KeDiary: Using Mobile Phones to Assist Patients in Recovering from Drug
Addiction
Medical Device Sensing
/
You, Chuang-Wen
/
Lin, Ya-Fang
/
Li, Cheng-Yuan
/
Tsai, Yu-Lun
/
Huang, Ming-Chyi
/
Lee, Chao-Hui
/
Wang, Hao-Chuan
/
Chu, Hao-Hua
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5704-5709
© Copyright 2016 ACM
Summary: Ketamine is an addictive drug that has been shown to inflict considerable
physical and mental damage on users. Due in part to its low cost, ketamine has
become one of the most popular club drugs among young adults and teenagers in
Southeast Asia. This paper proposes a phone-based support system (KeDiary) with
Bluetooth-enabled device for the screening of saliva, as a means of assisting
ketamine-dependent patients to self-monitor their ketamine use following acute
withdrawal treatment. We also conducted a practical experiment to evaluate the
feasibility of the proposed system, wherein three ketamine-dependent patients
self-administered tests at least once per day over a period of three weeks.
Follow-up interviews with the same users helped in the further refinement of
the proposed self-monitoring system.
Spatio-Temporal Learning of Basketball Offensive Strategies
Poster Session 2
/
Chen, Ching-Hang
/
Liu, Tyng-Luh
/
Wang, Yu-Shuen
/
Chu, Hung-Kuo
/
Tang, Nick C.
/
Liao, Hong-Yuan Mark
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.1123-1126
© Copyright 2015 ACM
Summary: Video-based group behavior analysis is drawing attention to its rich
applications in sports, military, surveillance and biological observations. The
recent advances in tracking techniques, based on either computer vision
methodology or hardware sensors, further provide the opportunity of better
solving this challenging task. Focusing specifically on the analysis of
basketball offensive strategies, we introduce a systematic approach to
establishing unsupervised modeling of group behaviors. In view that a possible
group behavior (offensive strategy) could be of different duration and
represented by dynamic player trajectories, the crux of our method is to
automatically divide training data into meaningful clusters and learn their
respective spatio-temporal model, which is established upon Gaussian mixture
regression to account for intra-class spatio-temporal variations. The resulting
strategy representation turns out to be flexible that can be used to not only
establish the discriminant functions but also improve learning the models. We
demonstrate the usefulness of our approach by exploring its effectiveness in
analyzing a set of given basketball video clips.
SoberDiary: A Phone-based Support System for Assisting Recovery from Alcohol
Dependence
Coping & Wellbeing Through HCI
/
You, Chuang-wen
/
Wang, Kuo-Cheng
/
Huang, Ming-Chyi
/
Chen, Yen-Chang
/
Lin, Cheng-Lin
/
Ho, Po-Shiun
/
Wang, Hao-Chuan
/
Huang, Polly
/
Chu, Hao-Hua
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3839-3848
© Copyright 2015 ACM
Summary: Alcohol dependence is a chronic disorder associated with severe harm in
multiple areas, and relapsing is easy, despite treatment. This study proposes
SoberDiary, a phone-based support system that enables alcohol-dependent
patients to self-monitor and -manage their own alcohol behavior, and remain
sober in their daily lives. We tested SoberDiary in a real-life 12-week user
study involving 27 clinical patients. The quantitative and qualitative results
revealed that SoberDiary helped patients self-monitor and -manage their
alcohol-use behavior, and reduced their total alcohol consumption as well as
the number of heavy drinking days. Compared with patients who received standard
treatment alone, this study demonstrated SoberDiary successfully complemented
current alcohol treatment in reducing patients' alcoholic cravings and dropout
rate over 3-month study period. Follow-up interviews further revealed the
sophisticated use practices and value of SoberDiary.
