Healthcare digital signage using gamification method

Tetsuro Ogi, Kenichiro Ito, Go Nakada

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

Abstract

This study aims at improving our health consciousness by feeding back the personalized health information based on the recorded health log data. Particularly, push type digital signage was developed as the method of health information feedback. In this system, the user who comes near to the digital signage can be detected and the personalized healthcare information is displayed. In addition, the contents of the displayed information was designed by utilizing the effect of the gamification such as visualization, ranking, objective and community. From the results of the evaluation experiment, the effect of the health information feedback for the improvement of the health consciousness and the health behavior was confirmed.

Original languageEnglish
Title of host publicationProceedings - 2015 18th International Conference on Network-Based Information Systems, NBiS 2015
EditorsLeonard Barolli, Makoto Takizawa, Fatos Xhafa, Hui-Huang Hsu, Tomoya Enokido
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages511-516
Number of pages6
ISBN (Electronic)9781479999422
DOIs
Publication statusPublished - 2015 Dec 9
Event18th International Conference on Network-Based Information Systems, NBiS 2015 - Taipei, Taiwan, Province of China
Duration: 2015 Sep 22015 Sep 4

Publication series

NameProceedings - 2015 18th International Conference on Network-Based Information Systems, NBiS 2015

Other

Other18th International Conference on Network-Based Information Systems, NBiS 2015
Country/TerritoryTaiwan, Province of China
CityTaipei
Period15/9/215/9/4

Keywords

  • Digital signage
  • Gamification
  • Health log data
  • Personalized information

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Information Systems

Fingerprint

Dive into the research topics of 'Healthcare digital signage using gamification method'. Together they form a unique fingerprint.

Cite this