을 하여 자신의 건강을 역으로 악화 시키는 경우도 있다. 또한, 자신에게 맞는 운동을 추천 받아도 자신이 이용하는 피트니스센터에서 사용하는 운동기구와 다르거나 어떻게 사용해야 하는지 모르는 경우도 있어 문제가 되고 있다. 본 논문은 앞서 제시한 문제를 개선하고자 사용자들이 많이 이용하는 피트니스센터에 적합한 NFC 기반의 피트니스 센터 맞춤 트레이닝 시스템을 설계 하였다.

공동주택 부속 휘트니스센터의 이용현황 및 디자인 선호도 분석 (The Analysis of Present Status and Residents' Design Preference on a Fitness Center in Apartment Complex)

  • 강재우;최정민
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2006년도 추계학술발표대회 논문집
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    • pp.346-351
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    • 2006
  • Community facilities in apartment complex was developed through combination with residents' needs about housing environmental amenity, marketing competition among construction companies and social trend 'Well-being' . But community facilities and fitness center which are situated in the beginning are alienated by residents because the designers plan community facilities without considering about residents' life-style and preference. In this paper, the study includes present status of fitness center and residents' preference for proper fitness center design. The result presents that fitness center users in apartment complex want a resting space which is already located in fitness center of mixed-use residential building. A resting space provides conditions that users can make up with the community each other as well as they can rest after exercise. And the fitness center users prefer wood as interior finish material of floor and wall in exercising space and resting space because they have a feeling comfortable and splendid.

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공동주택 부속 휘트니스센터의 이용현황 및 디자인 선호도 분석 - 휴게공간을 중심으로 - (The Analysis of Present Status and Residents' Design Preference on a Fitness Center in Apartment Complex - Focused on the Resting Space of Fitness Center -)

  • 최정민
    • 한국실내디자인학회논문집
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    • 제16권1호
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    • pp.56-64
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    • 2007
  • Community facilities in apartment complex have been developed through residents' needs for housing environmental amenities and social trend for 'Well-being' combined with marketing competition among construction companies. But community facilities and fitness centers which are in the initial stage of development are not well fit with residents' needs because the designers plan the community facilities without considering on residents' life-style and preference. This study investigates the present status of fitness center, and surveys the residents' preference for the proposed fitness center design. The result includes that fitness center users in apartment complex want a convenient and comfortable resting spaces similar level with those in fitness center of mixed-use residential building. A resting space provides opportunity that community members meet each other as well as they can rest after exercise. The result also shows that the fitness center users prefer wood floor and wall as interior finishing materials in exercising space and resting space, which users think, gives more comfortable and splendid feeling.

성향점수매칭 방법을 사용한 로지스틱 회귀분석에 관한 연구 (On Logistic Regression Analysis Using Propensity Score Matching)

  • 김소연;백종일
    • 한국신뢰성학회지:신뢰성응용연구
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    • 제16권4호
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    • pp.323-330
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    • 2016
  • Purpose: Recently, propensity score matching method is used in a large number of research paper, nonetheless, there is no research using fitness test of before and after propensity score matching. Therefore, comparing fitness of before and after propensity score matching by logistic regression analysis using data from 'online survey of adolescent health' is the main significance of this research. Method: Data that has similar propensity in two groups is extracted by using propensity score matching then implement logistic regression analysis on before and after matching separately. Results: To test fitness of logistic regression analysis model, we use Model summary, -2Log Likelihood and Hosmer-Lomeshow methods. As a result, it is confirmed that the data after matching is more suitable for logistic regression analysis than data before matching. Conclusion: Therefore, better result which has appropriate fitness will be shown by using propensity score matching shows better result which has better fitness.

자율주행로봇을 위한 진화 알고리즘에서 vector화 된 fitness function의 적용 (Genetic algorithm using the vectored fitness function for autonomous mobile robot)

  • 윤석배;이종호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2000년도 하계학술대회 논문집 D
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    • pp.3010-3012
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    • 2000
  • In this paper. we suggest a vector fitness strategy for obstacle avoidance of autonomous mobile robot with genetic algorithm. Ordinary genetic algorithms provide not such a viable solution for autonomous running in a variant environment. because of the difficulty in fitness evaluation in real time. We show that the suggested method is efficient for the problem of autonomous mobile robot. Its control function evolves to adapt the varying environment. The experiment is done using the real mobile robot 'Khepera' with which we use a tournament genetic algorithm model with the Vectored Fitness Genetic Strategy.

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GENETIC PROGRAMMING OF MULTI-AGENT COOPERATION STRATEGIES FOR TABLE TRANSPORT

  • Cho, Dong-Yeon;Zhang, Byoung-Tak
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 1998년도 The Third Asian Fuzzy Systems Symposium
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    • pp.170-175
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    • 1998
  • Transporting a large table using multiple robotic agents requires at least two group behaviors of homing and herding which are to bo coordinated in a proper sequence. Existing GP methods for multi-agent learning are not practical enough to find an optimal solution in this domain. To evolve this kind of complex cooperative behavior we use a novel method called fitness switching. This method maintains a pool of basis fitness functions each of which corresponds to a primitive group behavior. The basis functions are then progressively combined into more complex fitness functions to co-evolve more complex behavior. The performance of the presented method is compared with that of two conventional methods. Experimental results show that coevolutionary fitness switching provides an effective mechanism for evolving complex emergent behavior which may not be solved by simple genetic programming.

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