personal fitness
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2021 ◽  
Vol 27 (2) ◽  
Author(s):  
Bina Baboo Morji ◽  
◽  
Ahmad Zabidi Abdul Razak ◽  
Sareena Hanim Hamzah ◽  
◽  
...  

Introduction: There is an emerging focus on plant-based foods that have the added advantage of being nutritious without side effects. Besides, its preparation with nutritional awareness and culinary skills could be an effective solution for improving personal fitness. This study aimed to determine validity and reliability of a questionnaire for the development of a plant-based culinary nutrition model for fitness among sports science students. Methods: This study employed exploratory sequential mixed method design and was carried out in two phases. Phase 1 employed a qualitative design utilising modified Delphi method to determine content validity index (CVI) of the questionnaire, while phase 2 was a quantitative design using Cronbach’s alpha statistical analysis to evaluate reliability of the instrument. The questionnaire consisted of the need for plant-based culinary nutrition model (Section A) and the model’s components (Section B). Thirteen expert panels from diverse expertise in sports nutrition and 30 sports science students took part. Results: Phase 1 resulted in development of a questionnaire where Section A and Section B scored CVI of 0.834 and 1.000, respectively. For phase 2, Cronbach’s alpha score for reliability of the questionnaire was 0.836 with a total of 15 items. The Cronbach’s alpha score for questionnaire items from Sections A and B were 0.709 and 0.832, respectively. Conclusion: The questionnaire developed in this study is validated and is considered reliable for use as a significant tool for plantbased culinary nutrition among sports science students.


Author(s):  
Parian Haghighat ◽  
Aden Prince ◽  
Heejin Jeong

The growth in self-fitness mobile applications has encouraged people to turn to personal fitness, which entails integrating self-tracking applications with exercise motion data to reduce fatigue and mitigate the risk of injury. The advancements in computer vision and motion capture technologies hold great promise to improve exercise classification performance. This study investigates a supervised deep learning model performance, Graph Convolutional Network (GCN) to classify three workouts using the Azure Kinect device’s motion data. The model defines the skeleton as a graph and combines GCN layers, a readout layer, and multi-layer perceptrons to build an end-to-end framework for graph classification. The model achieves an accuracy of 95.86% in classifying 19,442 frames. The current model exchanges feature information between each joint and its 1-nearest neighbor, which impact fades in graph-level classification. Therefore, a future study on improved feature utilization can enhance the model performance in classifying inter-user exercise variation.


Author(s):  
Michael Ridge

Gamification, roughly the use of game-like elements to motivate us to achieve practical ends “in the real world,” makes large promises. According to Jane McGonigal, gamification can save the world by channelling the amazing motivational power of gaming into pro-social causes ranging from alienation from our work to global resource scarcity and feeding the hungry (McGonigal 2011).  Even much more modest aims like improving personal fitness or promoting a more equitable division of household labour provide some license for optimism about the ability of gamification to improve our lives in more humble but still worthwhile ways.  On the other hand, Thi Nguyen has argued that there is a dark side to gamification: what he calls “value capture.”  Roughly, gamification works in large part because it offers a simplified value structure – this is an essential part of its appeal and motivational power.  However, especially in the context of gamification which exports these value schemes into our real-world lives, there is a risk that these overly simplistic models will displace our more rich, subtle values and that this will make our lives worse: this is value capture. The point is well-taken.  The way in which number of steps taken per day can, for an avid user of “FitBit,” displace more accurate measurements of how one’s activities contribute to one’s fitness is a compelling example.   If I become so obsessed with “getting my 10,000 steps” that I stop making time to go to the gym, jog or do my yoga/pilates then that is not a net gain.  However, there is an important range of cases that Nguyen’s discussion ignores but which provide an important exception to his critique:  value capture relative to behaviours that are addictive and destructive.  Here I have in mind things like alcoholism, drug addiction, and gambling addiction.  With these kinds of activities, value capture can not only be good but essential to a person’s well-being because (and not in spite of) of its displacement of the person’s more rich, subtle values.  Interestingly, the point is not limited to cases of addictive behaviour, though they put the point in its most sharp relief.  Any situation in which making rational decisions one by one can leave one worse off than “blindly” following a policy which is itself rational to adopt also turns out to illustrate the point, thus further expanding the role for value capture as itself a force for good.  The more general point is that certain kinds of sequential choice problems carve out an important and theoretically interesting exception to Nguyen’s worries about value capture.  In these kinds of choice contexts, value capture not only does not make our lives go worse, it may be essential to making our lives go better.