Persuasive technology to improve eating behavior using a sensor-embedded
fork
Health & children
/
Kadomura, Azusa
/
Li, Cheng-Yuan
/
Tsukada, Koji
/
Chu, Hao-Hua
/
Siio, Itiro
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.319-329
© Copyright 2014 ACM
Summary: This paper describes the design of a digital fork and a mobile interactive
and persuasive game for a young child who is a picky eater and/or easily
distracted during mealtime. The system employs Ubicomp technology to educate
children on the importance of a balanced diet while motivating proper eating
behavior. To sense a child's eating behavior, we have designed and prototyped a
sensor-embedded digital fork, called the Sensing Fork. Furthermore, we have
developed a story-book and persuasive game, called the Hungry Panda, on a
smartphone. This capitalizes on the capabilities of the Sensing Fork to
interact with and modify children's eating behavior during mealtime. We report
the results of a real-life study that involves mother-child subjects and tested
the effectiveness of the Sensing Fork and Hungry Panda game in addressing
children's eating problems. Our findings exhibit positive effects for changing
children's eating behavior.
BioScope: an extensible bandage system for facilitating data collection in
nursing assessments
Sensing the body
/
Li, Cheng-Yuan
/
Yen, Chi-Hsien
/
Wang, Kuo-Cheng
/
You, Chuang-Wen
/
Lau, Seng-Yong
/
Chen, Cheryl Chia-Hui
/
Huang, Polly
/
Chu, Hao-Hua
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.477-480
© Copyright 2014 ACM
Summary: To facilitate the collection of patient biosignals, designing extensible
sensing devices in which sensor management is simplified is essential. This
paper presents BioScope, an extensible sensing system that facilitates
collecting data used in nursing assessments. We conducted experiments to
demonstrate the potential of the system. The results obtained in this study can
be applied in improving the design, thus enabling BioScope to facilitate data
collection in numerous potential applications.
SoberDiary: a phone-based support system for assisting recovery from alcohol
dependence
Video presentations
/
Wang, Kuo-Cheng
/
Huang, Ming-Chyi
/
Hsieh, Yi-Hsuan
/
Lau, Seng-Yong
/
Yen, Chi-Hsien
/
Kao, Hsin-Liu (Cindy)
/
You, Chuang-Wen
/
Chu, Hao-Hua
/
Chen, Yen-Chang
Adjunct Proceedings of the 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.311-314
© Copyright 2014 ACM
Summary: Alcohol dependence is a chronic disorder associated with severe harm in
multiple areas, and relapsing is easy despite treatment. After
alcohol-dependent patients complete alcohol withdrawal treatment and return to
their regular lives, they face further challenges in order to maintain
sobriety. This study proposes SoberDiary, a phone-based support system that
enables alcohol-dependent patients to self-monitor and self-manage their own
alcohol use behavior and remain sober in their daily lives. Results from a
4-week user study involving 11 clinical patients show that, using SoberDiary,
patients can self-monitor and self-manage their alcohol use behavior, reducing
their total alcohol consumption and the number of drinking or heavy drinking
days that occur following intervention.
The Relations between Interface Design of Digital Game-Based Learning
Systems and Flow Experience and Cognitive Load of Learners with Different
Levels of Prior Knowledge
Cross-Cultural Design for Knowledge Sharing and Learning
/
Shen, Chun-Yi
/
Chu, Hao-Ping
CCD 2014: 6th International Conference on Cross-Cultural Design
2014-06-22
p.574-584
Keywords: case studies; game-based learning; usability; interface design; flow
experience
© Copyright 2014 Springer International Publishing
Summary: Many studies have indicated that game-based learning has become an effective
teaching strategy and a teaching tool. In the past decades, empirical studies
showed that digital game-based could enhance learners' cognitive, affective and
skills as learning objectives. Many studies have shown that learning process in
which the flow experience for learning has a significant impact. In addition,
researches have also pointed out that the multimedia materials presentation and
system interface design would affect the learning of learners carrying out
their cognitive load. Researchers indicated that learner's prior knowledge and
learning strategies would influence the flow experience, learning outcomes and
cognitive load of the learners. According to previous studies, the interface
design of learning system would affect learner's learning, motivation,
satisfaction, learning efficiency, and quality of interaction and so on. There
are many studies have shown the system visibility, cognitive support,
efficiency, user control, joyfulness are the important aspects of learning
system design. Therefore, the purpose of this study was to explore digital
game-based learning systems' visibility, cognitive support, efficiency, user
control, and joyfulness for different prior knowledge learners' flow experience
and cognitive load. The results show that there are significant differences on
flow experience and cognitive load between learners with different prior
knowledge. The usability of game-based learning system has significant effect
on flow experience but not on cognitive load except joyfulness. Discussion and
conclusion are provided in this study.
