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Authors
Advisor(s)
Abstract(s)
Devido a mudança de hábitos pertinente ao uso de tecnologias, verifica-se um aumento
do número de pessoas sedentárias e consequentemente um declínio da qualidade de vida
e na saúde, principalmente quando apontados os malefícios do sedentarismo. A proposta
deste trabalho lida com uma maneira de amenizar os impactos da tecnologia, utilizando
a mesma como modo de estimular a prática de atividades físicas.
Ao ponderar um meio tecnológico que pudesse cumprir com o objetivo determinou-se
a utilização de smartphones, devido a sua grande popularidade e acessibilidade. Dessa
maneira, foi desenvolvido um aplicativo para plataforma Android que, por meio dos princípios
da gamificação, utilizou rotas mapeadas e realidade aumentada para oferecer um
jogo para estimular os usuários a praticar exercícios físicos. Além do mais, a proposta
do aplicativo poderia abranger outros proveitos, como o possível impulso ao turismo e
exploração geográfica das regiões na qual forem utilizados.
Para fundamentar a capacidade do aplicativo em incentivar atividades físicas, foi desenvolvido
e apresentado para que um grupo o utilizasse. Após a realização do teste o
aplicativo foi avaliado, onde os usuários responderam um formulário online e os dados foram
coletados e analisados, para então, chegar à conclusão que a proposta tem potencial
de cumprir com o objetivo, isto é, estimular a prática de atividades físicas.
Due to the change in habits related to the use of technologies, there is an increase in the number of sedentary people and, consequently, a decline in the quality of life and health, especially when the harm of sedentary lifestyle is pointed out. The proposal of this work deals with a way to mitigate the impacts of technology, using it as a way to stimulate the practice of physical activities. When considering a technological means that could fulfill the objective, the use of smartphones was determined, due to its great popularity and accessibility. Thus, an application for the Android platform was developed that, using the principles of gamification, used mapped routes and augmented reality to offer a game to encourage users to practice physical exercises. Furthermore, the application’s proposal could cover other benefits, such as the possible boost to tourism and geographic exploration of the regions in which they are used. To support the application’s ability to encourage physical activity, it was developed and presented for a group to use. After performing the test, the application was evaluated, where users answered an online form and the data were collected and analyzed, to then reach the conclusion that the proposal has the potential to fulfill the objective, that is, stimulate the practice of activities physical.
Due to the change in habits related to the use of technologies, there is an increase in the number of sedentary people and, consequently, a decline in the quality of life and health, especially when the harm of sedentary lifestyle is pointed out. The proposal of this work deals with a way to mitigate the impacts of technology, using it as a way to stimulate the practice of physical activities. When considering a technological means that could fulfill the objective, the use of smartphones was determined, due to its great popularity and accessibility. Thus, an application for the Android platform was developed that, using the principles of gamification, used mapped routes and augmented reality to offer a game to encourage users to practice physical exercises. Furthermore, the application’s proposal could cover other benefits, such as the possible boost to tourism and geographic exploration of the regions in which they are used. To support the application’s ability to encourage physical activity, it was developed and presented for a group to use. After performing the test, the application was evaluated, where users answered an online form and the data were collected and analyzed, to then reach the conclusion that the proposal has the potential to fulfill the objective, that is, stimulate the practice of activities physical.
Description
Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do Paraná
Keywords
Realidade aumentada Gamificação Desenvolvimento móvel Atividades físicas