CoviHealth: Novel approach of a mobile application for
nutrition and physical activity management for teenagers
María Vanessa Villasana
Ivan Miguel Pires
Juliana Sá
maria.vanessa.villasana.abreu@ubi.pt
Faculty of Health Sciences
Universidade da Beira Interior
Covilhã, Portugal
impires@it.ubi.pt
Instituto de Telecomunicações
Universidade da Beira Interior
Covilhã, Portugal
julianasa@fcsaude.ubi.pt
Faculty of Health Sciences
Universidade da Beira Interior
Covilhã, Portugal Hospital Center of
Cova da Beira
Covilhã, Portugal
Nuno M. Garcia
Nuno Pombo
Eftim Zdravevski
ngarcia@di.ubi.pt
Instituto de Telecomunicações
Universidade da Beira Interior
Covilhã, Portugal
ngpombo@di.ubi.pt
Instituto de Telecomunicações
Universidade da Beira Interior
Covilhã, Portugal
eftim.zdravevski@finki.ukim.mk
Faculty of Computer Science and
Engineering
Ss Cyril and Methodius University
Skopje, North Macedonia
Ivan Chorbev
ivan.chorbev@finki.ukim.mk
Faculty of Computer Science and
Engineering
Ss Cyril and Methodius University
Skopje, North Macedonia
ABSTRACT
CCS CONCEPTS
The increasing number of teenagers with obesity and sedentary
lifestyle is related to the poor habits of diet and physical activity.
There is a large diversity of mobile applications related to diet control and physical activity, mainly directed to adults and without any
medical control. CoviHealth project consists of the implementation
of a mobile application for young people to promote healthy dietary
habits and physical activity based on anthropometric parameters
control and gamification. The main contribution of this paper is a
detailed specification of an integrated mobile for promoting healthy
habits for young people. Additionally, it leverages the effects of the
gamification and medical control on stimulating education with
healthy habits. Even though other mobile applications have some
features that the proposed application has, to the best of our knowledge, a standardized specification for the integration of activity
recognition, healthy habits and food intake for teenagers lacks.
· Mathematics of computing → Statistical graphics; · Computing methodologies → Neural networks; · Applied computing
→ Computer-aided design; Health informatics; Bioinformatics.
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GoodTechs ’19, September 25ś27, 2019, Valencia, Spain
© 2019 Association for Computing Machinery.
ACM ISBN 978-1-4503-6261-0/19/09. . . $15.00
https://doi.org/10.1145/3342428.3342657
KEYWORDS
Nutrition, Physical activity, Mobile applications, Teenagers, Health.
ACM Reference Format:
María Vanessa Villasana, Ivan Miguel Pires, Juliana Sá, Nuno M. Garcia,
Nuno Pombo, Eftim Zdravevski, and Ivan Chorbev. 2019. CoviHealth: Novel
approach of a mobile application for nutrition and physical activity management for teenagers. In EAI International Conference on Smart Objects and
Technologies for Social Good (GoodTechs ’19), September 25ś27, 2019, Valencia, Spain. ACM, Valencia, Spain, 6 pages. https://doi.org/10.1145/3342428.
3342657
1
INTRODUCTION
To date and to the best of our knowledge, the use of the technology by teenagers in secondary schools exploits the existence of
new healthcare problems related to the childhood obesity and the
sedentary lifestyles [20, 21].
The main objective of CoviHealth project consists in the use
of the devices that promote the sedentary and lonely lifestyles
to stimulate an increased level of physical and socialization. In
order to achieve this goal, the development of a mobile application
for Android devices is proposed. The development of this type of
mobile applications is related to the Ambient Assisted Living (AAL)
subject, assisting and motivating the young people to adopt healthy
diet habits and promote physical activity [5, 9, 10, 26].
GoodTechs ’19, September 25–27, 2019, Valencia, Spain
The existing mobile applications in the market are mainly related
to diet and nutrition, including the measurement of the energy
expenditure, the calories intake, the calories needed, and a food
database [6, 7, 22ś24, 26].
Currently, the mobile applications related to physical activity and
diet control existent in the online application stores are majority
prepared to adults. There is a lack of mobile applications explicitly
prepared for young people, acknowledging their unique needs,
promote their use, including gamification to motivate learning,
medical control, among others.
The proposed mobile application includes monitoring of lifestyles
with an educational component for nutrition and physical activity,
medical control, and registration of anthropometric values. These
components are expected to motivate teenagers to use this type of
mobile applications. The inclusion of a gamification component is
expected to motivate young people to use this mobile application.