Persuasive Web Design in e-Commerce
B2B, B2C, C2C e-Commerce
/
Chu, Hsi-Liang
/
Deng, Yi-Shin
/
Chuang, Ming-Chuen
HCIB 2014: 1st International Conference on HCI in Business
2014-06-22
p.482-491
Keywords: persuasive design; e-commerce; Web design
© Copyright 2014 Springer International Publishing
Summary: This research is to investigate what persuasive tactics are utilized by
current e-commerce Web sites, how consumers react to the persuasive triggers on
e-commerce Web sites, and what about the relative importance of the salient
persuasive factors that are salient to online consumers. A total of 15
persuasive tactics and 9 salient factors were identified from the data of Web
site reviews and user interviews. The AHP analysis revealed that the persuasive
factors appealing to a site's credibility and logic are more important than
appealing to users' emotions.
Sensing fork and persuasive game for improving eating behavior
Poster, demo, & video presentations
/
Kadomura, Azusa
/
Li, Cheng-Yuan
/
Chen, Yen-Chang
/
Chu, Hao-Hua
/
Tsukada, Koji
/
Siio, Itiro
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.71-74
© Copyright 2013 ACM
Summary: We present a fork-type sensing device called the Sensing Fork that detects
the eating behavior of children (food choice and eating actions), and a
smartphone game to address children's eating problems based on their eating
behavior. This paper describes the design and implementation of the Sensing
Fork prototype and a play-based eating game called Hungry Panda 2, which works
with the Sensing Fork. This game focuses on motivating children to eat all
kinds of food on their table.
Sensor-embedded teeth for oral activity recognition
Ins and outs
/
Li, Cheng-Yuan
/
Chen, Yen-Chang
/
Chen, Wei-Ju
/
Huang, Polly
/
Chu, Hao-hua
Proceedings of the 2013 International Symposium on Wearable Computers
2013-09-08
p.41-44
© Copyright 2013 ACM
Summary: This paper presents the design and implementation of a wearable oral sensory
system that recognizes human oral activities, such as chewing, drinking,
speaking, and coughing. We conducted an evaluation of this oral sensory system
in a laboratory experiment involving 8 participants. The results show 93.8%
oral activity recognition accuracy when using a person-dependent classifier and
59.8% accuracy when using a person-independent classifier.
A phone-based support system to assist alcohol recovery
Health
/
Wang, Kuo-Chen
/
Hong, Ming-Tung
/
Kao, Cindy Hsin-Liu
/
Lin, Allen C.
/
Wang, Chi-An
/
You, Chuang-Wen
/
Pan, Chun-Hung
/
Huang, Ming-Chyi
/
Liang, Chun-Mao
/
Chu, Hao-Hua
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.529-534
© Copyright 2013 ACM
Summary: This study explores the use of mobile phones as a normal life support system
that connects alcohol addict patients to their addiction physiatrists after
they leave a rehabilitation center. This paper presents the design and
implementation of this phone-based support system that enables continuous
patient monitoring and provides feedback support to the patients.
Sensing fork: eating behavior detection utensil and mobile persuasive game
Tactile
/
Kadomura, Azusa
/
Li, Cheng-Yuan
/
Chen, Yen-Chang
/
Tsukada, Koji
/
Siio, Itiro
/
Chu, Hao-hua
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.1551-1556
© Copyright 2013 ACM
Summary: We propose a fork-type sensing device, Sensing Fork, which detects
children's eating behavior (eating actions and chosen food) and a smartphone
game to address children's eating problems. This paper describes the design and
implementation of the Sensing Fork prototype and the play-based eating game
called Hungry Panda.
Listen-to-nose: a low-cost system to record nasal symptoms in daily life
Posters
/
Chen, Nan-Chen
/
Wang, Kuo-Cheng
/
Chu, Hao-Hua
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.590-591
© Copyright 2012 ACM
Summary: This paper proposes Listen-to-Nose, a phone-based system that detects and
records when and where a person's nose-related symptoms, such as sneezing and
runny nose, occur in everyday settings. It is hoped that this system can be
used to collect reference data for doctors to diagnose the cause of these
symptoms.
