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Playful bottle

机译:俏皮的瓶子

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摘要

This study of mobile persuasion system explores the use of a mobile phone, when attached to an everyday object used by an everyday behavior, becomes a tool to sense and influence that behavior. This mobile persuasion system, called Playful Bottle system, makes use of a mobile phone attached to an everyday drinking mug and motivates office workers to drink healthy quantities of water. A camera and accelerometer sensors in the phone are used to build a vision/motion-based water intake tracker to detect the amount and regularity of water consumed by the user. Additionally, the phone includes hydration games in which natural drinking actions are used as game input. Two hydration games are developed: a single-user TreeGame with automated computer reminders and a multi-user ForestGame with computer-mediated social reminders from members of the group playing the game. Results from 7-week user study with 16 test subjects suggest that both hydration games are effective for encouraging adequate and regular water intake by users. Additionally, results of this study suggest that adding social reminders to the hydration game is more effective than system reminders alone.
机译:这项对移动说服系统的研究探索了移动电话的使用,当移动电话附着到日常行为所使用的日常对象上时,它将成为感知和影响该行为的工具。这种被称为“嬉戏瓶”系统的移动式说服系统,利用了连接到日常饮用杯上的手机,并激发了上班族饮用健康量的水。手机中的摄像头和加速度传感器用于构建基于视觉/运动的进水跟踪器,以检测用户消耗的水量和规律性。此外,手机还包括水合游戏,其中自然饮酒动作被用作游戏输入。开发了两个水化游戏:具有自动计算机提醒功能的单用户TreeGame和具有来自玩游戏组成员的计算机介导的社交提醒功能的多用户ForestGame。对16位测试对象进行的为期7周的用户研究得出的结果表明,两种补水运动都能有效地鼓励用户充足且定期地饮水。此外,这项研究的结果表明,向社交游戏添加社交提醒比单独使用系统提醒更为有效。

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