Open ecosystem integration report
(se abrirá en una nueva ventana)
Report on interoperability, reusability of components and integration of SmartLife components into open ecosystems
Reports Iterative prototyping
(se abrirá en una nueva ventana)
This report will contain the user feedback and recommendations based on early prototypes, needed for fine-tuning to better match user needs and preferences, and ensure the motivational appeal of the product among our target group.
Report effectiveness evaluation
(se abrirá en una nueva ventana)
This report contains the evidence collected among users during an experiment whether the product achieves health benefits and achieves superior results compared to existing exergames.
Report on behavioural objectives and determinants of physical activity and sedentary behaviour among adolescents
(se abrirá en una nueva ventana)
This report will give an overview of behavioural objectives and of individual and environmental factors that need to be taken into account when aiming to change physical activity and sedentary behaviour. Moreover, attention will be given to how these may differ for at-risk groups. This part is also important to know which environmental and contextual factors influence behaviour, that we may wish to include as contextual information in the exergame.
Market Watch and Analysis
(se abrirá en una nueva ventana)
An analysis of market trends and current state of business ecosystem.
Detailed game design document
(se abrirá en una nueva ventana)
A gamee design document will outline gameplay scenarios and elements, graphic design elements and user interface design
Industrial and Professional Dissemination Report
(se abrirá en una nueva ventana)
Dissemination report will compile the project website design and all dissemination activities carried out during the project. This will include conferences, exhibitions, publications, etc. both professional and industrial.
SmartLife Technical Architecture
(se abrirá en una nueva ventana)
Report that will include the conceptual and non-technical specification of the platform.
Report Acceptability and feasibility test
(se abrirá en una nueva ventana)
This report contains the acceptability and feasibility of the first version of the developed product. It furthermore provides results on whether the in-game exercises yielded sufficient energy expenditure. These findings will provide an opportunity to the product developers to tweak the final product where needed.
Design recommendations from target users
(se abrirá en una nueva ventana)
This report will give an overview of the needs and preferences elicited from the target users in what they find important in an exergame linked to a smart textile, with specific attention to the needs of adolescents in lower socio-economic status families and adolescent girls.
Content for tailored feedback and game recommendations
(se abrirá en una nueva ventana)
This report will provide the basis for tailored feedback to the user and suggested changes in gameplay to better adapt to their needs, such as features that move up or slow down the pace, different game activities. This will be based on theory and evidence relating to what is recommended and feasible on physical activity and sedentary behaviour changes.
SmartLife Technical Requirements
(se abrirá en una nueva ventana)
A complete analysis of the system and functional requirements for the platform. This report will also include a schema of the data sources that will be collected.
Final Report on Exploitation and IPR Management
(se abrirá en una nueva ventana)
Report on exploitation achievement made over the project’s runtime including report on measures taken to protect partners’ IP.
Collaboration Report
(se abrirá en una nueva ventana)
Collaboration report will reflect the clustering and cross dissemination activities performed during the project with other EU projects, initiatives and stakeholders.
Report on methods to change energy-related behaviour and health risk
(se abrirá en una nueva ventana)
This report will consist of two parts. A first part will contain a theory- and evidence-based description of physical exercises that can be performed to increase moderate-to-vigorous physical activity in a gaming context. This list will also be validated via field testing in WP6. A second part will contain an overview of theory- and evidence-based methods that are needed to change sedentary behaviour and physical activity, and how these fit within the motivational context needed for a game.