Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/114267
| DC Field | Value | Language |
|---|---|---|
| dc.contributor | School of Design | en_US |
| dc.contributor | Department of Computing | en_US |
| dc.creator | Liu, B | en_US |
| dc.creator | Ye, Q | en_US |
| dc.creator | Yang, J | en_US |
| dc.creator | Zhang, J | en_US |
| dc.creator | Li, P | en_US |
| dc.creator | Luximon, Y | en_US |
| dc.creator | Zhang, J | en_US |
| dc.date.accessioned | 2025-07-22T00:56:28Z | - |
| dc.date.available | 2025-07-22T00:56:28Z | - |
| dc.identifier.issn | 1071-5819 | en_US |
| dc.identifier.uri | http://hdl.handle.net/10397/114267 | - |
| dc.language.iso | en | en_US |
| dc.publisher | Academic Press | en_US |
| dc.subject | Children's nebulizer treatment | en_US |
| dc.subject | Gamification strategy | en_US |
| dc.subject | Interactive nebulizer mask | en_US |
| dc.title | FunBreath : a novel interactive nebulizer mask with gamification system for children's effective and enjoyable treatment | en_US |
| dc.type | Journal/Magazine Article | en_US |
| dc.identifier.volume | 203 | en_US |
| dc.identifier.doi | 10.1016/j.ijhcs.2025.103557 | en_US |
| dcterms.abstract | Nebulized therapy is essential for treating respiratory illnesses in children, yet it can elicit fear and resistance. To tackle this challenge, we developed FunBreath—a novel interactive nebulizer mask with a gamification system. By integrating both hardware and software components, we revolutionized the therapy experience. Our approach began with in-depth surveys to understand the needs of children and their parents in relation to nebulized therapy. Subsequently, for the software component, we adopted the mechanics-dynamics-aesthetics framework to create engaging interactive games. For the hardware component, we incorporated a pressure sensor to monitor children's breathing behavior, dynamically influencing gameplay. User studies suggest that the FunBreath system could provide a more effective and enjoyable therapy experience, potentially improving treatment adherence by enhancing children's motivation, increasing their participation, and reducing anxiety during treatment. This work enabled us to distill and contextualize pivotal gamification design principles for medical health products, paving the way for future advancements in this domain. | en_US |
| dcterms.accessRights | embargoed access | en_US |
| dcterms.bibliographicCitation | International journal of human computer studies, Sept. 2025, v. 203, 103557 | en_US |
| dcterms.isPartOf | International journal of human computer studies | en_US |
| dcterms.issued | 2025-09 | - |
| dc.identifier.scopus | 2-s2.0-105008318377 | - |
| dc.identifier.artn | 103557 | en_US |
| dc.description.validate | 202507 bcwh | en_US |
| dc.description.oa | Not applicable | en_US |
| dc.identifier.SubFormID | G000024/2025-07 | - |
| dc.description.fundingSource | RGC | en_US |
| dc.description.fundingSource | Others | en_US |
| dc.description.fundingText | This work was supported by grants from the Research Grants Council of the Hong Kong Special Administrative Region, China (Project No. GRF/PolyU 15616124) and Macao Polytechnic University, China (Project No. RP/FCA-03/2024). We sincerely thank the anonymous reviewers for their insightful comments and valuable suggestions. | en_US |
| dc.description.pubStatus | Published | en_US |
| dc.date.embargo | 2027-09-30 | en_US |
| dc.description.oaCategory | Green (AAM) | en_US |
| Appears in Collections: | Journal/Magazine Article | |
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