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    IENV7944

    Studio II

    PHYSICAL COMPUTING

    PROPOSAL

    Team:

    TAK

    Members:

    Tamarah Walsh 40910646

    Adam Finden 41896578

    Kim Eupene 40103028

    Due Date:

    29th

    March 2010

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    IENV7944 Studio II Project Proposal 2

    Table of Contents

    1.0 Introduction ....................................................................................................................................................3

    2.0 Background research and related work .........................................................................................................4

    2.1 The role of the environment on physical activity .......................................................................................4

    2.1 Changing behaviour using persuasive physical computing ........................................................................4

    2.0 Development of high level concept ................................................................................................................8

    3.0 Design .......................................................................................................................................................... 10

    3.1 User research ........................................................................................................................................... 10

    3.1.1 Physical Space ................................................................................................................................... 10

    3.1.2 Users ................................................................................................................................................. 12

    3.3 Proposed Design ...................................................................................................................................... 13

    3.3.1 Concept ............................................................................................................................................. 13

    3.3.2 User Experience ................................................................................................................................ 16

    3.3.3 Relevance to Theme ......................................................................................................................... 17

    3.3.4 Implementation and Technology ..................................................................................................... 17

    3.3 Constraints ............................................................................................................................................... 18

    3.4 Project Plan .............................................................................................................................................. 20

    3.4.1 Project Schedule ............................................................................................................................... 20

    3.4.2 Team Skills ........................................................................................................................................ 20

    4.0 Conclusion ................................................................................................................................................... 22

    5.0 Reference List .............................................................................................................................................. 23

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    IENV7944 Studio II Project Proposal 3

    1.0 Introduction

    Obesity and its related health illnesses are a significant problem in modern society, carrying considerable

    social, health and financial costs (www.who.org). The advent of inactive lifestyles is a major contributor to

    this problem. Howeverclinical studies have indicated that even small and simple increases to daily activity,such as increasing the number of steps one takes, can produce improved overall health benefits and help

    combat the obesity problem (Consolvo, Everitt, Smith, & Landay, 2006).

    Technology is increasingly being looked to for ways to help individuals become more physically active. This

    report will investigate how physical computing could be used to promote physical activity on the street.

    That is, how can physical computing be applied to urban environments to motivate individuals to increase

    their physical activity levels?

    Within this theme, this report examines the current literature and related work and proposes a high level

    concept for promoting physical activity of people waiting at bus stops. The high level concept builds on the

    persuasive technology elements of light and sound to encourage movement through dance.

    User research of a specific bus stop locale is examined and results in the development of Super Guitar

    Hero concept. This design concept develops on the idea of a guitar hero type game that people can play

    while waiting for the bus. It promotes easy but intense physical activity (jumping) for a short amount of time

    and utilizes aspects of social collaboration and pressure to promote involvement whilst remaining fun.

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    IENV7944 Studio II Project Proposal 4

    2.0 Background research and related work

    2.1 The role of the environment on physical activity

    The World Health Organisation (1998) suggests that an environment which does not support activity as part

    of daily life may play a part in reducing physical activity and increasing overall obesity rates. Foster et al.

    (2004) illustrate cases where physical activity levels have been improved by making such activity more

    convenient or enticing through modifications of the everyday environment.

    For example, studies have shown that improving the physical aesthetics of a stairwell, as well as including

    motivational and educational signage and music, increased rates of stair usage, albeit for a short amount of

    time (Boutelle, Jeffery, Murray & Schmitz, 2004: Kerr, Yore, Ham & Dietz, 2004). Such research provides

    validity in looking at current urban environments and investigating how they can be modified and utilized to

    promote physical activity.

    Urban environments by definition are densely populated and developed areas (Australian Bureau of

    Statistics, www.abs.gov.au). Therefore any attempt at improving physical activity on the street will need to

    consider the social environmental factors that may effect behaviour change. Social factors such as social

    pressure, collaboration or competition may play a part in whether individuals will take part in physical

    activity (Bandura, 1986).

    For instance, Rees et al. found that emphasizing the fun and social aspects of physical activity are important

    factors to promote physical activity in young people. However, in street settings the relationship of

    individuals is often that of strangers, or familiar strangers. Familiar strangers are individuals that we

    regularly observe but do not interact with, for example while catching our regular bus (Paulos & Goodman,

    2004). Therefore the social factors that may affect involvement in physical activity in urban settings must be

    considered or even leveraged within the space of promoting physical activity.

