Data collected from fitness trackers worn by employees could be very useful for businesses. The sharing of this data with employers is already a well-established practice in the United States, and companies in Europe are showing an interest in the introduction of such devices among their workforces. Our argument is that employers processing their employees’ fitness trackers data is unlikely to be lawful under the General Data Protection Regulation (GDPR). Wearable fitness trackers, such as Fitbit and AppleWatch devices, collate intimate data about the wearer’s location, sleep and heart rate. As a result, we consider that they not only represent a novel threat to the privacy and autonomy of the wearer, but that the data gathered constitutes ‘health data’ regulated by Article 9. Processing health data, including, in our view, fitness tracking data, is prohibited unless one of the specified conditions in the GDPR applies. After examining a number of legitimate bases which employers can rely on, we conclude that the data processing practices considered do not comply with the principle of lawfulness that is central to the GDPR regime. We suggest alternative schema by which wearable fitness trackers could be integrated into an organization to support healthy habits amongst employees, but in a manner that respects the data privacy of the individual wearer.
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Dit artikel schetst een overzicht van de huidige stand van zaken omtrent beweging en zitgedrag bij basisschoolleerlingen in Nederland gebaseerd op de combinatie van GPS en accelerometrie. Tevens wordt aan de hand van een praktijkinterventie suggesties gedaan hoe beweegstimulering bij basisschoolleerlingen zou kunnen worden verbeterd door een contextuele blik toe te passen die aansluit bij het gedrag van basisschoolleerlingen.
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In deze factsheets wordt weergegeven welke apps of sporthorloges gebruikt worden en waarvoor deze wearables gebruikt worden. Ook is er aandacht voor kenmerken van deze groepen en hun tevredenheid over de wearables.
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Een verpleegkundige die evidence-based handelt, maakt gebruik van zowel wetenschappelijk onderzoek als zijn eigen professionele ervaringskennis, gecombineerd met de kennis en voorkeuren van de patiënt. Een gangbare benadering om dit evidence-based handelen in de praktijk te krijgen, is het ontwikkelen van een richtlijn om deze vervolgens in de gezondheidszorg te implementeren. Hoewel deze werkwijze gangbaar is, is ze slechts beperkt succesvol. Inmiddels is er beginnend bewijs dat cultuur en leiderschap sleutelelementen zijn bij het implementeren van richtlijnen, zodat er meer nodig is om professioneel gedrag te veranderen dan de professional ‘bloot stellen’ aan een richtlijn. Een dergelijke gedragsverandering is een complex proces, omdat dit handelen onderhevig is aan zowel intrinsieke (persoonsgebonden) als extrinsieke (contextgebonden) factoren.
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The aim of this paper is to design and test a smartphone application which supports personalized running experiences for less experienced runners. As a result of a multidisciplinary three-step design approach Inspirun was developed. Inspirun is a personalized running-application for Android smartphones that aims to fill the gap between running on your own (static) schedule, and having a personal trainer that accommodates the schedule to your needs and profile. With the use of GPS and Bluetooth heart rate monitor support, a user's progress gets tracked. The application adjusts the training schedule after each training session, motivating the runner without a real life coach. Results from three user studies are promising; participants were very satisfied with the personalized approach, both in the profiling and de adaptation of their training scheme.
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Learning is all about feedback. Runners, for example, use apps like the RunKeeper. Research shows that apps like that enhance engagement and results. And people think it is fun. The essence being that the behavior of the runner is tracked and communicated back to the runner in a dashboard. We wondered if you can reach the same positive effect if you had a dashboard for Study-behaviour. For students. And what should you measure, track and communicate? We wondered if we could translate the Quantified Self Movement into a Quantified Student. So, together with students, professors and companies we started designing & building Quantified Student Apps. Apps that were measuring all kinds of study-behaviour related data. Things like Time On Campus, Time Online, Sleep, Exercise, Galvanic Skin Response, Study Results and so on. We developed tools to create study – information and prototyped the Apps with groups of student. At the same time we created a Big Data Lake and did a lot of Privacy research. The Big Difference between the Quantified Student Program and Learning Analytics is that we only present the data to the student. It is his/her data! It is his/her decision to act on it or not. The Quantified Student Apps are designed as a Big Mother never a Big Brother. The project has just started. But we already designed, created and learned a lot. 1. We designed and build for groups of prototypes for Study behavior Apps: a. Apps that measure sleep & exercise and compare it to study results, like MyRhytm; b. Apps that measure study hours and compare it to study results, like Nomi; c. Apps that measure group behavior and signal problems, like Groupmotion; d. Apps that measure on campus time and compare it with peers, like workhorse; 2. We researched student fysics to see if we could find his personal Cup-A-Soup-Moment (meaning, can we find by looking at his/her biometrics when the concentration levels dip?); 3. We created a Big Data lake with student data and Open Data and are looking for correlation and causality there. We already found some interesting patterns. In doing so we learned a lot. We learned it is often hard to acquire the right data. It is hard to create and App or a solution that is presenting the data in the right way and presents it in a form of actionable information. We learned that health trackers are still very inprecise. We learned about (and solved some) challenges surrounding privacy. Next year (2017) we will scale the most promising prototype, measure the effects, start a new researchproject and continu working on our data lake. Things will be interesting, and we will blog about it on www.quantifiedstudent.nl.
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In deze workshop komen het bevorderen van sportparticipatie en de rol van applicaties en wearables hierin naar voren. Met aandacht voor: apps voor hardlopers, apps voor inactieven, apps voor professionals en patiënten, ideeën voor de toekomst
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In deze presentatie komen de volgende onderwerpen aan bod: wie gebruiken apps en wearables, resultaten onderzoek apps en leefstijl/gezondheid, nieuwe projecten waarin technologie ingezet wordt om bewegen te stimuleren en ideeen voor de toekomst.
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Among runners, there is a high drop-out rate due to injuries and loss of motivation. These runners often lack personalized guidance and support. While there is much potential for sports apps to act as (e-)coaches to help these runners to avoid injuries, set goals, and maintain good intentions, most available running apps primarily focus on persuasive design features like monitoring, they offer few or no features that support personalized guidance (e.g., personalized training schemes). Therefore, we give a detailed description of the working mechanism of Inspirun e-Coach app and on how this app uses a personalized coaching approach with automatic adaptation of training schemes based on biofeedback and GPS-data. We also share insights into how end-users experience this working mechanism. The primary conclusion of this study is that the working mechanism (if provided with accurate data) automatically adapts training sessions to the runners’ physical workload and stimulates runners’ goal perception, motivation, and experienced personalization. With this mechanism, we attempted to make optimal use of the potential of wearable technology to support the large group of novice or less experienced runners and that by providing insight in our working mechanisms, it can be applied in other technologies, wearables, and types of sports.
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