Abstract—Wearable technology plays an important role in popularizing the sport of running. This is largely because wearable devices help runners’ record data as a basis for gamification. However, today’s gamification still relies heavily on point-based systems, and thus is considered too indirect to engage users who use wearable technology. To address this problem, the author of this study uses running as the case to examine routes and virtual data shared by runners (i.e. virtual sports data). The purpose is to achieve real-time gamification, which can also be applied to training runners. To explore how effective this method can be, the researcher held a test run. While running, the subjects wore a smartwatch imported with virtual sports data. This design created a benchmarking system, allowing the runners to compete with their virtual opponents. The experiment is designed to gain an insight into what may possibly affect this type of training (or virtual competition) model. A questionnaire survey was also administered to help improve this training model.
Index Terms—Wearable device, virtual sports data, gamification, running, technology acceptance model.
K. L. Wang is with the National Taiwan Sport University, Taoyuan, 33301 Taiwan (e-mail: elverz@ ms8.hinet.net).
Cite: Kai-Li Wang, "Application of Wearable Devices to Running during Training," International Journal of Machine Learning and Computing vol.5, no. 6, pp. 445-449, 2015.