    2.1 Changing behaviour using persuasive physical computing

    Physical computing provides considerable potential in the space of promoting physical activity. In particular,

    persuasive technology is an example of interactive computing systems designed to intentionally change

    (without using coercion or deception) people's attitudes and behaviours (Fogg, 2001). The advantage of such

    technology is that it is interactive and so can adjust to user's inputs, needs and situations and is more

    effective than non-interactive systems at promoting behaviour change (Prochaska and Wayne, 1997).

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    IENV7944 Studio II Project Proposal 5

    Persuasive computing can take many forms, utilizing aspects of social influence, ambient technology,

    suggestive technology and self-monitoring technology.

    There are a number of examples of persuasive physical computing designed to promote physical activity. A

    common example in the Piano Staircase, which was shown to increase the number of people taking the

    stairs by making it more fun (www.thefuntheory.com). The creators achieved this by making the stairs

    aesthetically look like piano keys and applying sensors into the steps to produce keyboard notes when

    activated. In this way, they developed a fun and interactive experience when using the stairs that extended

    beyond the non-interactive approaches taken by Boutelle et al. (2004) and Kerr et al. (2004).

    Image 1. The Piano Staircase (www.thefunfactor.com)

    Wakkery, Hatala, Jiang, Droumeva & Hosseini, 2008 also promote physical activity through the use ambient

    intelligent space. Their prototype involves interaction of multiple participants in a cooperative puzzle game

    that is solved by coordinated physical actions of the group. The environment is responsive to the

    participants actions through ambient audio and light, creating an interactive and fun means for users to be

    physically active. Similar uses of light displays have been used in other examples of interactive walls and

    floors. For example, GestureXtreme (www.gesturetekhealth.com) is a company that produces a variety of

    virtual reality games projected onto wall and floor spaces for fitness, fun and learning. They use gesture

    control software to allow users to control the game with body motion, creating an interactive, fun and

    physically active experience.

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    IENV7944 Studio II Project Proposal 6

    Image 2. Example GestureXtreme interactive floor (www.gesturetekhealth.com)

    A similar physical computing experience is Football Hero, which merges the existing physical game of soccer

    with a modified Guitar Hero concept (http://www.designfootball.com/design/kasabian-football-hero/).

    Contact sensors that detect vibration are connected to five large coloured pads that act as controllers.

    Players have to kick soccer balls at the coloured pads in sync with the game. This is a good example of how

    physical computing can be used to create interactivity into physical activity.

    Image 3. Football hero (http://www.designfootball.com/design/kasabian-football-hero/)

    Further, Harnett et al. examined the way sound can be used in a persuasive and responsive audio device to

    influence the activities of young children. The authors created an audio device, which converts movement

    (detected by an embedded pedometer) into music tempo. As the children move faster, so does the music

    tempo, providing them with a sense of accomplishment, empowerment and control over their environment.

    The device also allows children to compete with one another, providing a fun a playful way to be active.

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    IENV7944 Studio II Project Proposal 7

    These examples illustrate how physical computing can be used to encourage physical activity. They all use

    features of light and sound in a persuasive physical computing system that encourages physical activity by

    making it fun and interactive. Many of these examples also promote or leverage the power of social

    competition and/or collaboration.

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    2.0 Development of high level concept

    Building on the research and examples outlined in the previous section, we developed a high level concept

    for improving physical activity using the persuasive elements of light and sound. This concept was presented

    to peers and staff for review.

    We started by examining routine daily activities in urban environments, looking for instances where

    otherwise stationary moments could be injected with a little movement or activity. Bus stops were identified

    as instances where people are currently not active, but have an opportunity to be active for a short period of

    time whilst they wait.

    Extending on the work of Hartnett et al, we transferred the concept of an audio installation to a bus stop

    locale, with the aim being to encourage anyone waiting at the bus stop to dance instead of remaining seated

    or stationary. As more movement is detected, the song would change, and the music tempo would increase,

    creating an outdoor, interactive mini disco.

    However, potential users expressed a level of apprehension about the social effects of this concept. For

    instance they were worried they would not know the appropriate way to dance and would look silly in a

    social setting.

