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    <article-meta>
      <title-group>
        <article-title>Serious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Kathrin Gerling, Matthias Klauser and Maic Masuch Entertainment Computing Group University of Duisburg-Essen Forsthausweg 2 47057 Duisburg</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children's motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Serious Games</kwd>
        <kwd>Tangible User Interfaces</kwd>
        <kwd>Design for Children</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Research has shown that insufficient dental hygiene of
children and teenagers has a negative impact on the
development of their second dentition: Children whose
primary teeth have been affected by cavity are at a
significantly higher risk of developing caries during
adolescence and adult life [
        <xref ref-type="bibr" rid="ref13">12</xref>
        ]. Therefore, it is important to
inform children and teenagers about different means of
dental hygiene at a very early stage. Because it is difficult
to reach school children and teenagers through educational
videos, flyers or other information sessions, new ways of
communication have to be found. We believe that a serious
game has the potential of reaching our target audience due
the positive impact of playful applications on children’s
motivation [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ]. In addition to that, tangible user interfaces
enhance immersive effects of digital games, and thus have
the potential to deeply engage users in game play [
        <xref ref-type="bibr" rid="ref7">6</xref>
        ].
Moreover, possible positive effects of tangible interfaces
for education are discussed, e.g. the improvement of
learning processes due to the closer link between cognition
and perception as well as the improvement of collaborative
work between children sharing the same computer [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ].
Besides, studies have shown that the availability of tangible
interfaces for children may reduce the need for instruction
[
        <xref ref-type="bibr" rid="ref24">23</xref>
        ].
      </p>
      <p>In this paper, we describe our tangible approach towards
interface design for a game for dental health which features
a user interface based on real-world items and thereby tries
to convey psychomotor skills along with factual knowledge
on dental hygiene.</p>
      <p>RELATED WORK
The issue of dental hygiene of children and teenagers has
rarely been addressed by serious games.</p>
      <p>A ubiquitous approach towards teaching tooth brushing to
school children has been suggested by Chang et al. [3].
Their system tracks children’s brushing behavior while
cleaning their teeth and presents brushing results on an
LCD display. Additionally, they conducted an
accompanying study which showed an improvement of
brushing strategies and a significantly longer overall
brushing time. Nevertheless, the application only includes
few game elements and focuses on sensorimotor skills
instead of game play, which might affect player’s
motivation in the long run.</p>
      <p>Dental Attack [4] is a serious game featuring 3D graphics
in which the player has to protect a large tooth from cavity
by administering correct cleaning behaviour. It aims at
improving the player’s knowledge and motivation
regarding dental hygiene, but possible positive effects of
the game have not been validated in the context of an
evaluation.</p>
      <p>Additionally, a wide range of flash games featuring the
topic of dental hygiene is available on the internet.
Furthermore, tangible interfaces for children have
frequently been discussed and a variety of playful
applications has been designed.</p>
      <p>
        TICLE was designed by Scarlatos et al. and is an early
approach to game design based on tangible interfaces for
children. It is a tabletop tangram game which supervises
player’s movements and offers help when necessary [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ].
Karime et al. [9] created a Magic Stick which enables very
young children to use digital entertainment systems. The
tangible stick combines RFID and Bluetooth technology
and can be used to read information about pictures from
tagged image books which are then displayed in a virtual
scene.
      </p>
      <p>
        Ryokai et al. [
        <xref ref-type="bibr" rid="ref18">17</xref>
        ] developed the concept of I/O Brush, a
camera-based drawing tool which allows children to read
color and texture information from their environment and
apply it to virtual images.
      </p>
      <p>Furthermore, Ho et al. [8] approached serious game design
from the perspective of tangible user interfaces and created
a health game aimed at children attending primary school
which implements the Nintendo WiiMote.</p>
      <p>GAME CONCEPT
The game concept presented within this paper is based on
the idea of fusing game mechanics and learning units in
order to create an immersive user experience. It features a
combination of two complementary game modes which
incorporate different didactic goals. Furthermore, the
concept aims at the implementation of intuitional
interaction paradigms designed to engage the player in
game play and to facilitate learning processes. A detailed
description of the game concept and its didactic foundation
was published in [7].</p>
      <p>Game Design
Our game design suggests the combination of two game
modes, nutrition-mode and cleaning-mode, to implement
in-game challenges which address different learning
objectives.</p>
      <p>In nutrition-mode, the player has to take care of a group of
teeth advancing through the game in a style similar to 2D
side-scrolling games (cf. Figure 1). Each level consists of a
set of comestibles which the teeth have to chew.