Phone-based gait analysis to detect alcohol usage
Posters
/
Kao, Hsin-Liu (Cindy)
/
Ho, Bo-Jhang
/
Lin, Allan C.
/
Chu, Hao-Hua
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.661-662
© Copyright 2012 ACM
Summary: This study proposes a phone-based system to detect the gait anomalies of a
person waking under the influence of alcohol. This phone-based system can sense
a person's alcohol usage and record the location/time context. This data can
help identify problem drinking behaviors, such as drinking before work or
before driving.
HeatProbe: a thermal-based power meter for accounting disaggregated
electricity usage
Novel ubiquitous technologies
/
Ho, Bo-Jhang
/
Kao, Hsin-Liu Cindy
/
Chen, Nan-Chen
/
You, Chuang-Wen
/
Chu, Hao-Hua
/
Chen, Ming-Syan
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.55-64
© Copyright 2011 ACM
Summary: To promote energy-saving behavior, disaggregating electricity usage is
critical for increasing consumer awareness of energy usage behavior. This study
proposes HeatProbe, a thermal-based power meter system that uses thermal
imaging to track disaggregated appliance usage. We have designed, prototyped,
and tested the HeatProbe system. Results show that HeatProbe successfully
senses individual appliance operating durations with an average error of 125.03
seconds, achieving 80.2% appliance power accounting accuracy in different
appliance usage scenarios.
Preferred Setting of Keyboard and Mouse for Using a Supine Computer
Workstation
Part VI / Ergonomics and Human Modelling Issues
/
Wu, Hsin-Chieh
/
Chu, Ho-Rong
HCI International 2011: 14th International Conference on HCI - Posters'
Extended Abstracts, Part II
2011-07-09
v.6
p.374-378
Keywords: Universal design; EMG; typing posture; mouse operation
Copyright © 2011 Springer-Verlag
Summary: The purpose of this study was to investigate the differences in performance
and muscle effort between guideline and preferred setting of keyboard and mouse
when using a computer in supine posture. The guideline setting is according to
the rules of standard sitting posture; and the preferred setting is freely
determined by the subjects. Ten healthy adults and ten people with disabilities
of the lower extremities participated in this study. The experimental tasks
included typing and mouse dragging tasks. The task performances and
electromyography (EMG) were collected. The participants had significantly
higher performances and lower muscle effort when using the mouse under
preferred setting, as compared with the guideline setting. However, little
difference in typing performance was found between the guideline and preferred
settings. The results of this study are helpful to designing a supine computer
workstation.
Convenience probe: a participatory sensing tool to collect large-scale
consumer flow behaviors
Posters
/
You, Chuang-Wen
/
Wei, Chih-Chiang
/
Chen, Yu-Han
/
Hu, Jya-Cheng
/
Wang, Wei-Fehng
/
Chu, Hao-Hua
/
Bei, Lien-Ti
/
Chen, Ming-Syan
Proceedings of the 2010 International Conference on Ubiquitous Computing
2010-09-26
p.441-442
Keywords: consumer behavior monitoring, consumer flow, participatory sensing
© Copyright 2010 ACM
Summary: This paper proposes Convenience Probe, a participatory sensing tool to
collect large-scale consumer flow behaviors from everyday mobile phones. We
hope to use Convenience Probe to collect real consumer flow data that will help
convenience store chains in store location assessment.
