Alcohol abuse causes 1 in 10 deaths among adults in the United States aged 20-64 years . An effort to motivate health-related behavioral changes in e-health industry could be seen before, but it was never done in mobile (m-health) context. Technologically, current applications in smartphone domain, emphasize on a manual way of measuring intoxication levels for users such as logging BAC values, taking cognitive tests; but none of them passively infer userâ€™s intoxication level . â€˜Alcogaitâ€™ is a smartphone app that infers a smartphone userâ€™s intoxication level from their gait by classifying motion data gathered from the smartphoneâ€™s accelerometer and gyroscope by Aiello et al . This study is part of a Masterâ€™s thesis to build an intervention system around Alcogaitâ€™s functionality and explore the effects of gamification and avatar (for feedback) using Alcogaitâ€™s inferred intoxication level. Creation of user engagement is examined, in order to continue future study using gamification along with Alcogaitâ€™s functionality. The Alcogait system is not intended to either encourage or discourage abstinence. Its goal is to incentivize responsible transportation choices made by a person or their peers after that person is detected to be intoxicated in order to potentially mitigate DUI situations.
Worcester Polytechnic Institute
Interactive Media and Game Development
All authors have granted to WPI a nonexclusive royalty-free license to distribute copies of the work. Copyright is held by the author or authors, with all rights reserved, unless otherwise noted. If you have any questions, please contact firstname.lastname@example.org.
Nimkar, Chaitany, "Alcogait Gamification" (2018). Masters Theses (All Theses, All Years). 689.