2014
DOI: 10.2197/ipsjjip.22.325
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EducaTableware: Sound Emitting Tableware for Encouraging Dietary Education

Abstract: 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 we… Show more

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Cited by 12 publications
(12 citation statements)
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“…The majority of papers ( n = 7) explored mobile devices or websites as the delivery platform ( n = 6). Positive effects were also found outside the digital domain including a gamified physical display in the classroom ( Jones et al, 2014b , Jones et al, 2014a ) and a sensor-equipped fork designed to influence children's eating habits ( Kadomura et al, 2014 ). This is in line with the identified promises of everyday life fit and broad accessibility of gamification through mobile and ubiquitous sensor technology.…”
Section: Discussionmentioning
confidence: 99%
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“…The majority of papers ( n = 7) explored mobile devices or websites as the delivery platform ( n = 6). Positive effects were also found outside the digital domain including a gamified physical display in the classroom ( Jones et al, 2014b , Jones et al, 2014a ) and a sensor-equipped fork designed to influence children's eating habits ( Kadomura et al, 2014 ). This is in line with the identified promises of everyday life fit and broad accessibility of gamification through mobile and ubiquitous sensor technology.…”
Section: Discussionmentioning
confidence: 99%
“…Social Interaction was also commonly employed as a means to engage users and was found to increase user experiences of fun and motivation in the context of moderating alcohol consumption ( Boendermaker et al, 2015 ), to have a positive influence on physical activity (Juho Hamari and Koivisto, 2015 , Maher et al, 2015 , Spillers and Asimakopoulos, 2014 ) and flourishing mental health ( Hall et al, 2013 ). Less commonly employed gamed design elements across studies included levels ( Cafazzo et al, 2012 ; Juho Hamari and Koivisto, 2015 , Kuramoto et al, 2013 , Ludden et al, 2014 ), progress ( Ahtinen et al, 2013 , Ludden et al, 2014 , Spillers and Asimakopoulos, 2014 ), story/theme ( Boendermaker et al, 2015 , Jones et al, 2014b , Jones et al, 2014a ), challenges ( Ludden et al, 2014 , Spillers and Asimakopoulos, 2014 ) and feedback ( Kadomura et al, 2014 ).…”
Section: Discussionmentioning
confidence: 99%
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“…Various innovative entertainment systems control the sound and visual information when one is eating. Komura et al proposed "EducaTableware", a design for interactive tableware devices to enhance the enjoyment of eating and to improve one's eating behaviour through auditory feedback, by encouraging specific mealtime behaviour [14]. Mori at el.…”
Section: Relationship Between Food and Interactive Technologymentioning
confidence: 99%