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
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Nimkar, Chaitany, "Alcogait Gamification" (2018). Masters Theses (All Theses, All Years). 689.