    To combat this we incorporated aspects of the projected light displays illustrated in the examples by

    Wakkery et al. and GestureXtreme to provide instructional and interactive movements for users to follow.

    That is, simple dance moves would be projected as foot patterns on the floor and be demonstrated on a

    display for users to follow. In this way, users are collectively performing the same dance moves, reducing the

    potential for embarrassment while increasing the possibility for fun interaction.

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    IENV7944 Studio II Project Proposal 9

    Image 4. Sketch of high level concept - creating physical activity at a bus stop using the persuasive and

    physical computing elements of light and sound

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    3.0 Design

    3.1 User research

    Feedback from peers and staff regarding our high-level concept identified the need to examine specific

    physical spaces and users for such a system. User research was therefore conducted and used to further

    guide the overall design and direction of the proposal.

    3.1.1 Physical Space

    At a high level the proposed physical space was to include a number of bus stops around the Brisbane area.

    However rolling out these installations across such a variety of locations presented far too many problems

    for both the concept and implementation stage of the project. Therefore we decided to focus on one bus

    stop; the University of Queensland Lakes Bus stop.

    Located on the eastern side of the UQ campus, the lakes bus stop presents a number of unique attributes

    that need to be considered during the design and implementation of our concept, these include:

    This stop is the last (or first stop) for five bus routes and acts as one of the major stops around the StLucia/UQ area. There are four stands (A-D) at the location accommodating these five routes, making

    it a busy location.

    Depending on the time of day and the route, the busses usually run at intervals of five to fifteenminutes (usually no longer than fifteen minutes).

    A key differentiator between the UQ lakes stop and Chancellors Place stop is the lakes separationfrom the campus itself. Its closest building is approximately two hundred meters away, compared to

    twenty meters for the Chancellors Place stop, illustrated in image 5. This lowers the impact the

    lakes bus stop has on surrounding campus buildings.

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    IENV7944 Studio II Project Proposal 11

    Image 5 Arial shot of the University of Queensland

    The stop has only limited cover and is very exposed to the elements, as can be seen by image 6.

    Image 6 UQ lakes Bus stop

    The stop takes up a large area and accommodates busy times well with commuters able to stand ongrassed areas surrounding the stop. Image 7 illustrates this.

    University of Queensland

    Lakes Bus Stop

    Main campus

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    IENV7944 Studio II Project Proposal 12

    Image 7 Peak hour

    3.1.2 Users

    As one of the primary bus stops for UQ, the lakes bus stop has to accommodate large numbers of

    commuters coming and going from the university. To better understand the user and how they interact with

    this environment, some observational research was undertaken. The key findings included:

    The primary demographic included students aged between 18 -25. Most traffic in the morning consisted of those arriving at UQ (the number of people waiting at the

    stop is relatively low) whereas the afternoon comprised mainly of those leaving UQ (the number of

    people waiting at the stop is high).

    Afternoon traffic: during our observations of the physical space a key finding was that people formedlines without any guidance (see image 8). The average waiting time varied from ten minutes to over

    thirty minutes, during this time people simply stand and wait in rigidly formed queues, often

    ignoring those around them.

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    IENV7944 Studio II Project Proposal 13

    Image 8 Lines of commuters waiting3.3 Proposed Design

    3.3.1 Concept

    Based on the findings from this user research, our original concept evolved to more specifically address the

    specific context of use.

    A key finding was that commuters would spend most of their time standing in line waiting for their bus.

    Therefore, users to not have much space to move about and would be unlikely to perform any movement

    that might lose them their space in the queue. Therefore, any physical activity must be achievable in a very

    limited amount of space - essentially on the spot.

    However, the fact that users stand in lines also provides opportunity to leverage collaborative interaction by

    groups of people.

    From these findings we developed a Super Guitar Hero concept.

    The concept is straightforward; five large mats would be placed where the line forms. Each mat would act as

    a pressure sensor that would be activated by one or more users jumping on it at an appropriate time. These

    mats would interface with a guitar-hero-type game, being that a set of cues would be displayed on a screen

    for the user to identify the appropriate time to jump on the mat.

