The landscape of persuasive technologies
Communications of the ACM
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SIDES: a cooperative tabletop computer game for social skills development
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Enabling nutrition-aware cooking in a smart kitchen
CHI '07 Extended Abstracts on Human Factors in Computing Systems
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Using Aesthetic and Empathetic Expressions to Motivate Desirable Lifestyle
EuroSSC '08 Proceedings of the 3rd European Conference on Smart Sensing and Context
Extracting Key Factors to Design Applications in Ambient Intelligence Environment
WI-IAT '08 Proceedings of the 2008 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology - Volume 03
Mobile Technology for Children: Designing for Interaction and Learning
Mobile Technology for Children: Designing for Interaction and Learning
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
Molarcropolis: a mobile persuasive game to raise oral health and dental hygiene awareness
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Proceedings of the 12th ACM international conference on Ubiquitous computing
Heuristic evaluation of persuasive health technologies
Proceedings of the 1st ACM International Health Informatics Symposium
Proceedings of the 13th international conference on Ubiquitous computing
A mobile mediation tool for improving interaction between depressed individuals and caregivers
Personal and Ubiquitous Computing
Family and design in the IDC and CHI communities
Proceedings of the 11th International Conference on Interaction Design and Children
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Toward a mobile platform for pervasive games
Proceedings of the first ACM international workshop on Mobile gaming
Pervasive'12 Proceedings of the 10th international conference on Pervasive Computing
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
Augmentation of toothbrush by modulating sounds resulting from brushing
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
HygieneHelper: promoting awareness and teaching life skills to youth with autism spectrum disorder
Proceedings of the 12th International Conference on Interaction Design and Children
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Pervasive and Mobile Computing
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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.