This paragraph finishes the introductory section. A summary of
the literature review is presented in section 2. Section 3 presents
the study design, the architecture of the system and the statistical
methods that will be used for the statistical analysis of the data
collected. The results are presented in section 4, including the features of the mobile application and its benefits. In the end, section
5 presents the discussion and conclusions.
2
RELATED WORK
Reviewing scientific articles in a domain involves systematic but
time consuming steps, and in order to improve the process and find
relevant articles more quickly, we utilised the NLP-based toolkit
described in [29].
Currently, mobile devices are commonly used for everyday activities, and they can be used for nutrition and physical activity
purposes [3, 4, 18, 28]. According to the research performed in
Google Play Store [15], which included 250 mobile applications, we
analyzed the features of 82 mobile applications, verifying that all
mobile application in this research are very similar, and they are
mainly based in the monitoring of the diet, weight and Body Mass
Index (BMI).
Based on the analysis performed, only 24% of the mobile applications (20 of 82) are presented in some scientific studies. The major
part of the mobile applications are related to łHealthž (55%), 20%
of the mobile applications are related to łDiet and Nutritionž, 15%
of the mobile applications are related to łEducationž, and, finally,
the remaining 10% of the mobile application included in scientific
studies are related to łPhysical activityž. However, the major part
of these mobile applications is only referred to in the study or its
features are presented with further analysis and validation.
Furthermore, the major part of the mobile applications analyzed
is related to łDiet and Nutritionž (51%), being the remaining mobile
applications categorized as łHealthž (22%), łEducationž (14%) and
łPhysical activityž (13%).
The next step was to analyze in detail the applications, extracting
the features of the mobile applications. The essential features available in the mobile application are presented in Table 1. Additionally,
we verified that the significant part of these mobile applications is
related to diet control, e.g., calories needed and intake, food database with the indication of calories, diet diary and diet plan, and
anthropometric parameters, e.g., weight, height and calculation
of the Body Mass Index (BMI). However, other essential features
were highlighted in the mobile applications analyzed, including
the registration of goals, physical activity level and an educational
component. Regarding the mobile application included in łPhysical
activityž, the major part of these mobile applications is related to
the registration of the physical activity and the calculation of the
calories burned.
In addition, only 25% of the mobile application included efficacy
analyses in research studies. As the effect on health is the most
critical for the use of this mobile application, the depth studies
found were mainly related to the mobile applications classified as
łHealthž, including Lifesum - Diet Plan, Macro Calculator & Food
Diary [14], Calorie Counter- MyFitnessPal [11], Samsung Health [16],
Calorie Counter ś MyNetDiary [12], and Calorie Counter by FatSecret
[13].
Table 1: Summary of the most relevant features on each category.
Features
Number of mobile applications
Diet
Diet diary
28
Calories needed calculate
28
Food database with calories
27
Calories Intake
26
Diet plan
22
Macronutrients intake
19
Recipes
19
Anthropometric parameters
Weight/Height
52
Age
42
Genre
42
BMI
23
Social
Goals
35
Education
25
Physical activity level
25
Reminders
16
Physical activity
Calories Burned
26
Exercise diary
19
Training plan
16
Medical parameters
Medication diary
2
Diabetic registration
2
Allergies registration
2
Vital parameters
Blood pressure
2
Pulse
2
Lifesum - Diet Plan, Macro Calculator & Food Diary was analyzed
by the authors of [17], revealing that exists a correlation between
the body fat of the individual and the body fat measured by the
mobile application.
CoviHealth: Mobile application for teenagers
In [8], Calorie Counter ś MyFitnessPal was analyzed, concluding
that the information provided to the user was very complicated for
the everyday use of this mobile application.
An early attempt at designing personalized healthcare systems is
proposed in [19], where authors describe a novel recommendation
algorithm for healthcare based on data collected from a mobile
sports application ś SportyPal.
Samsung Health was analyzed in [1], comparing the mobile application in two different models of mobile devices and placed in
distinct parts of the subject’s body, being that, in all devices, the best
results were achieved with the mobile device in the arm, reporting
a Root Mean Square Error between 3.6% and 5.4%.
In [25], Calorie Counter ś MyNetDiary was analyzed, where it
returned satisfactory results and 60% of the participants in the study
considered this mobile application is better than others.