Playful bottle: a mobile social persuasion system to motivate healthy water
intake
Behavior change
/
Chiu, Meng-Chieh
/
Chang, Shih-Ping
/
Chang, Yu-Chen
/
Chu, Hao-Hua
/
Chen, Cheryl Chia-Hui
/
Hsiao, Fei-Hsiu
/
Ko, Ju-Chun
Proceedings of the 2009 International Conference on Ubiquitous Computing
2009-09-30
p.185-194
Keywords: hydration behavior, mobile computing, persuasive technology, ubiquitous
computing
© Copyright 2009 ACM
Summary: This study of mobile persuasion system explores the use of a mobile phone,
when attached to an everyday object used by an everyday behavior, becomes a
tool to sense and influence that behavior. This mobile persuasion system,
called Playful Bottle system, makes use of a mobile phone attached to an
everyday drinking mug and motivates office workers to drink healthy quantities
of water. A camera and accelerometer sensors in the phone are used to build a
vision/motion-based water intake tracker to detect the amount and regularity of
water consumed by the user. Additionally, the phone includes hydration games in
which natural drinking actions are used as game input. Two hydration games are
developed: a single-user TreeGame with automated computer reminders and a
multi-user ForestGame with computer-mediated social reminders from members of
the group playing the game. Results from 7-week user study with 16 test
subjects suggest that both hydration games are effective for encouraging
adequate and regular water intake by users. Additionally, results of this study
suggest that adding social reminders to the hydration game is more effective
than system reminders alone.
SmartPlayer: user-centric video fast-forwarding
Looking at videos
/
Cheng, Kai-Yin
/
Luo, Sheng-Jie
/
Chen, Bing-Yu
/
Chu, Hao-Hua
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.789-798
Keywords: adaptive fast-forward, predefined event detection, undefined event
preserving, video playback
© Copyright 2009 ACM
Summary: In this paper we propose a new video interaction model called adaptive
fast-forwarding to help people quickly browse videos with predefined semantic
rules. This model is designed around the metaphor of scenic car driving, in
which the driver slows down near areas of interest and speeds through
unexciting areas. Results from a preliminary user study of our video player
suggest the following: (1) the player should adaptively adjust the current
playback speed based on the complexity of the present scene and predefined
semantic events; (2) the player should learn user preferences about predefined
event types as well as a suitable playback speed; (3) the player should
fast-forward the video continuously with a playback rate acceptable to the user
to avoid missing any undefined events or areas of interest. Furthermore, our
user study results suggest that for certain types of video, our SmartPlayer
yields better user experiences in browsing and fast-forwarding videos than
existing video players' interaction models.
Double-side multi-touch input for mobile devices
Spotlight on work in progress session 2
/
Shen, Erh-li Early
/
Tsai, Sung-sheng Daniel
/
Chu, Hao-hua
/
Hsu, Yung-jen Jane
/
Chen, Chi-wen Euro
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.2
p.4339-4344
Keywords: double-side multi-touch, finger touch gesture, mobile interaction
© Copyright 2009 ACM
Summary: We present a new mobile interaction model, called double-side multi-touch,
based on a mobile device that receives simultaneous multi-touch input from both
the front and the back of the device. This new double-sided multi-touch mobile
interaction model enables intuitive finger gestures for manipulating 3D objects
and user interfaces on a 2D screen.
Game Bot Detection Based on Avatar Trajectory
How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games
/
Chen, Kuan-Ta
/
Liao, Andrew
/
Pao, Hsing-Kuo Kenneth
/
Chu, Hao-Hua
Proceedings of the 2008 International Conference on Entertainment Computing
2008-09-25
p.94-105
Keywords: Cheating Detection; Online Games; Quake; Security; Supervised
Classification; User Behavior
© Copyright 2008 IFIP
Summary: In recent years, online gaming has become one of the most popular Internet
activities, but cheating activity, such as the use of game bots, has increased
as a consequence. Generally, the gaming community disagrees with the use of
game bots, as bot users obtain unreasonable rewards without corresponding
efforts. However, bots are hard to detect because they are designed to simulate
human game playing behavior and they follow game rules exactly. Existing
detection approaches either interrupt the players' gaming experience, or they
assume game bots are run as standalone clients or assigned a specific goal,
such as aim bots in FPS games.
In this paper, we propose a trajectory-based approach to detect game bots.
It is a general technique that can be applied to any game in which the avatar's
movement is controlled directly by the players. Through real-life data traces,
we show that the trajectories of human players and those of game bots are very
different. In addition, although game bots may endeavor to simulate players'
decisions, certain human behavior patterns are difficult to mimic because they
are AI-hard. Taking Quake 2 as a case study, we evaluate our scheme's
performance based on real-life traces. The results show that the scheme can
achieve a detection accuracy of 95% or higher given a trace of 200 seconds or
longer.