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    IENV7944 Studio II Project Proposal 14

    Image 9 Project concept

    To further interact with the unique qualities presented by the location, the game would interface with the

    bus schedule so that the duration of each round would be influenced by the arrival time the bus. For

    example, if the busses were running at five-minute intervals, each round would last only five minutes with

    the difficulty or speed of the game increasing as the buss arrival gets closer. Upon arrival of the bus, the

    game would finish and then restart once the bus has left.

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    Image 10 - Game Finished

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    To accommodate long lines, multiple sets of controls would be installed to allow more people to participate.

    Each set of controls would have their own game that they would interact with, creating multiple games

    occurring at the same time. Each game would post a score indicating the success of that team; these scores

    would be compared live across each team. The comparison of these scores would create a new form of

    competition that goes past user vs. machine and introduce a competitive team environment.

    Image 11 - Accommodating larger groups

    3.3.2 User Experience

    For the user a unique need is presented, as we are targeting those standing in a line it is important that the

    concept does not interfere with their primary goal, waiting for their turn to get on a bus. The solution must

    therefore ensure the lines integrity is maintained. By providing a series of mats that integrate with the line

    and requiring users to simply jump on the mats to activate them, participating in the game will not mean

    losing their place in the line.

    Ensuring users have the choice to not participate is also an important issue. Should a user be unable to

    participate or simple wish to not participate the size and placement of the mats will help ensure those users

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    IENV7944 Studio II Project Proposal 17

    can still wait for their bus without concern. However, a secondary outcome of this proposal would be to

    observe how group pressure would influence participation.

    Game play difficulty will have a significant influence on the users experience. Should the game be too

    difficult, users may opt out quickly due to frustration, alternatively too easy and users may lose interest due

    to the lack of challenge. The simple controls of jumping to activate should provide a challenge easy enough

    that a diverse range of users can participate. The increasing level of difficulty depending on the busses

    schedule would also help to ensure an appropriate challenge is provided to maintain interest.

    3.3.3 Relevance to Theme

    The underlying objective of this project is to promote greater physical activity using physical computing. Our

    design is addressing this basic concept by looking at a situation where physical activity is low (a line at a bus

    stop), and injecting a motivator via physical computing that gives people a reason to be more active. The act

    of jumping on the spot is a simple and achievable task and ensures that a greater number of people will be

    able to participate since it requires no special skills or fitness level. In addition to this, the concept is focused

    on the street computing space by targeting people at a bus stop locale.

    However, this concept also addresses the social factors illustrated earlier in the report, and leverages these

    social aspects to promote activity. Because the physical task is simple and collaborative, users do not risk

    standing out and looking silly. Further, because the game is based on collaborative team effort, users will

    experience a sense of peer pressure to participate. This installation is also located where familiar strangers

    are common. The physical activity does not cross any familiar stranger boundaries, whilst allowing for

    strangers to collaborate in a fun and interactive game.

    3.3.4 Implementation and Technology

    The main components needed to implement this concept include:

    Pressure sensitive mats: these mats would need to be designed to respond to reasonable pressure(e.g. a person jumping on it), but at the same time not be too hard to activate.

    The Game: Currently Frets on Fire (an open source guitar hero type game) presents as a viableoption for the game.

    Screens: A series of screens would be needed to display the game and scores.

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    IENV7944 Studio II Project Proposal 18

    Integrating into the Translink bus schedule: The game will need to speed up and be aware of when abus is approaching, this may be as simple as inputting existing timetable data, or for more accurate

    and realistic data, as complex as tying into Tanslinks bus location data.

    Camera: To further assist with the location of a bus and the status of the game, a camera that canidentify if a bus is currently at the stop would be beneficial. However this would be unnecessary if

    bus location data was incorporated into the system.

    Implementation of this technology at the proposed site location will require approval from the relevant

    bodies (University of Queensland, Translink). However, development and building of the interface will be

    carried out within University of Queensland workshop sites and/or within the EDGE facilities.

    3.3 Constraints

    There are a number of constraints that need that may impact the implementation and overall success of our

    proposed concept, some of these include:

    Screens: Currently the system relies heavily on screens to communicate the needed information forusers to know when to interact with the floor mats. This presents a number of issues, the first of

    which is cost. Accommodating a large installation with multiple large screens would be a very

    expensive venture and provides an additional level of intrusion to the existing space. Secondly, as

    the bus stop has little cover, rain and other elements may damage the screens. These external

    factors may also affect the effectiveness of such technology for users. For example, the direction of

    the sun may make it difficult for the display to be visible, or alternatively may make it difficult for

    users to look up in that direction. To address these issues, a proposed alternative may be to replace

    the display screens with an LED based system that indicates when users must interact with the

    system. Figure 1 details this concept.

