Abstract. In this paper we propose a novel wearable interface called "ActiveBelt" that enables users to obtain multiple directional information with the tactile sense. Since the information provided by the tactile sense is relatively unobtrusive, it is suited for daily use in mobile environments. However, many existing systems don't transmit complex information via the tactile sense. Most of them send only simple signals, such as vibration in cellular phones. ActiveBelt is a novel belt-type wearable tactile display that can transmit directional information. We have developed prototype systems and applications, evaluated system performance and usability, and demonstrated the possibility of practical use.
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.
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.
Abstract:We propose "EducaTableware (Educate/Tableware)," a design for interactive tableware devices that makes eating more playful and improves daily eating habits through auditory feedback to encourage specific mealtime behaviors. We have developed a fork-type device for use when eating. This device emits sounds when a user is consuming a food item. In this paper, we discuss the EducaTableware concept, describe the implementation of the fork-type device, and conduct a user test with child subjects for one week.
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