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Playful Tray :

Playful Tray : Adopting Ubicomp and Persuasive Techniques into Play-based Occupational Therapy for Correcting Eating Behaviors in Young Children. Presenter :: Dori Tung- yun Lin Jin-Ling Lo, Tung- yun Lin, Jen- hao Chen, Hsi -Chin Chou, Hao-hua Chu, Jane Hsu National Taiwan University.

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Playful Tray :

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  1. Playful Tray : Adopting Ubicomp and Persuasive Techniques into Play-based Occupational Therapy for Correcting Eating Behaviors in Young Children Presenter :: Dori Tung-yun Lin Jin-Ling Lo, Tung-yun Lin, Jen-hao Chen, Hsi-Chin Chou, Hao-hua Chu, Jane Hsu National Taiwan University

  2. Ubiquitous Computing integrates computing into everyday objects and activities

  3. Lost ? http://www.mtnsys.com/Imags/frmain1.jpg Object location tracker - Shin-jan Wu, NTU Ubicomp Lab

  4. Smart Environment

  5. Dumb users? Smarter users

  6. Persuasive Computing Smart people. Smart homes?

  7. Baby think it over Tooth Tunes Textrix VR Bike Related Works Persuasive Mirror

  8. Persuasive Computing from a Computing Perspective not only sensing and tracking behaviors but also engaging people to change behaviors

  9. Persuasive Computing from an Occupational Therapist Perspective extending therapists’ reach from treatment clinic into the actual living environment

  10. the problem… Mealtime Behavior

  11. Nutritional concerns • Affect the participation of children in daily routines • Negative parent-child interaction Mealtime Behavior

  12. Traditionally, • eating behavior interventions • depend heavily on parents. • non-compliance of mealtime related parenting skills • emotion

  13. Play-based Feeding Behavior Intervention “ Play is a child’s way of learning and an outlet for his innate need of activity. ” -- N. Alessandrini, “A. Play—A child’s world”

  14. ` Habitual behavior Partial reinforcement Active engagement Three primary elements of play Playfulness Intrinsic motivation Internalcontrol Suspension of reality Play-based Feeding Behavior Intervention

  15. ` Habitual behavior Playful Tray Design Considerations (1/4) Partial reinforcement • Attention • to split between game playing and eating activities Attention Active engagement Playfulness Intrinsic motivation Internalcontrol Suspension of reality

  16. ` Habitual behavior Playful Tray Design Considerations (2/4) Partial reinforcement • Enjoyment • two kinds of enjoyment: perceptual arousal / accomplishment Enjoyment Active engagement Playfulness Intrinsic motivation Internalcontrol Suspension of reality

  17. ` Habitual behavior Playful Tray Design Considerations (3/4) Partial reinforcement • Engagement • to connect digital playfulness to active participation in the target physical activity Engagement Active engagement Playfulness Intrinsic motivation Internalcontrol Suspension of reality

  18. ` Habitual behavior Playful Tray Design Considerations (4/4) Partial reinforcement • Control • to give children choices in determining game outcome Control Active engagement Playfulness Intrinsic motivation Internalcontrol Suspension of reality

  19. Implementation

  20. [ Implementation 1] Coloring Game

  21. [ Implementation 1] Coloring Game ─ Four Problems • frustration when the cartoon character did not look colorful and happy at the end of the game • boring (decrease of enjoyment) attractive at the first few times, then became boring for the color mappings never changed • disengagement grabbed too much attention that some children became distracted from eating properly • gobbling (wrong attention target) Some children became impatient to see their favorite cartoon characters fully colored

  22. Palm-top PC with touch screen For placing the bowl Weight sensor and sensing surface [ Implementation 2] Racing Game

  23. [ Implementation 2] Racing Game Digital Playful Feedback LCD Display Racing Game Eating Events Weighing Sensing Surface Weight Change Detector Physical Eating Action

  24. [ Implementation 2] Racing Game Choose one favorite character and start to dine One randomly chosen character would run forward with every bite of food The racing game can proceed if and only if one eats At the end of dining, the character in the front wins the game

  25. [ Implementation 2] Racing Game • Control (choose the favorite character) • Enjoyment (vision / accomplishment)

  26. [ Implementation 2] Racing Game • Engagement (Eating events as inputs) • Attention (low interactivity?)