Enabling Calorie-Aware Cooking in a Smart Kitchen
Applications
/
Chi, Pei-Yu
/
Chen, Jen-hao
/
Chu, Hao-Hua
/
Lo, Jin-Ling
Proceedings of the 2008 International Conference on Persuasive Technology
2008-06-04
p.116-127
Keywords: Ubiquitous Computing / Smart Environments; Home; Healthcare; Context-Aware
Computing
© Copyright 2008 Springer-Verlag
Summary: As a daily activity, home cooking is an act of care for family members. Most
family cooks are willing to learn healthy cooking. However, learning healthy
cooking knowledge and putting the learned knowledge into real cooking practice
are often difficult, due to non-trivial nutritional calculation of multiple
food ingredients in a cooked meal. This work presents a smart kitchen with
UbiComp technology to improve home cooking by providing calorie awareness of
food ingredients used in prepared meals during the cooking process. Our kitchen
has sensors to track the number of calories in food ingredients, and then
provides real-time feedback to users on these values through an awareness
display. Our user study suggests that bringing calorie awareness can be an
effective means in helping family cooks maintain the healthy level of calories
in their prepared meals.
Playful toothbrush: ubicomp technology for teaching tooth brushing to
kindergarten children
Kid's Stuff
/
Chang, Yu-Chen
/
Lo, Jin-Ling
/
Huang, Chao-Ju
/
Hsu, Nan-Yi
/
Chu, Hao-Hua
/
Wang, Hsin-Yen
/
Chi, Pei-Yu
/
Hsieh, Ya-Lin
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.1
p.363-372
© Copyright 2008 ACM
Summary: This case study in UbiComp technology and design presents a "Playful
Toothbrush" system for assisting parents and teachers to motivate kindergarten
children to learn proper and thorough brushing skills. The system includes a
vision-based motion tracker that recognizes different tooth brushing strokes
and a tooth brushing game in which the child cleans a virtual, mirror picture
of his/her dirty teeth by physically brushing his/her own teeth. The user study
results suggest that Playful Toothbrush enhances the effectiveness of
kindergarten children in brushing their teeth, as measured by number of
brushing strokes, duration of brushing and thoroughness of teeth cleaning.
Chromirror: a real-time interactive mirror for chromatic and color-harmonic
dressing
Works in progress
/
Cheng, Chueh-Min
/
Chung, Meng-Fang
/
Yu, Ming-Yang
/
Ouhyoung, Ming
/
Chu, Hao-Hua
/
Chuang, Yung-Yu
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.2
p.2787-2792
© Copyright 2008 ACM
Summary: This study presents the "ChroMirror" system, a digital mirror imaging system
which helps users select appropriate clothing color combinations. By digitally
rendering a mirror image of the user wearing clothing in different
color-harmonic combinations, this system enables users to easily and playfully
explore a wide variety of chromatic and color-harmonic clothing combinations
(i.e., without having to physically change clothing). A long-term goal of the
ChroMirror system is to encourage users to experiment with colorful and
color-harmonic clothes.
Playful Tray: Adopting Ubicomp and Persuasive Techniques into Play-Based
Occupational Therapy for Reducing Poor Eating Behavior in Young Children
Health
/
Lo, Jin-Ling
/
Lin, Tung-yun
/
Chu, Hao-hua
/
Chou, Hsi-Chin
/
Chen, Jen-hao
/
Hsu, Jane Yung-jen
/
Huang, Polly
Proceedings of the 2007 International Conference on Ubiquitous Computing
2007-09-16
p.38-55
© Copyright 2007 Springer-Verlag
Summary: This study has created the Playful Tray that adopts Ubicomp and persuasive
techniques into play-based occupational therapy for reducing poor eating
behavior in young children after they reached their self-feeding age. The
design of the Playful Tray reinforces active participation of children in the
activity of eating by integrating digital play with eating. Results of a pilot
user study suggest that the Playful Tray may improve child meal completion time
and reduce negative power play interactions between parents and children,
resulting in an improved family mealtime experience.