10.2196/28282 ◽  
2021 ◽  
Vol 9 (3) ◽  
pp. e28282
Author(s):  
Pouyan Esmaeilzadeh

Background The use of health and fitness apps has been on the rise to monitor personal fitness and health parameters. However, recent research discovered that many users discontinue using these apps after only a few months. Gamification has been suggested as a technique to increase users’ interactions with apps. Nevertheless, it is still not clear how gamification mechanisms encourage continued use and inspire user self-management. Objective The main objective of this study was to articulate how gamification mechanisms in studies of designing and using health and fitness apps can contribute to the realization of information technology (IT) identity and positive behavioral outcomes. The broader goal was to shed light on how gamification mechanisms will translate into positive use behaviors in the context of mobile health apps. Methods Data were collected from 364 users of health and fitness apps through an online survey to empirically examine the proposed model. Results Based on identity theories, this study suggests the fully mediating role of IT identity to describe how gamification elements can lead to continued intention to use health and fitness apps, and increase users’ tendency for information sharing through the apps. The findings indicate that perceived gamification can increase users’ IT identity. In turn, a higher IT identity would encourage users to continue using the apps and share more personal health information with others through the apps. Conclusions The results of this study can have practical implications for app designers to use gamification elements to increase users’ dependency, relatedness, and emotional energy associated with health apps. Moreover, the findings can have theoretical contributions for researchers to help better articulate the process in which gamification can be translated into positive use behaviors.


Author(s):  
Kimberly Moore ◽  
Colin G. Pennington

Adaptive personal fitness and training classes are becoming more available in society. Incorporating modified classes allows for greater inclusion of individuals with disabilities. Personal fitness classes increase over health, muscle strength and decreases mental stressors. Unfortunately, personal trainers are taught modification for injuries, obesity, joint problems and not typically disabilities. Adhering toward generalized public and as inclusive towards individuals with disabilities. This leads to lack of knowledge in allowing individuals specifically with multiple sclerosis into training classes due to not knowing how to work with this specific disability. The purpose of this article is to describe what multiple sclerosis is and how yoga can be beneficial in enhancing everyday life and decreasing fatigue in individuals with Multiple Sclerosis.


Author(s):  
Liubov Yerakova ◽  
Anastasiya Matsak ◽  
Mariya Palnikova

A modern woman’s lifestyle is extremely dynamic, which can be connected to high requirements regarding the undertaking of social and professional responsibilities in the context of added pressure of high standards of physical appearance and the need to maintain one’s physical health at a stable level, all of which causes additional stress resulting in the development of harmful lifestyle habits and, as a consequence, to the development of excess body weight. We have conducted a study of lifestyle particularities of mature-age women, the structure, character, and volume of physical activity as a leading determinant of health maintenance. Study results demonstrate that majority of women have inadequate level of physical activity, in particular, moderate physical activity or health-enhancing fitness activity 1-2 times per week, but report the ability to practice health-enhancing physical activity during 60-120 minutes 3-4 times per week. This leads to a conclusion that women do not attach significant importance to practicing rational physical activity as part of their lifestyle. With regard to the social lifestyle characteristics, it was determined that most women have a full family, but report regular occurrence of nervous breakdowns and food intake fluctuations; interestingly, harmful habits like tobacco smoking were reported in just 8% of cases; 64% of women reported fast onset of fatigue, breathlessness and overall heightened psycho-emotional strain. Among the main objectives of practicing health-enhancing and recreational physical activity women stated body mass normalization – 100%; health enhancement – 32%; self-esteem increase – 76%. As to the preferred format of practicing physical activity, 100% of women chose physical activity led by a personal trainer; 76% of women are willing to combine personal fitness training with group fitness classes. Collected data should be used as a justification basis for the development of a complex health- enhancement technology for overweight women according to the specific lifestyle characteristics.


2021 ◽  
Author(s):  
Pouyan Esmaeilzadeh

BACKGROUND The use of health and fitness apps has been on the rise to monitor personal fitness and health parameters. However, recent research discovered that many users discontinue using these apps after only a few months. Gamification has been suggested as a technique to increase users’ interactions with apps. Nevertheless, it is still not clear how gamification mechanisms encourage continued use and inspire user self-management. OBJECTIVE The main objective of this study was to articulate how gamification mechanisms in studies of designing and using health and fitness apps can contribute to the realization of information technology (IT) identity and positive behavioral outcomes. The broader goal was to shed light on how gamification mechanisms will translate into positive use behaviors in the context of mobile health apps. METHODS Data were collected from 364 users of health and fitness apps through an online survey to empirically examine the proposed model. RESULTS Based on identity theories, this study suggests the fully mediating role of IT identity to describe how gamification elements can lead to continued intention to use health and fitness apps, and increase users’ tendency for information sharing through the apps. The findings indicate that perceived gamification can increase users’ IT identity. In turn, a higher IT identity would encourage users to continue using the apps and share more personal health information with others through the apps. CONCLUSIONS The results of this study can have practical implications for app designers to use gamification elements to increase users’ dependency, relatedness, and emotional energy associated with health apps. Moreover, the findings can have theoretical contributions for researchers to help better articulate the process in which gamification can be translated into positive use behaviors.


