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D-TOX: Inducing Digital Detox for Nighttime via Smart Lamp Applied Gamification

Published: 27 June 2017 Publication History

Abstract

We present D-TOX, a user-centered design that by applying gamification to a smart lamp and mobile application reduces the frequency of smartphone usage during nighttime. Many children make use of their smartphone without any significant reason before sleep which prevents them from getting a good rest. To avoid this, we focused on developing a corrective system that removes their smartphone from their hands. We reward the user using gamification. The lamp's color and intensity varies depending on the smartphone usage which feedbacks the user. Through a user study, we confirmed the significance and usability of the device.

References

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M. Emek. 2014. Digital detox for the holidays: are we addicted? http://hdl.handle.net/11376/1059
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Harari, G. M., Gosling, S. D., Wang, R., Chen, F., Chen, Z., & Campbell, A. T. (2017). Patterns of behavior change in students over an academic term: A preliminary study of activity and sociability behaviors using smartphone sensing methods. Computers in Human Behavior, 67, 129--138.
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J. Hamari, J. Koivisto, and H. Sarsa. 2014, January. Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025--3034). IEEE.
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Y. R Joi, B. T. Jeong, J. H. Kim, K. H. Park, T. Lee, and J. D. Cho. 2015, October. WearLove: Affective Communication via Wearable Device with Gamification. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 559--564). ACM.
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Jungmin KIM and Hyunju KIM. 2016. Value congruency of exchanged resources on the Relational Satisfaction between adolescent and their mothers. Family and Culture, 28, 207--232.
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F. Lepe Salazar, T. Yamabe, T. Alexandrova, Y. Liu, and T. Nakajima. 2012, May. Family interaction for responsible natural resource consumption. In CHI'12 Extended Abstracts on Human Factors in Computing Systems (pp. 2105--2110). ACM.
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Cited By

View all
  • (2024)Awareness of Gamification as a Non-Pharmacological Intervention in Sleep Health Research: A Systematic Literature Review2024 9th International Conference on Computer Science and Engineering (UBMK)10.1109/UBMK63289.2024.10773497(1-6)Online publication date: 26-Oct-2024
  • (2023)A Smart Speaker Lamp for Assisting Bedtime Smartphone Non-Use: A Feasibility Study2023 14th International Conference on Information and Communication Technology Convergence (ICTC)10.1109/ICTC58733.2023.10392827(1547-1552)Online publication date: 11-Oct-2023
  • (2020)Tangible Interaction with Light: A ReviewMultimodal Technologies and Interaction10.3390/mti40400724:4(72)Online publication date: 5-Oct-2020

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  1. D-TOX: Inducing Digital Detox for Nighttime via Smart Lamp Applied Gamification

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    Published In

    cover image ACM Conferences
    IDC '17: Proceedings of the 2017 Conference on Interaction Design and Children
    June 2017
    808 pages
    ISBN:9781450349215
    DOI:10.1145/3078072
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 27 June 2017

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    Author Tags

    1. adolescent
    2. corrective action
    3. digital detox
    4. gamification
    5. reward
    6. smart lamp

    Qualifiers

    • Work in progress

    Funding Sources

    • The Ministry of Trade Industry and Energy Korea

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    IDC '17
    Sponsor:
    IDC '17: Interaction Design and Children
    June 27 - 30, 2017
    California, Stanford, USA

    Acceptance Rates

    IDC '17 Paper Acceptance Rate 25 of 118 submissions, 21%;
    Overall Acceptance Rate 172 of 578 submissions, 30%

    Upcoming Conference

    IDC '25
    Interaction Design and Children
    June 23 - 26, 2025
    Reykjavik , Iceland

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    Cited By

    View all
    • (2024)Awareness of Gamification as a Non-Pharmacological Intervention in Sleep Health Research: A Systematic Literature Review2024 9th International Conference on Computer Science and Engineering (UBMK)10.1109/UBMK63289.2024.10773497(1-6)Online publication date: 26-Oct-2024
    • (2023)A Smart Speaker Lamp for Assisting Bedtime Smartphone Non-Use: A Feasibility Study2023 14th International Conference on Information and Communication Technology Convergence (ICTC)10.1109/ICTC58733.2023.10392827(1547-1552)Online publication date: 11-Oct-2023
    • (2020)Tangible Interaction with Light: A ReviewMultimodal Technologies and Interaction10.3390/mti40400724:4(72)Online publication date: 5-Oct-2020

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