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    IENV7944 Studio II Project Proposal 19

    Figure 1 Alternative design

    Lose of interest: From a long term perspective it is likely that one game would become stale and nolonger engaging to users. To address this having a variety of games may be of value.

    Weather and large numbers of people: As the lakes bus stop has little cover and the number ofpeople that pass through the bus stop is high, the final implementation (be it LED or displays) must

    be rugged enough to withstand a harsh environment.

    Permission: permission will need to be sought to from relevant bodies to modify the public space.Should this permission be denied, alternative locations will need to be identified.

    Each coloured square has its own

    dedicated strip of LEDs. Coloured light

    moves down each strip and the user

    must jump on their square when the

    light reaches their point.

    Moving light

    When the light gets to the

    mat, the user must jump on

    the mat to activate it

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    IENV7944 Studio II Project Proposal 20

    3.4 Project Plan

    3.4.1 Project Schedule

    The following table outlines a high-level project schedule for major milestones and deliverables.

    Week 4 Initial Concept Presentation.

    Week 5 Project refinement based on feedback from concept pitch and site research.

    Submission of project brief.

    Non-teaching week Preparation of Prototype and mock-ups.

    Week 6 Development of presentation needed to showcase group progress and project

    prototypes

    Week 7 Class Presentation (prototype, sketches and mock-ups)

    Week 8 Further refinement of concept based on feedback. Finalise all project elements

    and prepare for project build.

    Week 9 Build

    Week 10 Build

    Week 11 Build and start preparation for final exhibition

    Week 12 Finalise build, focus on testing and preparing project for exhibition.

    Week 13 Exhibit

    3.4.2 Team Skills

    The team members current skill base is summarised below:

    Adam Finden:Marketing background and experience with web design and some development skills.

    Tamarah Walsh: Linguistics and physiology background; experience with user research and interface design.

    Kim Eupene (Project Manager): Maths and arts background; experience with user research and persuasive

    technology research.

    All members have skills in the following areas:

    Design Programming (limited skill base) Documentation

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    IENV7944 Studio II Project Proposal 21

    No group members have direct experience working in the physical computing space. However each member

    presents a skill set that should transfer across and assist with the projects implementation. For example all

    members have experience with programming. Whilst this experience is not in the physical computing space;

    they are skills that will certainly assist with the projects implementation.

    Whilst our teams skills are diverse, there is some concern that there is not enough technical knowledge

    within the group to successfully complete the project. Identifying this issue early and taking appropriate

    steps to address it will be essential to the projects success. The main strategies for addressing this issue

    include:

    Working closely with teaching staff during all stages of the project to ensure we make the rightchoices regarding its design and implementation based on the teams skill set.

    Still to be confirmed, but it is likely that we operate out of The Edge. This will allow us access to theskills and knowledge base of Edge staff.

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    4.0 Conclusion

    The promotion of healthy living through improved diet and more exercise has increasingly become an issue

    for everyday Australians. The increase in obesity and the health problems that accompany this growing

    statistic are having a negative effect on society. Yet this effect is completely preventable by simply being a

    bit more active and eating a healthier diet. The purpose of this project is to identify a way to help motivate

    that increase in activity.

    The proposed approach to achieve increased physical activity has gone through a series of iterative design

    changes. Investigations of persuasive technologies that can affect a persons behaviour using light, sound

    and dance were used to develop a high level concept using these features at a bus stop locale. However

    location specific research impacted the projects direction significantly. By identifying a specific location (the

    University of Queensland Lakes bus stop) and observing how people interact and use the space, a more

    specific solution has been presented.

    The user research identified inactivity at the bus stop was not people sitting, but rather from those standing

    in a line. This posed the question of how light and sound could be used to encourage those standing in a line

    to be more active. Our solution was a Super Guitar Hero concept; an interactive guitar hero type game that

    requires users to jump on interactive pads to control the game in a collaborative manner, while standing in

    line.

