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  4. A Feasibility Study on Application of Smart Internet of Things and Interactive Devices in Children’s Play
 
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A Feasibility Study on Application of Smart Internet of Things and Interactive Devices in Children’s Play

Date Issued
2016
Date
2016
Author(s)
Su, Chen-Yu
DOI
10.6342/NTU201602512
URI
http://ntur.lib.ntu.edu.tw//handle/246246/272706
Abstract
In recent years, the living environment quality of people in Taiwan has been improved and there are diversified conveniences in the environment. Under the high educational level, parents pay more attention to children''s schoolwork, arranging various classes for them to learn after class, which reduces the time for children to arrange the time and so sports. In addition, the ratio of children eat out is increasing. Together with the prevalence of electronic products and internet addiction, the obesity and other physical and psychological problems are emerging among children. These problems will cause serious problems to children''s body in a long term. The above factors change and impacts on children are worthy of discussion. With the rising of the idea of Internet of Things and the progression of science and technology, many objects are endowed with new life, which gradually changes people''s life style. The successful experience of integrating new technologies to assist application innovations related with children is countless. This study develops a set of multifunction system and platform by introducing the idea of Internet of Things and integrating new technologies to apply to children''s play design, evaluates the feasibility of making the intelligent interaction become the toys and apply it to children game design. The study hopes to introduce the device in children''s life and make it widely accepted as an intelligent assistive device, and increases the effectiveness of children game while decreasing the negative effects brought by technological creative application. The primary purpose of experimental design is to collect the experience and feedback of subjects participating in the interaction. It evaluates the users'' acceptability and response of applying the devices to children, provides the device together with the collocated games to children to interact, and assesses children''s experience and change of feelings on the physical and psychological aspect before and after they interact with the devices. Then the study quantifies the data through the situational anxiety scale, heartbeat and its aberration rate and other parameters. Finally, it uses SPSS for Windows 22 software package to analyze the difference of collected data during the experiment by non-parametric statistics. Finally, the study findings show that in the subjective MAS of general children before and after the evaluation, the score of VAS decrease slightly from 0.652 to 0.651 (p=0.173); CSAS-C reduces from 15.087 to 12.609 (p=0.001); in the aspect of physiological parameter, the average heart rate before the intervention is 93.296, while the one after intervention is 94.209 (p=0.484); as for the time domain analysis of heart rate variability, SDNN (p=0.256), RMSSD (p=0.089), NN50 (p=0.277) and pNN50 (p=0.108) are all declining without significant difference on the statistics; in the terms of frequency domain analysis, very low frequency (p=0.224), LF (p=0.543), total power (p=0.523), regularization low-frequency power ratio (p=0.036) and the power ratio of low and high frequency (p=0.055) are rising, and so are high-frequency power (p=0.274) and regularization high-frequency power ratio (p=0.036). The preliminary result of this study has shown that, according to the analysis of the interaction between children and intelligent interaction device and their participation in games, the device appearance, built-in function and matched game design are all highly acceptable to general children in the aspect of subjective feeling, and children have fun in all the games. Beside, the situation anxiety in self-assessment is declined. From the aspect of objective physiological change, the excitement and changing of physiological status happens in children''s interaction with the device and in the games have been indicated in the analysis of heartbeat aberration rate. The innovative development of intelligent interaction device in this study is feasible and practical to be applied to the design of children''s game, which can be used to expand and develop unique game mode in the future situational application.
Subjects
Internet of Things
Smart & Interactive Devices
Children’s Play
Heart Rate Variability
SDGs

[SDGs]SDG3

Type
thesis
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