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
Waterbot: exploring feedback and persuasive techniques at the sink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CarCoach: a polite and effective driving coach
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th 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
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SuperBreak: using interactivity to enhance ergonomic typing breaks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
Proceedings of the 12th ACM international conference on Ubiquitous computing
A system for localising and searching objects to enhance self-directed practical learning
International Journal of Computational Science and Engineering
Food Media: exploring interactive entertainment over telepresent dinner
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
SIGGRAPH Asia 2011 Emerging Technologies
Personal and Ubiquitous Computing
Personality and persuasive technology: an exploratory study on health-promoting mobile applications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Leisure food: derive social and cultural entertainment through physical interaction with food
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
EducaTableware: computer-augmented tableware to enhance the eating experiences
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Exploring motion-based touchless games for autistic children's learning
Proceedings of the 12th International Conference on Interaction Design and Children
Sensing fork and persuasive game for improving eating behavior
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Pervasive and Mobile Computing
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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. 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.