Explore the words cloud of the SmartLife project. It provides you a very rough idea of what is the project "SmartLife" about.
The following table provides information about the project.
KNOWLEDGEBIZ CONSULTING-SOCIEDADE DE CONSULTORIA EM GESTAO LDA
|Coordinator Country||Portugal [PT]|
|Total cost||1˙264˙512 €|
|EC max contribution||997˙887 € (79%)|
1. H2020-EU.2.1.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT))
|Duration (year-month-day)||from 2017-01-01 to 2019-03-31|
Take a look of project's partnership.
|1||KNOWLEDGEBIZ CONSULTING-SOCIEDADE DE CONSULTORIA EM GESTAO LDA||PT (CAPARICA)||coordinator||299˙250.00|
|2||NUROGAMES GMBH||DE (KOLN)||participant||322˙875.00|
|3||UNIVERSITEIT GENT||BE (GENT)||participant||223˙750.00|
|4||ASOCIACION DE INVESTIGACION DE LA INDUSTRIA TEXTIL||ES (ALCOY ALICANTE)||participant||152˙012.00|
Energy-related behaviours (physical activity, sedentary behaviour) are main modifiable determinants of several non-communicable health conditions, e.g. diabetes type 2, overweight and obesity, and track into adulthood. Promoting these behaviours among youngsters can have great health and societal gains. Meeting recommended levels for these behaviours is especially low among adolescents, girls and those of lower socio-economic status. An intervention to promote energy-related behaviours among adolescents is thus indicated, and may also address social inclusion. Exergames, which require movement to be played, have great yet underused potential to promote these behaviours. To fully utilise this potential, exergames need to promote moderate-to-vigorous physical activity; need to be tailored to the individual user; and need to be more engaging. The SmartLife project aims to create such an exergame. The SmartLife exergame will be: 1) a mobile game requiring lower body movements; 2) combined with a smart textile that provides immediate physiological feedback (e.g. heartrate, respiration) and ensures exercises are performed at a moderate-to-vigorous intensity level; 3) tailored to individual user’s needs, using the smart textile data, and based on available evidence and big data analysis; 4) highly engaging, e.g. by adding a narrative and context information, and using user input throughout the design (‘participatory development’). The project includes extensive testing and dissemination of results. Market analysis will explore commercial business opportunities (e.g. technology-based connected health) and social marketing opportunities (e.g. via schools). The SmartLife project proposes a technological innovation via integration of exergames and smart textiles, to optimally reach the exergaming’s full market potential and effectively address the non-leisure purpose of health promotion among adolescents, as stipulated in the work programme.
|SmartLife Website||Websites, patent fillings, videos etc.||2020-01-29 14:00:53|
|Detailed game design document||Documents, reports||2020-01-29 14:00:53|
|SmartLife Technical Architecture||Documents, reports||2020-01-29 14:00:54|
|Reports Iterative prototyping||Documents, reports||2020-01-29 14:00:53|
|Design recommendations from target users||Documents, reports||2020-01-29 14:00:54|
|Report Acceptability and feasibility test||Documents, reports||2020-01-29 14:00:54|
|Report on behavioural objectives and determinants of physical activity and sedentary behaviour among adolescents||Documents, reports||2020-01-29 14:00:54|
|Dissemination Materials||Websites, patent fillings, videos etc.||2020-01-29 14:00:54|
|Offline data analytics methods||Other||2020-01-29 14:00:53|
|SmartLife Technical Requirements||Documents, reports||2020-01-29 14:00:54|
|Demo session Report I||Websites, patent fillings, videos etc.||2020-01-29 14:00:54|
|Market Watch and Analysis||Documents, reports||2020-01-29 14:00:53|
Take a look to the deliverables list in detail: detailed list of SmartLife deliverables.
|year||authors and title||journal||last update|
Ayla Schwarz, Ann DeSmet, Greet Cardon, Sebastien Chastin, Ruben Costa, AntÃ³nio Grilo, Josue Ferri, Jorge Domenech, Jeroen Stragier
Mobile Exergaming in Adolescentsâ€™ Everyday Lifeâ€”Contextual Design of Where, When, with Whom, and How: The SmartLife Case
published pages: 835, ISSN: 1660-4601, DOI: 10.3390/ijerph15050835
|International Journal of Environmental Research and Public Health 15/5||2020-01-29|
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The information about "SMARTLIFE" are provided by the European Opendata Portal: CORDIS opendata.