Additionally, a time limit which represents an average
playing value is implemented to support the calculation of a
comprehensible high score at the end of the level. While
the group encounters challenges represented by a variety of
comestibles causing negative effects ranging from
contamination and plaque to dental decay, the player may
unlock bonus items such as fluoride gel or chewing gum by
entering quick mini game challenges or decide to switch to
cleaning-mode in order to administer cleaning treatment.
After switching to cleaning-mode, the player is asked to
choose from a set of three cleaning instruments displayed at
the top of the screen (cf. Figure 2). He may decide to use a
tooth brush, mouthwash or dental floss to remove traces of
comestibles and plaque. Depending on the player’s choice,
an adequate input device allowing the conduction of
different cleaning gestures has to be selected (cf. Enhanced
Tangible Interaction).</p>
      <p>During game play, the user is given the possibility of
returning to each of the game modes as necessary. At the
end of each level, scores are calculated based on the
average status of the group of teeth and the overall quality
of cleaning behavior administered by the player. Thereby,
the player receives additional feedback regarding his
ingame performance.
The game tries to raise children’s motivation by putting
them in charge of a group of teeth while equipping them
with different tools. During game play, children are
continuously asked to make choices and consider
consequences of their actions while being provided with
immediate feedback. Thereby, the game aims at the
improvement of their self-efficacy while challenging their
factual knowledge regarding dental hygiene. Furthermore,
our game concept addresses motivational aspects by the
presentation of teeth as vulnerable creatures which depend
on the player’s care and protection.</p>
      <p>Additionally, the transfer of factual knowledge is fostered
by the visualisation of dental decay caused by the
consumption of comestibles during nutrition-mode.
Depending on the type of comestible which was
encountered by the group of teeth supervised by the player,
plaque or contamination is caused. Furthermore, the speed
of decay is affected by the core ingredients of each
comestible, such as sugar (e.g. chocolate) or acid (e.g.
cola). Besides, the game accentuates dependencies between
eating habits and their impact on specific requirements of
adequate means of cleaning through different game
mechanics.</p>
      <p>The development of sensorimotor skills is addressed by the
implementation of cleaning-mode, which requires
gesturebased interaction and includes the application of real-world
items as input devices (cf. Enhanced Tangible Interaction).
INTERACTION DESIGN
Interaction design for children and teenagers is a
challenging task due to the particularly wide range of
cognitive and sensorimotor skills of the target audience.
This requires an inclusive design approach which takes
different stages of children’s development into account [2].
Our game tries to address this issue by offering two
interaction concepts which require different levels of
sensorimotor precision and both try to reduce children’s
cognitive load by implementing facile input paradigms. The
basic approach towards interaction design includes mouse
and keyboard input, whereas the enhanced interaction
concept is based on the implementation of tangible
controllers, i.e. the Nintendo WiiMote and real-world
items.</p>
      <p>Additionally, we believe that our tangible approach to
interface design may address a broader audience and
activate children’s curiosity, which would be ideal
regarding our target audience of both younger children and
teenagers.</p>
      <p>Basic Interaction Design
The game features a conventional user interface based on
the combination of mouse and keyboard input. The player
is offered the possibility of interacting through
point-andclick operations as well as keyboard input: During
nutrition-mode, the group of teeth is moved using arrow
keys. After switching to cleaning-mode by using the mouse
to click on a particular tooth, further mouse input is
required to perform different cleaning actions. In order to
evaluate the quality of the player’s attempts to use different
cleaning instruments, we implemented a gesture
recognition system which is also used within the enhanced
tangible interaction and is described in the following
section.</p>
      <p>The advantage of this basic approach is the wide
availability of mouse and keyboard as input devices.
Additionally, many children and teenagers have previous
experience with similar interaction paradigms, which is
likely to provide an easy entry to game play. However,
input in cleaning-mode requires accurate mouse
movements which might not be suitable for younger
children. Therefore, an enhanced tangible interaction
applying real-world items as input devices was
implemented.</p>
      <p>
        Enhanced Tangible Interaction
In contrast to our suggestion for a basic interaction scheme,
the enhanced design embeds real world items into the
game. It introduces infrared input recognition which is
based on the idea of implementing a gesture-based interface
which allows young children to actively participate in game
play and engages older kids due to its innovative nature.
