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Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game
BACKGROUND: New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by mea...
Autores principales: | , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6996757/ https://www.ncbi.nlm.nih.gov/pubmed/31951216 http://dx.doi.org/10.2196/10987 |
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author | Amantini, Susy Nazaré Silva Ribeiro Montilha, Alexandre Alberto Pascotto Antonelli, Bianca Caseiro Leite, Kim Tanabe Moura Rios, Daniela Cruvinel, Thiago Lourenço Neto, Natalino Oliveira, Thais Marchini Machado, Maria Aparecida Andrade Moreira |
author_facet | Amantini, Susy Nazaré Silva Ribeiro Montilha, Alexandre Alberto Pascotto Antonelli, Bianca Caseiro Leite, Kim Tanabe Moura Rios, Daniela Cruvinel, Thiago Lourenço Neto, Natalino Oliveira, Thais Marchini Machado, Maria Aparecida Andrade Moreira |
author_sort | Amantini, Susy Nazaré Silva Ribeiro |
collection | PubMed |
description | BACKGROUND: New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by means of augmented reality. OBJECTIVE: This study aims to present a protocol on the development of a serious game to motivate oral hygiene practice in children. METHODS: A serious game will be designed by augmented reality techniques to improve toothbrushing effectiveness of children aged 6 to 10 years. The functional structure of this interface is activated by means of movements recognized by Kinect (Microsoft Corp). The toothbrushing technique will be available in the game, enabling the children to execute the movement in the virtual environment. By identifying errors, this game will be tailored to improve the oral health of children by correcting the technique and teaching the user the adequate toothbrushing method. A template analysis will be performed to identify barriers and facilitators in each scenario. RESULTS: After the implementation of the virtual interactive and immersive panels, enrollment will begin and evaluations will be made by means of questionnaires distributed to participants who interact with the game. Thus, an analysis of the product efficacy will be conducted. The expected outcome will be to obtain a digital instrument to motivate oral hygiene practice and enhance health awareness in children. CONCLUSIONS: The serious game will support the prevention of oral diseases by sharing scientific research in the school environment and community. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/10987 |
format | Online Article Text |
id | pubmed-6996757 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-69967572020-02-20 Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game Amantini, Susy Nazaré Silva Ribeiro Montilha, Alexandre Alberto Pascotto Antonelli, Bianca Caseiro Leite, Kim Tanabe Moura Rios, Daniela Cruvinel, Thiago Lourenço Neto, Natalino Oliveira, Thais Marchini Machado, Maria Aparecida Andrade Moreira JMIR Res Protoc Protocol BACKGROUND: New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by means of augmented reality. OBJECTIVE: This study aims to present a protocol on the development of a serious game to motivate oral hygiene practice in children. METHODS: A serious game will be designed by augmented reality techniques to improve toothbrushing effectiveness of children aged 6 to 10 years. The functional structure of this interface is activated by means of movements recognized by Kinect (Microsoft Corp). The toothbrushing technique will be available in the game, enabling the children to execute the movement in the virtual environment. By identifying errors, this game will be tailored to improve the oral health of children by correcting the technique and teaching the user the adequate toothbrushing method. A template analysis will be performed to identify barriers and facilitators in each scenario. RESULTS: After the implementation of the virtual interactive and immersive panels, enrollment will begin and evaluations will be made by means of questionnaires distributed to participants who interact with the game. Thus, an analysis of the product efficacy will be conducted. The expected outcome will be to obtain a digital instrument to motivate oral hygiene practice and enhance health awareness in children. CONCLUSIONS: The serious game will support the prevention of oral diseases by sharing scientific research in the school environment and community. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/10987 JMIR Publications 2020-01-17 /pmc/articles/PMC6996757/ /pubmed/31951216 http://dx.doi.org/10.2196/10987 Text en ©Susy Nazaré Silva Ribeiro Nazaré Silva Ribeiro Amantini, Alexandre Alberto Pascotto Montilha, Bianca Caseiro Antonelli, Kim Tanabe Moura Leite, Daniela Rios, Thiago Cruvinel, Natalino Lourenço Neto, Thais Marchini Oliveira, Maria Aparecida Andrade Moreira Machado. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 17.01.2020. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Research Protocols, is properly cited. The complete bibliographic information, a link to the original publication on http://www.researchprotocols.org, as well as this copyright and license information must be included. |
spellingShingle | Protocol Amantini, Susy Nazaré Silva Ribeiro Montilha, Alexandre Alberto Pascotto Antonelli, Bianca Caseiro Leite, Kim Tanabe Moura Rios, Daniela Cruvinel, Thiago Lourenço Neto, Natalino Oliveira, Thais Marchini Machado, Maria Aparecida Andrade Moreira Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game |
title | Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game |
title_full | Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game |
title_fullStr | Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game |
title_full_unstemmed | Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game |
title_short | Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game |
title_sort | using augmented reality to motivate oral hygiene practice in children: protocol for the development of a serious game |
topic | Protocol |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6996757/ https://www.ncbi.nlm.nih.gov/pubmed/31951216 http://dx.doi.org/10.2196/10987 |
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