  27. User Study • Done by professional occupational therapist. (Prof. Lo and her student) • 4 children aged from 4 to 7 years old. • A – 7 yrs old, Asperger’s Syndrome • B – 5 yrs old, High function autism • C – 5 yrs old, Asperger’s Syndrome • D – 4 yrs old, No specific diagnosis • Long meals • ranging from over 30 min. to over 1 hr.

  28. User Study Procedures • Children’s Mealtime Behavior Checklist • Interview - to clarify behavioral details • Record eating activities without the tray • Record eating activities with the tray within 1 week

  29. Evaluation Behavior Coding System • Use the taped video to identify positive and negative behaviors • active feeding / interaction / social behavior • The P/N ratio is used to measure behavioral improvement

  30. Results Mealtime duration with and without the playful tray for the four children subjects Avg.: 32min.(23-41min.) Avg.: 21min.(7-29 min.)

  31. Results The child’s P/N ratio with and without the Playful Tray 0.80~13.33 6.95~19.00 different food types (rice/ dumpling→easy to eat → less self-feeding actions) ↑

  32. Results The mother’s P/N ratio with and without the playful tray 0.79~ 4.00 4.30~30.00

  33. Conclusion • Utilizing Ubicomp and persuasive technology extends the reach of occupational therapists from their treatment clinic into the actual living environment of a patient. • The Playful Tray can effectively improve child meal completion time by 35%. • The Playful Tray can also make change of parent behaviors.

  34. Limitations • Lack pre-interview process • Identify the real needs of real users • Only informally talked to a parent and some young children • Lack long-term user studies evaluation • -

  35. Future Work • Long-term user study. • Understand users’ real needs. • Focus group or 1-on-1 interview • Observe weight changes through dining to improve the eating behavior recognition.

  36. Output Game Input Future Work Any Other Games!! Racing Game Animated Simulation Camera (teeth brushing) Weighing Sensor (eating event) RFID Reader (toys’ location)

  37. Output Game Input Accomplish smarter users via smart environment.

  38. Publications • Jin-ling Lo, Tung-yun Lin, Jen-hao Chen, Hsi-Chin Chou, Hao-hua Chu, Jane Hsu, Playful tray: adopting Ubicomp and Persuasive Techniques into Play-based Occupational Therapy for Correcting Poor Eating Behaviors in Young Children, Pending for International Conference on Ubiquitous Computing (ACM UBICOMP) 2007 • Tung-yun Lin, Keng-hao Chang, Shih-yen Liu, Hao-hua Chu, A Persuasive Game to Encourage Healthy Dietary Behaviors of Young Children, Demo Paper & Adjunct Proceedings of the 8th International Conference on Ubiquitous Computing (ACM UbiComp 2006), California, September, 2006. • Keng-hao Chang, Shih-yen Liu, Hao-hua Chu, Jane Hsu, Cheryl Chen, Tung-yun Lin, Chieh-yu Chen, Polly Huang, Diet-Aware Dining Table: Observing Dietary Behaviors over Tabletop Surface, in Proceedings of the International conference on Pervasive Computing (Pervasive 2006), Dublin Ireland, May 2006, (Lecture Notes in Computer Science 3968, Pervasive Computing 4th International Conference, PERVASIVE 2006, Springer), pages 366-382. • Chon-in Wu, Chao-ming (James) Teng, Yi-chao Chen, Tung-yun Lin, Hao-hua Chu, Jane Yun-jen Hsu, Point-of-Capture Archiving and Editing of Personal Experiences from a Mobile Device, to appear in ACM/Springer Journal of Personal and Ubiquitous Computing (PUC), Special Issue on Memory and Sharing of Experiences, 2006.

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