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Publications
Publications (15)
It is a challenge to find effective ways for supporting older adults to increase their levels of physical activity and develop habitual physical activity behaviours. Within the GOAL project, an mHealth intervention to motivate older adults to be active was developed, by blending the iterative design and the evaluation activities. The aim of this pa...
Heart failure (HF) is one of the most complex chronic disorders with high prevalence, mainly due to the ageing population and better treatment of underlying diseases. Prevalence will continue to rise and is estimated to reach 3% of the population in Western countries by 2025. It is the most important cause of hospitalisation in subjects aged 65 yea...
The trends in healthcare are continuously evolving towards a virtually rich personalized experience that involves human-to-human (H2H), human-to-machine (H2M) and machine-to-machine (M2M) interactions. This article proposes a platform that fosters an ecosystem of games and applies them to real-life situations to motivate an active lifestyle in elde...
It is important to motivate older adults to lead an active lifestyle. Mobile games and applications can motivate older adults to increase physical, social and cognitive activity. Such a mobile application platform is developed within the GOAL project (H2020 project no. 731656). The aim of this paper is to introduce GOAL, to provide an overview of o...
The report consists of a systematic review of systematic reviews of modifiable determinants of physical activity and sedentary behaviour among adolescents. It focuses on the strength of the evidence for certain determinants, but also assesses which determinants have been succesfully changed in health promotion interventions, to provide insights in...
This paper introduces an end-to-end solution for dynamic adaptation of the learning experience for learners of different personal needs, based on their behavioural and affective reaction to the learning activities. Personal needs refer to what learner already know, what they need to learn, their intellectual and physical capacities and their learni...
The digitization era for electric utilities is tightly coupled with the development of inter-disciplinary software (S/W) platforms aiming at establishing much more efficient communication pathways with their clientele and other smart grid market stakeholders. This paper presents the SOCIALENERGY S/W platform, which is funded by the EU H2020 work pr...
Technology transfer of gamification assets to non-leisure contexts such as the energy efficiency sector has become the "holy grail" of today's research and industrial efforts towards a more sustainable energy system. In the liberalized retail market context, electric utilities are gradually adopting new business models towards transitioning their c...
Using Smart Textil with exer-games to promote energy related behaviours in adolescents.
Abstract:
Inactivity and high sedentary behavior among adolescents are main societal problems. Unhealthy lifestyles place a large burden on society and promoting healthy lifestyles is thus key for health, wellness and economic prosperity. These non-communicable diseases and unhealthy lifestyles furthermore occur more often among lower socio-econom...
We described an invited demonstration to MMHealth'16 of a platform for technology-enabled exercise-based Cardiac Rehabilitation (CR). The demo focuses on one technical aspect of a much broader lifestyle intervention program i.e. real-time estimation of a user's adherence to an exercise programme.
We describe a technology platform developed as part of a novel approach to technology-enabled exercise-based Cardiac Rehabilitation (CR), termed PATHway. We explain the overall concept and explain how technology can facilitate remote participation and better adherence to community-based long-term Phase III CR. The demo will showcase the user experi...