Author(s):  
Carolin Siepmann ◽  
Pascal Kowalczuk

AbstractSmartwatches are the most popular wearable device and increasingly subject to empirical research. In recent years, the focus has shifted from revealing determinants of smartwatch adoption to understanding factors that cause long-term usage. Despite their importance for personal fitness, health monitoring, and for achieving health and fitness goals, extant research on the continuous use intention of smartwatches mostly disregards health and fitness factors. Grounding on self-determination theory, this study addresses this gap and investigates the impact of health and fitness as well as positive and negative emotional factors encouraging or impeding consumers to continuously use smartwatches. We build upon the expectation-confirmation model (ECM) and extend it with emotional (device annoyance and enjoyment) as well as health and fitness factors (goal pursuit motivation and self-quantification behavior). We use structural equation modeling to validate our model based on 335 responses from actual smartwatch users. Results prove the applicability of the ECM to the smartwatch context and highlight the importance of self-quantification as a focal construct for explaining goal pursuit motivation, perceived usefulness, confirmation and device annoyance. Further, we identify device annoyance as an important barrier to continuous smartwatch use. Based on our results, we finally derive implications for researchers and practitioners alike.


10.2196/18122 ◽  
2020 ◽  
Vol 8 (10) ◽  
pp. e18122
Author(s):  
Pouyan Esmaeilzadeh

Background Although personal health devices (for example, smartwatches, fitness trackers and intelligent bracelets) offer great potential to monitor personal fitness and health parameters, many users discontinue using them after a few months. Thus, it is critical to study the postadoption behaviors of current users to enhance their engagement with personal health devices and use behaviors. However, there is little empirical research on the factors affecting users’ engagement in beneficial use behaviors. Mindfulness and identity are not new topics, but the applications of these concepts in the field of information systems are emerging themes. Information technology (IT) mindfulness has been conceptualized in previous studies; however, little is known about the antecedents and consequences of IT mindfulness in the mobile health (mHealth) context. Objective The main aim of this study is to explore both IT identity and IT mindfulness to develop a new ground for research in the domain of mHealth postadoption. Thus, we aim to explain why users should be fully mindful of their engagement with PHDs and what could be the consequences and implications. Methods This study proposes that IT mindfulness can play an important role in improving the use behaviors of users. Through a web-based survey with 450 current users of a personal health device, this paper tests the relationship between IT identity and IT mindfulness in the postadoption stage of using personal health devices. Results We found that IT identity significantly shapes IT mindfulness associated with PHDs. Moreover, the IT identity–IT mindfulness relationship is negatively moderated by individuals’ perceived health status (P=.003). Finally, the results of this study show that IT mindfulness can significantly predict automatic use behaviors (eg, continued intention to use), active use behaviors (eg, feature use and enhanced use behaviors), and commitment behaviors in using personal health devices (eg, positive word-of-mouth intention). Conclusions The findings of this study provide implications for both research and practice. This study can contribute to our current understanding of IT mindfulness by developing and empirically testing a research model that explains the determinants and outcomes of the IT mindfulness construct in the context of personal health devices. The results imply that IT mindfulness significantly helps individuals express their alertness, awareness, openness, and orientation in the present in their postadoption interactions with smart devices used for health care purposes. Finally, our findings may assist practitioners and IT developers in designing mindfulness-supporting PHDs. Owing to the impact of IT mindfulness on postadoption behaviors, its 4 dimensions could be used for developing PHD technologies. Moreover, PHD developers may need to direct their efforts toward increasing IT mindfulness by reinforcing IT identity to serve and retain a wide range of target users.


2020 ◽  
Vol 7 (1) ◽  
pp. 85-91
Author(s):  
Luke Pembroke ◽  
Laurence Woollard

AbstractIntroductionA growing body of evidence supports the recommendation of both physiotherapy and physical activity in people with haemophilia. Physical benefits include increasing strength and flexibility and reducing the risks of osteoporosis, arthropathy, and intramuscular and joint bleeds; social benefits have also been observed. However, anecdotal evidence suggests that people with haemophilia may still be averse to engaging with physical activity due to fears of causing bleeding, joint pain and joint damage.MethodologyQualitative interviews were conducted with young men with haemophilia treated at comprehensive care centres in London, to explore and identify the reasons behind risk-averse behaviours towards exercise and physical activity. The interview questions were designed to prompt discussion and capture opinions relating to participants’ physical activity and gym membership/use, and the degree to which their haemophilia impacts on both.ResultsTen participants were interviewed. Preferred activities were variable, with five participants describing themselves as very physically active, three moderately active, and two reporting little physical activity; four described themselves as ‘not gym-confident’. Seven participants described themselves as highly or moderately motivated to undertake physical activity, with motivations including weight loss and getting fit for summer holidays. However, there was some anxiety around weight-bearing exercise due to the fear of pain or injury. All participants had been exposed to personal trainers (PTs) and recognised the importance of being properly introduced to training equipment but felt that PTs were too expensive for them. The majority of participants reported sports-related injuries and self-perceived limitations on activity due to their personal/individual experience of living with haemophlia. Physiotherapists were often the first point of contact for advice and support on safe physical activity. All participants recognised the benefits of physical activity and had been encouraged in this by their physiotherapists.ConclusionYoung men with haemophilia are keen to use the gym as part of their personal fitness regimens. The ongoing safety concerns of health care professionals warrants further research.


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