LEADER 04784nam 2201129z- 450 001 9910346677803321 005 20210211 035 $a(CKB)4920000000094889 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/46266 035 $a(oapen)doab46266 035 $a(EXLCZ)994920000000094889 100 $a20202102d2019 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aEmerging Technology Applications to Promote Physical Activity and Health 210 $cMDPI - Multidisciplinary Digital Publishing Institute$d2019 215 $a1 online resource (176 p.) 311 08$a3-03897-708-X 330 $aAs technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare. 610 $aaccelerometers 610 $aaccelerometry 610 $aactive video game 610 $aactive video games 610 $aactive video gaming 610 $aair quality 610 $aAmazon 610 $aAmazon Web Services 610 $aanxiety 610 $aapp 610 $aaugmented reality 610 $aAutism 610 $aautism spectrum disorder 610 $abreast cancer 610 $acardiorespiratory fitness 610 $adepression 610 $adigital health 610 $aepoch 610 $aexercise 610 $aFitbits 610 $afitness 610 $aGoogle 610 $aGoogle Glass 610 $ahealth navigator 610 $aheart rate 610 $aintelligence quotient 610 $aKorean American immigrant women 610 $alight physical activity 610 $alocomotor skills 610 $amammogram 610 $ameasurement 610 $amental health 610 $amHealth 610 $amobile phone-based health intervention 610 $amoderate-to-vigorous physical activity 610 $amotor activity 610 $amotor skill competence 610 $amusculoskeletal fitness 610 $anarrative review 610 $aobject control skills 610 $apedometers 610 $aperceived environmental factor 610 $aphysical activity 610 $aphysical activity assessment 610 $aphysical activity levels 610 $aphysical exercise 610 $aplacement site 610 $apreoperative anxiety 610 $apreoperative experience 610 $aquality of life 610 $areal-time physical activity 610 $arecreational physical activity 610 $asafety 610 $ascreen based sedentary behavior 610 $asedentary behavior 610 $asedentary behaviour 610 $asenior citizens 610 $aserious games 610 $asex difference 610 $asmartglasses 610 $asocial cognitive theory 610 $asocial communication 610 $asocio-ecological model 610 $atechnology 610 $avirtual reality 610 $avirtual reality game 610 $awearable technology 610 $awrist-worn activity tracker 610 $ayoung children 700 $aLee$b Jung Eun$4auth$01328706 702 $aGao$b Zan$4auth 906 $aBOOK 912 $a9910346677803321 996 $aEmerging Technology Applications to Promote Physical Activity and Health$93038852 997 $aUNINA