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Interactive and connected tableware for promoting children's vegetable-eating and family interaction

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dc.contributor.authorJoi-
dc.contributor.authorY.R.-
dc.contributor.authorJeong-
dc.contributor.authorB.T.-
dc.contributor.authorKim-
dc.contributor.authorJ.H.-
dc.contributor.authorPark-
dc.contributor.authorJ.-
dc.contributor.authorCho-
dc.contributor.authorJ.-
dc.contributor.authorSeong-
dc.contributor.authorE.-
dc.contributor.authorBae, Byung-chull-
dc.contributor.authorB.-C.-
dc.contributor.authorCho-
dc.contributor.authorJ.D.-
dc.date.available2021-03-17T10:40:54Z-
dc.date.created2021-02-26-
dc.date.issued2016-
dc.identifier.urihttps://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/13515-
dc.description.abstractIn this paper, we present an interactive and connected tableware system for promoting children to eat vegetables more. Our system aims to encourage children to eat vegetables more and educate them to understand the benefits of those vegetables. Our system comprises a food tray, a spoon and a smartphone cradle, which named "Healthy Tray", "Healthy Spoon" and "Healthy Cradle" respectively. We also present a mobile application with education and gamification elements connected to our tableware. Healthy Cradle is particularly designed to enhance the interaction and communication between children and their parents while playing the game. We conducted a pilot study with two families. Through the study the child participants who used to hate eating vegetables (e.g., broccoli) changed their attitudes; they had vegetable on their own will while playing the presented education game. After the game ends, they also showed a good knowledge on the benefits of the vegetable that they just had. In addition, we could observe the children participants actively interact with mothers while eating vegetables and playing the game.-
dc.publisherASSOC COMPUTING MACHINERY-
dc.titleInteractive and connected tableware for promoting children's vegetable-eating and family interaction-
dc.typeArticle-
dc.contributor.affiliatedAuthorBae, Byung-chull-
dc.identifier.doi10.1145/2930674.2930711-
dc.identifier.scopusid2-s2.0-84985930545-
dc.identifier.wosid000383741700041-
dc.identifier.bibliographicCitationProceedings of IDC 2016 - The 15th International Conference on Interaction Design and Children, pp.414 - 420-
dc.relation.isPartOfProceedings of IDC 2016 - The 15th International Conference on Interaction Design and Children-
dc.citation.titleProceedings of IDC 2016 - The 15th International Conference on Interaction Design and Children-
dc.citation.startPage414-
dc.citation.endPage420-
dc.type.rimsART-
dc.type.docTypeProceedings Paper-
dc.description.journalClass1-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaEducation & Educational Research-
dc.relation.journalWebOfScienceCategoryComputer Science, Interdisciplinary Applications-
dc.relation.journalWebOfScienceCategoryComputer Science, Theory & Methods-
dc.relation.journalWebOfScienceCategoryEducation & Educational Research-
dc.subject.keywordAuthorConnected tableware-
dc.subject.keywordAuthorpersuasive technology-
dc.subject.keywordAuthorgamification-
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