    Over the coming weeks our team will explore this concept further with the assistance of UQ teaching staff

    and the knowledge base offered at The Edge. The final goal will be to design and build a working prototype

    of the concept and present any unique findings.

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    5.0 Reference List

    Bandura, A. (1986) Social foundations of thought and action: social cognitive theory. Englewood Cliffs, New

    Jersey: Prentice Hall.

    Boutelle, K. N., Jeffery, R. W., Murray, D. M., & Schmitz, M. K. H.(2004). Using Signs, Artwork, and Music to

    Promote Stair Use in a Public Building.American Journal of Public Health, 91(12),

    Consolvo, S., Everitt, K., Smith, I., and Landay, J. A. 2006. Design requirements for technologies that

    encourage physical activity. CHI '06. ACM, New York, NY, 457- 466.

    Fogg, B. J. (2003). Persuasive Technology: Using Computers to Change What We Think and Do. San Francisco:

    Morgan Kaufmann Publishers.

    Foster, C., Hillsdon, M., Cavill, N., Bull, F., Buxton, K., & Crombie, H. (2006). Interventions that use the

    environment to encourage physical activity - Evidence review. Report by the National Institute

    for Health and Clinical Excellence (NICE). Retrieved March 16, 2010, from:

    http://www.nice.org.uk/aboutnice/whoweare/aboutthehda/hdapublications/interventions_tha

    t_use_the_environment_to_encourage_physical_activity__evidence_review.jsp

    Harnett, J., Lin, P., Ortiz, L., & Tabas, L. (2006). A Responsive and Persuasive Audio Device to Stimulate

    Exercise and Fitness in Children. CHI 2006,April 2227, 2006, Montral, Qubec, Canada.

    Kerr, N. A., Yore, M. M., Ham, S. A., & Dietz, H. D. (2004) Increasing stair use in a worksite through

    environmental changes.American Journal of Health Promotion, 18, 3125.

    Paulos, E. & Goodman, E. (2004). The Familiar Stranger: Anxiety, Comfort, and Play in Public Places. CHI

    2004, April 2429, Vienna, Austria.

    Prochaska, J. O., & Wayne, F. V. (1997). The transtheoretical model of health behavior change.American

    Journal of Health Promotion, 12(1), 38-48.

    Rees, R., Kavanagh, J., Harden, A., Shepherd, J., Brunton, G., Oliver, S., & Oakley, A. (2006). Young people and

    physical activity: a systematic review matching their views to effective interventions. Health

    Education Research (Advance Access). Retrieved March 16, 2010, from:

    http://her.oxfordjournals.org

    Wakkery, R., Hatala, M., Jiang, Y., Drouneva, M., Hosseini, M. (2008). Making Sense of Group Interaction in

    an Ambient Intelligent Environment for Physical Play. TEI 2008, Bonn, Germany.

    http://www.nice.org.uk/aboutnice/whoweare/aboutthehda/hdapublications/interventions_that_use_the_environment_to_encourage_physical_activity__evidence_review.jsphttp://www.nice.org.uk/aboutnice/whoweare/aboutthehda/hdapublications/interventions_that_use_the_environment_to_encourage_physical_activity__evidence_review.jsphttp://www.nice.org.uk/aboutnice/whoweare/aboutthehda/hdapublications/interventions_that_use_the_environment_to_encourage_physical_activity__evidence_review.jsphttp://her.oxfordjournals.org/http://her.oxfordjournals.org/http://her.oxfordjournals.org/http://www.nice.org.uk/aboutnice/whoweare/aboutthehda/hdapublications/interventions_that_use_the_environment_to_encourage_physical_activity__evidence_review.jsphttp://www.nice.org.uk/aboutnice/whoweare/aboutthehda/hdapublications/interventions_that_use_the_environment_to_encourage_physical_activity__evidence_review.jsp
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    World Health Organization. (2000). Obesity: preventing and managing the global epidemic. Report by the

    World Health Organization. Retrieved March 16, 2010, from:

    http://www.who.int/nutrition/publications/obesity/WHO_TRS_894/en/index.html

    http://www.who.int/nutrition/publications/obesity/WHO_TRS_894/en/index.htmlhttp://www.who.int/nutrition/publications/obesity/WHO_TRS_894/en/index.htmlhttp://www.who.int/nutrition/publications/obesity/WHO_TRS_894/en/index.html