Austin Fernandez

ORCID: 0000-0003-0907-2644
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About
Contact & Profiles
Research Areas
  • Physical Activity and Health
  • Child Development and Digital Technology
  • Obesity, Physical Activity, Diet
  • Educational Games and Gamification
  • Children's Physical and Motor Development
  • Impact of Technology on Adolescents
  • Virtual Reality Applications and Impacts
  • Behavioral Health and Interventions
  • Mobile Health and mHealth Applications
  • Attention Deficit Hyperactivity Disorder
  • Microbial Metabolites in Food Biotechnology
  • Helicobacter pylori-related gastroenterology studies
  • Education and Learning Interventions
  • Flow Experience in Various Fields
  • Cardiovascular and exercise physiology
  • Child Development and Education
  • Celiac Disease Research and Management

Savitribai Phule Pune University
2022

Institute of Bioinformatics
2022

Northeastern University
2018-2021

Shanghai University of Sport
2019

Seoul National University
2019

Eastern University
2019

Active video games are a new method for increasing physical activity (PA). Fully immersive virtual reality (VR) is hardware device on which an active game can run. (video in) VR (AVR), might increase immersion, engagement, and moderate-to-vigorous PA (MVPA), thereby yielding greater exercise-related benefits, e.g., cognitive performance. We examined the induction of MVPA via AVR sedentary (SVR) as well effects play performance, was monitored using 2 different methods. Each 29 college...

10.1016/j.jshs.2021.05.002 article EN cc-by-nc-nd Journal of sport and health science/Journal of Sport and Health Science 2021-05-16

We assessed the agreement of two ActiGraph activity monitors (wGT3X vs. GT9X) placed at hip and wrist determined an appropriate epoch length for physical levels in exergaming setting. Forty-seven young adults played a 30-min exergame while wearing wGT3X GT9X on both placement sites heart rate sensor below chest. Intraclass correlation coefficient indicated that intermonitor steps counts was excellent good wrist. Bland-Altman plots but significant difference detected Time spent sedentary...

10.3390/jcm7090268 article EN Journal of Clinical Medicine 2018-09-11

Background Active video games (AVGs) can increase physical activity (PA) and help produce higher physiological expenditure. Animated narrative videos (NVs) possess unique immersive motivational properties. When added to AVGs, they have been found moderate-to-vigorous (MVPA) as opposed the original no condition. However, there is evidence of whether that was due NV or addition an animated AVG. Objective This study aimed investigate differential effect adding versus a nonnarrative (NNV) AVG on...

10.2196/17994 article EN cc-by Journal of Medical Internet Research 2020-03-31

This study examined differences in energy expenditure and bodily movement among children of different weight status during exergames that varied mode intensity.Fifty-seven 8- to 12-year-old including overweight/obesity (n = 28) normal 29) played three 10-minute interval Xbox One (Fruit Ninja, Kung-Fu, Shape Up) categorized based on predominantly upper-, whole-, or lower-limb movement, respectively. The authors measured through accelerometry obtained metabolic equivalent (MET) via indirect...

10.1123/pes.2019-0006 article EN Pediatric Exercise Science 2019-08-08

Objective: The benefits of exergaming on executive function in children have been increasingly reported; however, weight-dependent effects exergames function, and inhibitory control particular, remain poorly understood. We examined performance an task at baseline following acute bouts who varied weight status. Materials Methods: Forty 8–12-year-old with obesity (n = 20) normal performed neutral, congruent, incongruent conditions a Victoria Stroop Test (VST) before after through Xbox One...

10.1089/g4h.2020.0018 article EN Games for Health Journal 2020-11-04

PURPOSE: Active video games (AVG) can induce similar physiological responses to physical activities in children. Narratives could be an alternative for increasing players’ engagement due their unique motivational properties We investigated the effects of animated narrative (NV) vs. non-narrative (N-NV) on heart rate (HR) and perceived exertion (RPE) during children’s AVG play sessions. METHODS: After consent/assent, anamnesis anthropometrics assessment, we randomly assigned 21 children aged...

10.1249/01.mss.0000678772.03937.8d article EN Medicine & Science in Sports & Exercise 2020-07-01
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