Finally, the mobile application named as Calorie Counter by FatSecret was analyzed in the study [2], concluding that the measurement
of the calories intake by this mobile application does not correspond
to the real values, i.e., the measured value of the calories intake is
14% higher than the real value.
GoodTechs ’19, September 25–27, 2019, Valencia, Spain
where the privileges are the same between the Web Platform and
the mobile application.
3 METHODS
3.1 Study design
This study consists in the implementation of a mobile application
for the Android platform because it is the most used platform in the
market [27]. The developed mobile application will be distributed
to at least 356 volunteered students from a secondary school aged
between 13 and 18 years old, where the population selected will be
mainly teenagers.
The mobile application will allow the control of the monitoring
of the anthropometric parameters, diet plan and training plan by
the healthcare professionals. In addition, this study includes some
training sessions in the selected school to educate teenagers about
nutrition and physical activity.
In order to monitor the effects of the use of the mobile application,
we will use questionnaires about the current lifestyle during the
time of the study regularly for two months.
3.2
System Architecture
The system proposed named as CoviHealth is based in a three-tier
layer model (see Figure 1), which it is composed by a mobile application for the registration of the different data, and a Web platform
mainly used for the management and healthcare providers. According to EU General Data Protection Regulation (GDPR), the
connections between the clients (i.e., desktops and mobile devices)
and the remote server are performed by connection with Secure
Sockets Layer (SSL), in order to reduce the problems with the privacy of the data acquired. The data will always be accessible to the
users of the different platforms, where the management, including
the deletion of the data, will be allowed.
As users with different privileges access this system, the users’
data is available in the Web Platform for all registered doctors, but
the data cannot be changed without the consent of the user. The
editor will only manage the contents in the Web Platform, and
the administrator can manage the permission in the Web Platform.
The user can register his/her data in all components of the system,
Figure 1: Architecture of the system proposed.
3.3
Hypothesis for Data Analysis
The data will be acquired from the individuals that are selected and
classified as a Gauss distribution, where the data will be acquired
with the questionnaires filled before and after the time of the study.
The number of individuals needed to obtain significant results was
calculated to the t-Student test.
According to the responses provided in the questionnaires, the
acceptance of the proposed mobile application will be evaluated to
verify the acceptance of the mobile application by young people,
promoting healthy lifestyles.
4 RESULTS
4.1 System Proposed
Regarding the related work in this subject, the system proposed
named as CoviHealth includes two components, these are a Web
Platform and a Mobile Application. This system has different types
of users with different levels of permissions, including standard
user, administrator, doctor and editor, where the user is the unique
type of user that has permissions to use the mobile application and
the remaining types of users only perform the management in the
Web Platform.
The mobile application should encourage the improvement of the
diet and nutrition of users, including different features to increase
the use of the mobile application. These are:
• User management
ś Registration;
ś Login;
ś View/Edit user details;
• Physical activity management
ś Goals registration and validation;
GoodTechs ’19, September 25–27, 2019, Valencia, Spain
•
•
•
•
•
•
•
ś Physical activity monitoring with a pedometer (see Figure
2);
ś Goals registration and validation;
ś Location monitoring for the challenges;
ś Summary of the daily, week and month physical activity;
Nutrition
ś Diet plan with calendar;
ś Training plan with calendar;
Questionnaires
ś Initial questionnaire related to the physical, diet, nutrition
and personal data of the user;
ś Monthly questionnaire to evaluate the user;
Anthropometric parameters management
ś Body fat and muscle mass registered with an image that
the user customize an image with his/her body;
ś BMI calculation;
Home
ś Curiosities;
ś Tips;
Gamification
ś Gain points and allows the generation of a QR code in
order to get discounts in shops;
ś The points are gained:
∗ With the use of the mobile application, e.g., opening the
different sections;
∗ Each time that the user opens the mobile application;
∗ With the performance of each quiz;
∗ With the performance of challenges;
ś Challenges:
∗ Challenges per week
∗ Group challenges;
Medical
ś Medication diary;
ś Biometric parameters registration;
Social
ś Integration with social networks;
ś Reminders.
On the other hand, the Web Platform, which allows the authentication of the different types of users, includes different features
for the customization of the mobile application and management.
These are:
• General
ś Login;
ś View/Edit user details;
ś View dashboard (see 3);
• Administrator
ś User management
∗ View list of users;
∗ View user details;
∗ Edit the user details;
∗ Add/remove/block users;
∗ View list of users;
• Common user
ś Dashboard;
ś Access vouchers;
ś Generate vouchers;
Figure 2: Prototype of Mobile Application (Pedometer).
