TY - MGZN TI - Active living: Promoting physical activity through healthy environments AU - Adlakha, D. T2 - Access by Design DA - 2017/// PY - 2017/// SP - 23–25 M1 - 147 PB - Centre for Accessible Environments ER - TY - SOUND TI - Big data and emerging technologies for future cities AU - Adlakha, D. DA - 2017/// PY - 2017/// M3 - Keynote ER - TY - SOUND TI - Health, planning and the built environment: Insights from recent European projects AU - Adlakha, D. DA - 2017/// PY - 2017/// ER - TY - JOUR TI - Examining motivations to play Pokémon GO and their influence on perceived outcomes and physical activity AU - Marquet, O. AU - Alberico, C. AU - Adlakha, D. AU - Hipp, J.A. T2 - JMIR Serious Games AB - Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health.This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing.In November 2016, we asked a sample of 47 US college students (all Pokémon GO players) to complete online surveys and install an ecological momentary assessment (EMA) tool and step counter on their smartphones. The EMA tool prompted a set of questions on playing behavior and physical activity, 3 times per day (12:00 PM, 7:00 PM, and 10:00 PM), for 7 days. We used a factorial analysis to identify 3 distinctive groups of players based on their motivations to start playing Pokémon GO. We tested differences across motivation groups related to 5 unique outcomes using 1-way analysis of variance.We extracted 3 interpretable factors from the clustering of motivations to start playing Pokémon GO: Pokémon and video game fans (n=26, 55% of the sample), physical activity seekers (n=8, 17%), and curious & social (n=13, 28%). The clusters differed significantly on the enjoyment of different aspects of the game, particularly battling, discovering new places, and meeting new people, as well as differences in agreement that playing improved mood and made them more social. Days when playing Pokémon GO were associated with higher number of steps reported at the end of the day, especially among physical activity seekers, but also for Pokémon and video game fans. All groups perceived traffic as a major threat to playing.Days during which Pokémon GO was played were positively associated with a set of beneficial health behaviors, including higher physical activity levels, more socialization, and better mood. Results, however, depended on personal motivations and expectations when joining the game. These results highlight the importance of taking motivation into account when attempting to extract conclusions from the Pokémon GO phenomenon to enhance future exergames' designs or health interventions. DA - 2017/10// PY - 2017/10// DO - 10.2196/games.8048 VL - 5 IS - 4 SP - 21 UR - https://games.jmir.org/2017/4/e21 KW - Pokemon GO KW - physical activity KW - excercise KW - exergames KW - gaming outcomes KW - games KW - recreational KW - motivation ER - TY - JOUR TI - Pokémon GO or Pokémon Gone: How can cities respond to trends in technology inking people and space? AU - Adlakha, D. AU - Marquet, O. AU - Hipp, J.A. AU - Tully, M.A. T2 - Cities & Health AB - Pokemon GO and its ability to get people moving highlights new beginnings for gamification of health and social life of urban spaces with implications for people–space interaction. DA - 2017/// PY - 2017/// DO - 10.1080/23748834.2017.1358560 VL - 1 IS - 1 SP - 89–94 UR - https://doi.org/10.1080/23748834.2017.1358560 ER - TY - JOUR TI - Quantifying the modern city: Emerging technologies and big data for active living research AU - Adlakha, D. T2 - Frontiers in Public Health AB - Opportunities and infrastructure for active living are an important aspect of a community's design, livability, and health. Features of the built environment influence active living and population levels of physical activity, but objective study of the built environment influence on active living behaviors is challenging. The use of emerging technologies for active living research affords new and promising means to obtain objective data on physical activity behaviors and improve the precision and accuracy of measurements. This is significant for physical activity promotion because precise measurements can enable detailed examinations of where, when, and how physical activity behaviors actually occur, thus enabling more effective targeting of particular behavior settings and environments. The aim of this focused review is to provide an overview of trends in emerging technologies that can profoundly change our ability to understand environmental determinants of active living. It discusses novel technological approaches and big data applications to measure and track human behaviors that may have broad applications across the fields of urban planning, public health, and spatial epidemiology. DA - 2017/5// PY - 2017/5// DO - 10.3389/fpubh.2017.00105 