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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...

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Autores principales: 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
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
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
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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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