In this context, we decided to use Nintendo’s WiiMote as
primary input device because it is one of the most popular
controllers for digital games. Furthermore, it provides us
with a variety of information on user input through its
button interface, translatory sensors and the additional
infrared interface. Additionally, the availability of a wide
range of third party software such as the WiimoteLib [
        <xref ref-type="bibr" rid="ref23">22</xref>
        ]
facilitates the implementation of the device.
      </p>
      <p>The game requires a total of two WiiMotes: One Mote is
used as regular pointing device, another mote is located in
front of the player and serves as infrared camera. In the
following section, both input paradigms will be described.</p>
      <p>WiiMote Input
The primary WiiMote controller is implemented as
pointing device. This setup requires a wireless infrared
sensor bar similar to the bar delivered with the Nintendo
Wii, which is positioned in front of the player in order to
track input via the infrared interface. Furthermore, button
input is registered to trigger in-game events.</p>
      <p>During nutrition-mode, this remote is used to control the
group of teeth representing the player, to participate in
mini-games in order to unlock bonus items and to switch to
cleaning-mode when necessary. In cleaning-mode, the
pointing mote may be used to select an appropriate
cleaning device. Once a device has been selected, the
player needs to exchange the pointing remote with the
corresponding reflector-based input device.</p>
      <p>Camera-based Input
Instead of using the WiiMote as pointing device in
combination with a stationary sensor bar, it is also possible
to implement the remote as fixed infrared camera and move
a source of infrared light instead. Thereby, it is possible to
track different input gestures conducted by the user if he or
she is equipped with adequate input devices. This allows us
to implement a tangible user interface which is based on the
idea of utilizing real world items as input devices.</p>
    </sec>
    <sec id="sec-2">
      <title>User</title>
      <p>WiiMote</p>
      <p>Input
Input Items
Brush
Cup
Floss</p>
    </sec>
    <sec id="sec-3">
      <title>System</title>
      <p>Input
Detection</p>
      <p>Gesture
Recognition</p>
      <p>System
Display /
Audio</p>
      <p>Game</p>
      <p>Input
Evaluation</p>
      <p>User
Feedback</p>
      <p>Technically, there are two different approaches based on
the idea of casting infrared light on a stationary infrared
camera which we considered for our setup. Both require the
implementation of additional LEDs similar to those used
for the original sensor bar. The LEDs utilized for the array
should ideally have a peak wavelength of 950nm, otherwise
tracking results are not stable enough and are easily
influenced by other sources of infrared light, e.g. sunlight.
At first, we tried to invert the regular pointing system by
attaching LEDs directly to the objects which would then be
used as input devices. This requires a power supply which
either needs to be attached to the object or has to be
connected by wire. Unfortunately, this may be a
disadvantage when designing for children since the
prototypical input devices we developed were very fragile
and could easily be damaged when dropped or carelessly
handed over to another person. Because we were intending
to use the interface for teenagers and younger children, it
was also problematic that most LEDs which are currently
available have an operating temperature up to 75°C and
therefore cannot be used in interface design for kids
without the risk of injury. However, this method returns
good transmission results and offers the possibility of
tracking single input devices as LEDs may be used as
markers which are recognized by the system during game
play. Thereby, it is possible to determine whether the
player is using the correct input device.</p>
      <p>
        Alternatively, it is possible to implement a system which
does not require the attachment of LEDs to the hardware
user interface: The installation of an LED array casting
infrared light towards the player in combination with the
camera WiiMote allows us to track user input without
attaching any electronics to the input devices of our choice.
Because we wanted to be able to track more than one input
event at a time at a later point of development, we decided
to adapt a multi-touch finger tracking system originally
designed by Chung Lee [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ] which supports up to four
touches and requires an LED array throwing infrared light
at the player. It is written in C# and can easily be combined
with the latest version of Microsoft’s XNA Game Studio
[
        <xref ref-type="bibr" rid="ref15">14</xref>
        ] and the WiimoteLib [
        <xref ref-type="bibr" rid="ref23">22</xref>
        ].
