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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.(More)
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(More)
Acknowledgement The smart kitchen idea first came to me in July 2006, followed by the design and prototyping started in November 2006. For the past 2 years of working on this project, there are many people to whom I am grateful for their help. Their help really means a lot to me. I would like to deeply thank my thesis advisor Prof. Hao-Hua Chu. He has not(More)
We have explored the design of a playful toothbrush to assist parents in motivating and getting their young children into a habit of proper and thorough tooth brushing. Our system includes a vision-based motion tracker that recognizes different tooth brushing motions, and a fun tooth brushing game in which a young child cleans a virtual picture of his/her(More)
Pervasive computing technologies can assist parents and occupational therapists in modifying behaviors in young children. In occupational therapy, an effective mean to motivate child behavior change is by designing playful activities which leverages the desire of children to play to induce their behavioral change. By embedding digital technology into(More)
Pervasive computing technologies can assist parents and occupational therapists in modifying behaviors in young children. In occupational therapy, an effective mean to motivate child behavior change is by designing playful activities which leverages the desire of children to play to induce their behavioral change. By embedding digital technology into(More)
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