Habitual behavior is often hard to change because of a lack of self-monitoring skills. Digital technologies offer an unprecedented chance to facilitate self-monitoring by delivering feedback on undesired habitual behavior. This review analyzed the results of 72 studies in which feedback from digital technology attempted to disrupt and change undesired habits. A vast majority of these studies found that feedback through digital technology is an effective way to disrupt habits, regardless of target behavior or feedback technology used.
The purpose of this study was to investigate the effects of training with the Wii-balance board on balance and balance-related skills of children with poor motor performance. Twenty-nine children (23 boys, 6 girls; aged 7–12 years) participated in this study and were randomly assigned to an experimental and control group. All children scored below the 16th percentile on a standardized test of motor ability and balance skills (Movement Assessment Battery for children (M-ABC-2)). Before and after a six-week Wii-intervention (M = 8 h, 22 min, SD = 53 min), the balance skills of the experimental group and control group were measured with the M-ABC-2 and the Bruininks–Oseretsky test of motor proficiency (BOT-2). Both groups improved on all tests. The M-ABC-2 and the BOT-2 total balance-scores of the experimental group improved significantly from pre to post intervention, whereas those of the control group showed no significant progress. This resulted in significant interaction-effects, favoring the experimental children. No transfer-effects of the intervention on balance-related skills were demonstrated. Our findings showed that the Wii-balance board is an effective intervention for children with poor balance control. Further development and investigation of the intervention could be directed toward the implementation of the newly acquired balance-skills in daily life.
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This extended abstract introduces the work of the Netherlands AI Media and Democracy lab, especially focusing on the research performed from an AI/computer science perspective at CWI, the Netherlands National Research Center for Mathematics and Computer Science in Amsterdam. We first provide an overview of the general aims and set-up of the lab, and then focuses in on the research areas of the 3 research groups at CWI, outlining there are of research and expected research contributions in the areas between AI and media & democracy
Despite the recognized benefits of running for promoting overall health, its widespread adoption faces a significant challenge due to high injury rates. In 2022, runners reported 660,000 injuries, constituting 13% of the total 5.1 million sports-related injuries in the Netherlands. This translates to a disturbing average of 5.5 injuries per 1,000 hours of running, significantly higher than other sports such as fitness (1.5 injuries per 1,000 hours). Moreover, running serves as the foundation of locomotion in various sports. This emphasizes the need for targeted injury prevention strategies and rehabilitation measures. Recognizing this social issue, wearable technologies have the potential to improve motor learning, reduce injury risks, and optimize overall running performance. However, unlocking their full potential requires a nuanced understanding of the information conveyed to runners. To address this, a collaborative project merges Movella’s motion capture technology with Saxion’s expertise in e-textiles and user-centered design. The result is the development of a smart garment with accurate motion capture technology and personalized haptic feedback. By integrating both sensor and actuator technology, feedback can be provided to communicate effective risks and intuitive directional information from a user-centered perspective, leaving visual and auditory cues available for other tasks. This exploratory project aims to prioritize wearability by focusing on robust sensor and actuator fixation, a suitable vibration intensity and responsiveness of the system. The developed prototype is used to identify appropriate body locations for vibrotactile stimulation, refine running styles and to design effective vibration patterns with the overarching objective to promote motor learning and reduce the risk of injuries. Ultimately, this collaboration aims to drive innovation in sports and health technology across different athletic disciplines and rehabilitation settings.