      </p>
      <p>To improve tracking results, Chung Lee suggests that
players attach reflective tape to their finger tips which
increases the amount of infrared light being thrown back at
the camera remote. Instead of adding reflective tape to the
player’s fingers, we decided to attach it to a tooth brush, a
cup and an imitation of dental floss. In order to achieve an
acceptable transmission result, we used Scotchlite Solas
GradeTM, which is a type of reflective tape that is
commonly used in shipping. Besides a high flexibility, the
tape concentrates light rather than having a dispersive
effect which increases the amount of light being returned to
the camera remote.</p>
      <p>Interface and
Recognition System</p>
      <p>LED Array
Camera WiiMote</p>
      <p>Gesture
recognition</p>
      <p>IR light
reflection</p>
      <p>User</p>
      <p>Tools with
reflective tape
(Tooth brush, cup
or dental floss)</p>
      <p>Game
In order to receive a strong infrared signal, we used an LED
array consisting of 40 LEDs with a wavelength of 940nm
(+/- 50nm). We installed the LED array on a wooden rack
with a little hinge which allows for the adjustment of the
LED array in a very flexible manner. This is particularly
important because the angle of the array needs to be
adjusted according to each player’s body size to grant an
optimal tracking result. On top of the rack, a clamp was
installed which allows us to mount the camera WiiMote
accordingly (cf. Figure 3).</p>
      <p>The advantage of this method is the fact that the input
devices are lightweight and fully functional without any
additional electronics or other attachments which might
disturb the user (e.g. wires connecting the device to the
system). If necessary, all input devices can be replaced at
low cost, because average retail items can be used which
only need to be enhanced with reflective tape.</p>
      <p>Figure 5 shows how input information is processed by the
system described in the previous section. First, the LED
array casts infrared light towards the objects utilized by the
player. Second, light is reflected by the input device and
thus recorded by the camera WiiMote. Then, 2D
coordinates representing the relative position of the input
device to the camera are obtained and translated into mouse
coordinates. Therefore, it is possible to apply regular mouse
gesture recognition algorithms during the next step of
information processing. Afterwards, information regarding
the quality of player input is passed on to the game and
corresponding feedback is displayed to the player.
For each instrument in cleaning mode, a corresponding
object was chosen and laminated with reflective tape. Thus,
the game features a tooth brush, a cup as well as an
imitation of dental floss made of cord and wooden pearls
(cf. Figure 6).</p>
      <p>The following section describes the set of characteristic
input gestures which is required to play the game.
To use the cup filled with mouth wash, the player has to lift
it up to his face and pretend to drink out of it. Thereby, the
camera records a vertical movement which can easily be
identified by the gesture recognition system. Dental floss is
used by picking up the cord with both hands and slowly
lifting both ends in an alternating rhythm. Since the
tracking system supports multiple input sources, two
vertically moving objects are detected and submitted to the
game as player input.</p>
      <p>If the player uses the cup or dental floss, the game only
checks whether the corresponding gesture has been
completed. However, if the tooth brush is used, the quality
of the gesture has to be evaluated. Therefore, a more
complex interpretation process is required which is able to
determine the precision of each player’s cleaning behavior.
Thus, we implemented a simple algorithm which allows us
to judge whether player input was good, average or bad.
If the tooth brush is used correctly, a circular movement is
registered by the system. As this is a continuous process,
the cleaning period is split into cycles. Once one cycle
within the brushing process is finished, the recognition
system evaluates the accuracy of the player’s cleaning
movement by comparing player input to an ideal circular
movement. Figure 6 shows the recognition process: If user
input is registered which may be similar to circle A (good)
or circle C (bad), it is compared to the ideal circle B. Based
on four distinctive points of the player’s input gesture, the
area of the circle is approximated and compared to the ideal
circle which is based on a set of four predefined values. It
was necessary to reduce the amount of values drastically to
reach an acceptable level of system performance and to be
able to deliver immediate visual feedback to the user. In
order to determine whether the input cycle has been
finished, each circle is split into four areas (cf. Figure 7).
The transition between two areas can be detected by a
corresponding change of the X and Y values of mouse
coordinates. Depending on the alteration of these
coordinates, the system defines an initial starting point at
which the cycle started and is later expected to end.
