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MoveYou Part 2: remapping inputs for interaction with human movements recorded in videos through sedentary controls

Grant number: 23/12263-8
Support Opportunities:Research Grants - Innovative Research in Small Business - PIPE
Duration: May 01, 2024 - January 31, 2025
Field of knowledge:Physical Sciences and Mathematics - Computer Science
Principal Investigator:Alexandre Greluk Szykman
Grantee:Alexandre Greluk Szykman
Host Company:Alexandre Greluk Szykman
CNAE: Desenvolvimento e licenciamento de programas de computador não-customizáveis
City: São Caetano do Sul
Associated researchers: Adriana Raguza Castilho
Associated scholarship(s):24/02711-6 - MoveYou part 2: remapping inputs for interaction with human movements recorded in videos through sedentary controls, BP.PIPE


In the last decade, several companies have developed solutions to combat sedentary lifestyle. These solutions addressed both the awareness of the importance of an active life and the conference on the execution of exercises by Computer Vision. Even so, sedentary lifestyle remains a serious and growing global problem. Our objective with this project is to test the technological viability of a solution that acts in the stage between awareness and the execution of exercises: motivation. This solution is based on the IP developed in our latest PIPE process, number 2019/16672-4, which concerns a new technology for comparing human movements. Our hypothesis, based on multidisciplinary scientific studies, is that if sedentary users interact sufficiently with physical movements primarily through controls they already have experience with, this would motivate them to physically engage with these movements in a second moment. In order to test this hypothesis, the technological challenge of this project refers to creating empirical evidence that the process of remapping inputs for the interaction with movements recorded on video to sedentary controls, such as, for example, the touch of a smartphone, can lead to a motivating, captivating, intuitive and accessible solution. This challenge fits in the area of Human-Computer Interaction, more specifically in studies on Natural User Interface. To solve the challenge in question, we propose a research based on rapid prototyping, Design Thinking, Participatory Design and specific applications of Fake Door techniques. The results will be validated through usage metrics and questionnaires from the scientific literature. The final deliverable of this research can be used as a basis for an MVP (Minimum Viable Product) that aims to collect data and generate insights about the entry of the proposing company in the Interactive Fitness market, measured at R$ 4 billion in Brazil and R$ 21 billion in the world. (AU)

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