Stephen Yang

Stephen Yang
State University of New York College at Cortland | SUNY Cortland · Department of Kinesiology

PhD Kinesiology

About

38
Publications
42,318
Reads
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701
Citations
Introduction
Skills and Expertise
Additional affiliations
September 2002 - May 2006
Pennsylvania State University
Position
  • Instructor
September 2014 - present
State University of New York at Oswego
Position
  • Professor
Education
August 2002 - December 2012
Pennsylvania State University
Field of study
  • Kinesiology
August 1999 - August 2001
University of New Brunswick
Field of study
  • Kinesiology
September 1989 - May 1994
St. Francis Xavier University
Field of study
  • Physical Education

Publications

Publications (38)
Article
Full-text available
mHealth (ISSN: 2306-9740). 2021;7:13 (20 January 2021) - URL: http://mhealth.amegroups.com/article/view/38687 - Abstract: Consistent and enjoyable physical activity can be a crucial component to improving or maintaining one’s overall health status. Using advanced features on smartphones (GPS, Bluetooth, motion sensing, etc.) coupled with an app or...
Article
There is a current trend toward using innovative interventions, such as active video gaming to increase physical activity levels among youth with visual impairments. Therefore, the purpose of this study was to compare three video games (Dance, Dance, Revolution [DDR]; EyeToy Kinetic; and Wii Boxing) in allowing youth with visual impairments to achi...
Article
Full-text available
Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease management can help children, adolescents, and adults with diabetes to better cope with their lifelong condition....
Conference Paper
Full-text available
Mobile health (mHealth) apps are popular on all mobile device platforms (Android, iOS, and Windows) and form factors (smartphones, tablets, and even the latest wearable fitness gadgets such as FitBit, Nike+ FuelBand, Google Glass, and smartwatches). With nearly 100,000 available health and fitness-related apps, only a small percentage (15%) of the...
Conference Paper
Mobile health (mHealth) apps are popular on all mobile device platforms (Android, iOS, and Windows) and form factors (smartphones, tablets, and even the latest wearable fitness gadgets such as FitBit, Nike+ FuelBand, Google Glass, and smartwatches). With nearly 100,000 available health and fitness-related apps, only a small percentage (15%) of the...
Conference Paper
Presented within multispeaker session on 'New Ideas for Pervasive Exergaming', Thursday, 27 June 2013, 1:30pm - 2:20pm, Room D: Freedom Room, Back Bay Events Center, Boston - conference URL: http://gamesforhealth.org/conferences/conf-2013/
Article
Full-text available
Large numbers of children and adolescents in Canada, UK and USA are not getting their recommended daily dose of moderate to vigorous physical activity, and are thus more prone to obesity and its ill health effects. Exergames (video games that require physical activity to play) are rapidly gaining user acceptance, and may have the potential to incre...
Article
The study purposes were to examine: (a) the determinants of exercise intention and past exercise behavior (PEB) using the theories of reasoned action and planned behavior, and (b) the moderating influences of sex and exercise group (meeting or not meeting exercise guidelines). Participants (n = 676 adolescents) completed self-reported measures of t...
Chapter
The realization that children’s physical activity is of national concern was highlighted in First Lady Michelle Obama’s launch of the Let’s Move campaign. “The physical and emotional health of an entire generation and the economic health and security of our nation is at stake. This isn’t the kind of problem that can be solved overnight, but with ev...
Article
Background/Purpose Individuals with visual impairments (VI) tend to spend less time in physical activity than their peers without VI. There is a current trend towards using technology to increase physical activity in youth. The purpose of this study was to investigate the effectiveness of three exergames, (DDR, EyeToy Kinetic and Wii) in allowing y...
Article
Full-text available
One possible method to engage youth with visual impairments in physical activity may be exergaming. The purpose of this study was to measure differences in the enjoyment levels of youths with visual impairments playing three commercially available exergames. Participants (n 5 12) ages 9 to 16 years old with a visual impairment were randomly assigne...
Article
The purpose of this article is to explore modifications to Dance Dance Revolution (DDR) and EyeToy Kinetic for youths with visual impairments. The download option below is for the full issue of this publication.
Conference Paper
Full-text available
Article
Abstract: Purpose: The purpose of this study is to see if children with visual impairments can reach moderate-to-vigorous-physical-activity (MVPA) while playing Dance Dance Revolution Extreme 2 (DDR), EyeToy Kinetic, and Wii Boxing. Participants: 12 children consisting of 7 males and 5 females ranging from ages 9 to 16 with a wide spectrum of visua...
Article
Full-text available
The increase of inclusive education in the United States has heightened the need for disability awareness among individuals without disabilities. Fostering awareness and openness to different ability levels in the classroom is a skill many educators need to develop. The purpose of this article is to describe how adapted physical educators, as well...
Article
Purpose The AAP recommends that children and adolescents watch no more than two hours of educational screen-time a day. Despite these recommendations, children and adolescents under 18 years old spend three hours watching television and over six hours being sedentary (TV, computer, video games, cell/telephone, reading) each day (Roberts et al., 200...
Article
Full-text available
This article discusses a new genre of video games that require players to physically move in order to control onscreen actions. This combination of exercise and games is aptly termed exergame or exertainment. Although not ideal, playing exergames is arguably a better alternative for youngsters than sitting and twiddling their thumbs. Children who f...
Article
The USDHHS recommends that children accumulate at least 60 minutes of moderate to vigorous physical activity (MVPA) each day. Regular physical activity is believed to be an important component for reducing the levels of obesity. One way to increase physical activity levels that is gaining popularity is interactive video games (exergames). This is e...
Article
Full-text available
The study purposes were to examine: (a) the determinants of exercise intention and past exercise behavior (PEB) using the theories of reasoned action and planned behavior, and (b) the moderating influences of sex and exercise group (meeting or not meeting exercise guidelines). Participants (n = 676 adolescents) completed self-reported measures of t...
Article
Full-text available
The study purposes were to examine: (a) the determinants of exercise intention and past exercise behavior (PEB) using the theories of reasoned action and planned behavior, and (b) the moderating influences of sex and exercise group (meeting or not meeting exercise guidelines). Participants (n = 676 adolescents) completed self-reported measures of t...
Article
Motivating youth to be physically active is a main concern for parents and educators alike, and given the obesity epidemic, finding alternate strategies that can be incorporated at home are a priority. Besides physical education classes and organized sports, there are relatively few interesting and enjoyable opportunities for adolescents to accumul...
Article
There is growing concern that adolescent physical activity levels around the world are insufficient to prevent lifestyle-related diseases such as cardiovascular disease, obesity, and diabetes mellitus (Eisenmann, 2002; Sallis, 1993; Strauss, 2001 ; Tremblay, 2000; Trost, 2002). The combination of increased sedentary activities, deceased levels of p...
Article
The number of low active and sedentary youth in the United States has reached epidemic proportions. Thus, to promote exercise, objectives have been established recommending that youth engage in at least 60 minutes of accumulated moderate to vigorous physical activity on most days of the week (IOM, 2002; NASPE, 2003; WHO, 2003). Limited research, ho...
Article
Experts recommend children to accumulate 30-60 minutes of physical activity each day, but the rates of childhood obesity and lifestyle related diseases have steadily increased. Currently, there is little evidence to suggest that web-based interventions can be an effective method to increase physical activity levels. In response to the decreasing ph...
Conference Paper
Experts recommend children to accumulate 30-60 minutes of physical activity each day, but the rates of childhood obesity and lifestyle related diseases have steadily increased. In response to the decreasing physical activity levels we conceptualized, designed and piloted an intervention to determine if students would use a website to track their da...

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