Figure 3: Prototype of Dashboard for a Web Platform (User).
• Doctor
ś User management
∗ View list of users;
∗ View user details;
∗ Edit the user details;
∗ Define training plan of the user;
∗ Define the diet plan of the user;
• Editor
ś Challenges registration;
ś Quiz registration;
ś Tips registration;
ś Curiosities registration;
ś Personalization of the Home.
CoviHealth: Mobile application for teenagers
Table 2: Features implemented in the mobile application.
Features
User management
Age
Gender
Diet diary
Diet plan
Questionnaire
Physical activity monitoring
Exercise diary
Challenges
Training Plan
Medication diary
Education
Reminders
Tips
Curiosities
Weight
Height
BMI
Body fat
Lean body mass
Goals
Body structure
Points
Medical control
Gamification
4.2
Number of mobile applications
82
42
42
28
22
2
10
19
7
16
2
25
16
0
0
52
2
23
9
1
35
1
1
0
0
Benefits of the system proposed
Based on the features described in section 4.1 and the features of
mobile applications previously analyzed, the features that will be
implemented in the CoviHealth project, they are ranked in Table
2. As the primary goal of the proposed mobile application is to
motivate the teenagers to use the mobile application and to be
educated about nutrition and physical activity, the highlighted
features will captivate the teenagers to use the mobile application
with curiosities, tips, medical control and gamification.
The gamification is the main feature that may motivate the use
of the mobile application, where the user gains points that can
be converted as discounts in different shops. The integration with
social networks to share the values of the physical activity, diet
and nutrition are very common in modern mobile applications
and it will contribute to the motivation of the users. The medical
control is another most central feature because it provides reliable
information to teenagers with a personal captivation of the users.
Even though recognizing the physical activity with teenagers on the
field is a challenging task [31], some machine learning approaches,
such as [30], could be utilized to better recognize and the exact
physical activity, even on mobile devices.
4.3
Expected results
The mobile application proposed in this study will be evaluated to
verify the satisfaction of the users with the mobile application as
GoodTechs ’19, September 25–27, 2019, Valencia, Spain
well as its utility. It is expected that the inclusion of the gamification increases the use of the mobile application because the main
population will be teenagers.
It is also expected that the inclusion of medical control increases
the acceptance and reliability of the mobile application. The trustworthy and personalized health monitoring of the mobile application allows teenagers to obtain better results with the implementation of healthy habits.
In conclusion, this mobile application will present dynamic content, i.e., tips, curiosities and challenges, to motivate the use of it,
increasing the acceptance of the mobile application by the teenagers.
In the end, it may motivate performing physical activities.
5
DISCUSSION AND CONCLUSIONS
Healthy living habits are essential for improving the quality of life
in order to reduce the rate of future pathologies related to poor
eating habits and sedentary lifestyle.
CoviHealth is a multidisciplinary project that includes the development of a mobile application for nutrition and physical activity
in order to evaluate and improve the habits of young people. This
project will be developed in cooperation between professionals
from computer science engineering and medicine from the Universidade da Beira Interior, Covilhã, Portugal.
The main functionalities of the proposed mobile application will
be the monitoring of physical activity, reminders, possibility to
define the training plan, medication diary, medical control, where
the innovation of this mobile application is focused on the inclusion
of medical control, tips, curiosities and gamification.
In the future, the proposed mobile application will be implemented and a group of young people from a secondary school will
be selected for the tests in order to verify if the innovation proposed stimulates the interest in the mobile applications related to
nutrition and physical activity.
6
ACKNOWLEDGMENTS
This work is funded by FCT/MEC through national funds and when
applicable co-funded by FEDER ś PT2020 partnership agreement
under the project UID/EEA/50008/2019 (Este trabalho é financiado
pela FCT/MEC através de fundos nacionais e quando aplicável cofinanciado pelo FEDER, no âmbito do Acordo de Parceria PT2020 no
âmbito do projeto UID/EEA/50008/2019).
This article is based upon work from COST Action IC1303 AAPELE - Architectures, Algorithms and Protocols for Enhanced
Living Environments and COST Action CA16226 - SHELD-ON Indoor living space improvement: Smart Habitat for the Elderly,
supported by COST (European Cooperation in Science and Technology). More information in www.cost.eu.
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