VL - 5 SP - 105 UR - https://doi.org/10.3389/fpubh.2017.00105 KW - emerging technologies KW - big data KW - active living KW - built environment KW - physical activity KW - mobile applications KW - wearable technology ER - TY - CHAP TI - Learning from outdoor webcams: Surveillance of physical activity across environments AU - Hipp, J.A. AU - Adlakha, D. AU - Eyler, A.A. AU - Gernes, R. AU - Kargol, A. AU - Stylianou, A. AU - Pless, R. T2 - Seeing Cities through Big Data: Research Methods and Applications in Urban Informatics-Proceedings of NSF-sponsored Workshop on Big Data and Urban Informatics A2 - Thakuriah, P. A2 - Tilahun, N. A2 - Zellner, M. PY - 2017/// SP - 471–490 PB - Springer Publishing ER - TY - JOUR TI - “Can we walk?” Environmental supports for physical activity in India AU - Adlakha, D. AU - Hipp, J.A. AU - Brownson, R.C. AU - A. Eyler, A. AU - K. Lesorogol, C. AU - Raghavan, R. T2 - Preventive Medicine AB - India is currently facing a non-communicable disease epidemic. Physical activity (PA) is a preventative factor for non-communicable diseases. Understanding the role of the built environment (BE) to facilitate or constrain PA is essential for public health interventions to increase population PA. The objective of this study was to understand BEs associations with PA occurring in two major life domains or life areas—travel and leisure—in urban India. Between December 2014 and April 2015, in-person surveys were conducted with participants (N = 370; female = 47.2%) in Chennai, India. Perceived BE characteristics regarding residential density, land use mix-diversity, land use mix-access, street connectivity, infrastructure for walking and bicycling, aesthetics, traffic safety, and safety from crime were measured using the adapted Neighborhood Environment Walkability Scale-India (NEWS-India). Self-reported PA was measured the International Physical Activity Questionnaire. High residential density was associated with greater odds of travel PA (aOR = 1.9, 95% CI = 1.2, 3.2). Land use mix-diversity was positively related to travel PA (aOR = 2.1, 95%CI = 1.2, 3.6), but not associated with leisure or total PA. The aggregate NEWS-India score predicted a two-fold increase in odds of travel PA (aOR = 1.9, 95% CI = 1.1, 3.1) and a 40% decrease in odds of leisure PA (aOR = 0.6, 95% CI = 0.4, 1.0). However, the association of the aggregated score with leisure PA was not significant. Results suggest that relationships between BE and PA in low-and-middle income countries may be context-specific, and may differ markedly from higher income countries. Findings have public health implications for India suggesting that caution should be taken when translating evidence across countries. DA - 2017/// PY - 2017/// DO - 10.1016/j.ypmed.2016.09.020 VL - 103 SP - S81-S89 UR - http://www.scopus.com/inward/record.url?eid=2-s2.0-85002410816&partnerID=MN8TOARS KW - India KW - Non-communicable diseases KW - Walkability KW - Built environment KW - Physical activity KW - Active living ER - TY - JOUR TI - Tangible geospatial modeling for collaborative solutions to invasive species management AU - Tonini, Francesco AU - Shoemaker, Douglas AU - Petrasova, Anna AU - Harmon, Brendan AU - Petras, Vaclav AU - Cobb, Richard C. AU - Mitasova, Helena AU - Meentemeyer, Ross K. T2 - ENVIRONMENTAL MODELLING & SOFTWARE AB - Managing landscape-scale environmental problems, such as biological invasions, can be facilitated by integrating realistic geospatial models with user-friendly interfaces that stakeholders can use to make critical management decisions. However, gaps between scientific theory and application have typically limited opportunities for model-based knowledge to reach the stakeholders responsible for problem-solving. To address this challenge, we introduce Tangible Landscape, an open-source participatory modeling tool providing an interactive, shared arena for consensus-building and development of collaborative solutions for landscape-scale problems. Using Tangible Landscape, stakeholders gather around a geographically realistic 3D visualization and explore management scenarios with instant feedback; users direct model simulations with intuitive tangible gestures and compare alternative strategies with an output dashboard. We applied Tangible Landscape to the complex problem of managing the emerging infectious disease, sudden oak death, in California and explored its potential to generate co-learning and collaborative management strategies among actors representing stakeholders with competing management aims. DA - 2017/6// PY - 2017/6// DO - 10.1016/j.envsoft.2017.02.020 VL - 92 SP - 176-188 SN - 1873-6726 KW - Stakeholder engagement KW - Participatory research KW - Geospatial modeling KW - Landscape epidemiology KW - Forest disease KW - Tangible user interface ER -