1 Intel-NTU Digital Health Project 4 th Quarterly Report (5/1/2007 ~ 7/31/2007) and Final Report (8/1/2006 ~ 7/31/2007) Tim Chou, Hao-hua Chu, Li-chen Fu, Jane Hsu, Polly Huang, Yi-ping Hung, Bob Wang (in alphabetical order) National Taiwan University Summary of the administrative activities in the 4 th quarter: □ We hosted the Intel visitors (Brenda, Rachel, Longsong, Mingshou, Cheng Cheng, and Deborah) on 6/25/2007 and showcased our demo systems from the Intel Digital Health Project. We are grateful for the encouraging comments from Intel visitors. Summary of the research activities this year: we have a lot of exciting activities to report this year. One of our project focuses is on applying pervasive computing technology into health-related behavior modification (or called persuasive computing). □ Persuasive Computing (Playful Tray to motivate good eating behavior in young children): Mealtime behavior is one of the most frequently cited problems by parents of young children. Despite nutritional concerns, spending excessive time to eat a meal affects the participation of children in daily school and family routines, and often contributes to negative parent-child interaction during mealtime. To address this eating behavior issue, we have designed and implemented the Playful Tray as a tool to assist occupational therapists and parents in reducing poor eating behavior in young children. The Playful Tray is embedded with an interactive game played over a weight-sensitive tray surface shown in Fig. 1 (c) and (d). By detecting weight changes of the amount of food consumed, the tray surface can recognize and track the natural eating actions of children in real time. Child eating actions are then used as inputs to play a racing game. Screenshots for the racing game are shown in Fig. 1 (a) and (b). When starting a meal, a child selects a favorite cartoon character to compete in the racing game. Upon detecting each eating action, one of the characters would race one step forward to the right. When the child completes the meal, the game ends and the character that has traveled the furthest distance to the right wins. In our pilot user study on four children with mealtime problems, we have found that engaging children in a fun digital play activity can be more effective in motivating eating behavioral changes than using only verbal persuasion. Our pilot user study results have shown that using the Playful Tray reduces the child mealtime duration reduction by an average of 33%. In addition, children are more focused on self-feeding with the Playful Tray during mealtime with a reduction of non-feeding behaviors from about 40% to 20%. video: http://mll.csie.ntu.edu.tw/video/game.avi □ Persuasive computing (Playful toothbrush to motivate proper and thorough brushing in young children): Proper brushing is essential for cleaning teeth and gums effectively and for maintaining oral hygiene. For many parents, tooth brushing is a required routine for young children before bedtime. However, it is by no means an easy task for parents to get their young children into a habit of brushing their teeth properly and thoroughly. Thus, we have designed and implemented the Playful Toothbrush as a tool to engage young children into active participation and learn proper tooth-brushing method as recommended by American Dental Association (ADA). Like the Playful Tray, the Playful Toothbrush is also embedded with an interactive game played with an augmented toothbrush shown in Fig. 2. The system is consisted of the following three components. (1) The toothbrush extension, shown in Fig. 2(b), is coded with different LED marker patterns on its four faces to aid our vision-based motion recognition system.