Thereby, the system is able to distinguish between circular
strokes and mere vertical or horizontal scrubbing. Finally,
the user is provided with visual feedback regarding the
individual cleaning performance.</p>
      <p>In contrast to regular mouse and keyboard input, the
enhanced interaction design offers a more complex, yet
intuitional tangible interface which we expect to have a
positive impact on player’s motivation and engagement. In
the following chapter, we describe the results of a first
focus group test during which both interaction paradigms
were compared.</p>
      <p>FOCUS GROUP TESTING
In order to evaluate the two interaction concepts presented
within the previous chapter, a stable and fully playable
prototype which offers both mouse and keyboard input as
well as WiiMote and item-based interaction was created.
The focus-group test was conducted with nine school
children with a mean age of 10 (range 9 to 11). The group
consisted of three girls and six boys, all of the children
were from socially disadvantaged families and therefore at
a generally higher risk of suffering from the consequences
of insufficient dental hygiene. Therefore, the focus group
represented one of the core audiences of our design
concept. Besides, all participants had previous experience
using the computer and playing games.</p>
      <p>
        Setting and Method
At the beginning of the test, the children were divided into
two groups. Group A consisted of five children and was
later on presented with the enhanced tangible interaction
using both WiiMote and real-world items. Group B
consisted of four children who were asked to play the game
using keyboard and mouse. Each group was granted one
hour of playing time followed by a fifteen-minute
structured group interview. Before the start of the playing
session, the interaction methods as well as keyboard and
button mappings were explained. During game play,
children were observed and asked questions about their
ingame actions according to the Active Intervention method
suggested for the evaluation of interactive products with
children subjects [
        <xref ref-type="bibr" rid="ref22">21</xref>
        ], which is closely related to
thinkaloud techniques [
        <xref ref-type="bibr" rid="ref6">2, 5</xref>
        ]. The test was conducted within the
group’s school environment and accompanied by teaching
staff.
      </p>
      <p>Results and Interpretation
Children’s comments during the playing session showed
that group B generally had no difficulties approaching the
game, because all children had previous experience using
the combination of mouse and keyboard as input devices
for digital games. On the contrary, participants of group A
needed assistance when switching from WiiMote to
itembased interaction. Difficulties were primarily caused by the
fact that the specific version of the LED array required
careful player alignment and did not take children’s
restlessness into account. In that context, using a regular
tooth brush and cup was advantageous because these items
turned out to be very robust and are barely affected by
careless treatment. Additionally, comments showed that
children within group A were enthusiastic about the use of
real-world items as input devices and were highly
motivated to enter cleaning-mode to take proper care of
their virtual teeth. In this regard, we observed that children
within group A generally showed a higher willingness to
cooperate with their peers than participants within group B.
We believe that the increase in participants’
communication can be accredited to the availability of
several input devices which encourages collaborative game
play rather than indicating a 1:1 relationship between one
user and the system through a regular mouse and keyboard
setup.</p>
      <p>The observations which were made during both playing
sessions were generally supported by children’s statements
and comments in the context of the follow-up interview.
All of the subjects within group A claimed that they
preferred cleaning-mode over nutrition-mode because it
allowed for the use of real-world items as input devices,
which they commented on as “fun”, “magic” and
“exciting”. Participants of group B reported that they
enjoyed playing the game but did not make any distinction
between both modes. When questioned about the user
interface in particular, they explained that they found the
interface to be usable, but their comments did not show the
same curiosity and enthusiasm as those of participants
within group A.</p>
      <p>In general, the focus-group test showed that new
technologies offer great opportunities for educational
games because they have the potential to engage children in
a playful learning process. Teaching staff positively
highlighted the fact that their students actively discussed
ingame actions as well as aspects of dental hygiene, which in
their opinion offers a good opportunity of picking up the
topic of dental hygiene in a more formal context. Thus, the
game could probably be used in a classroom context to
introduce the topic of dental hygiene. Furthermore, the
implementation of tangible interfaces in combination with
gaming applications may foster implicit learning processes,
because the player’s desire to master the game requires
mastery of the input devices, too.</p>
      <p>DISCUSSION
The focus group test showed that the tangible approach
towards interaction design for serious games has the
potential of engaging children in game play and learning
processes. Nevertheless, this first approach only included
few subjects and should be understood as an indication of
future research focuses rather than an extensive evaluation
allowing definite conclusions regarding usability, interface
design and learning success.</p>
      <p>One of the biggest advantages of the reflector-based
approach to interface design presented within this paper is
the fact that all tangible input devices required during
cleaning-mode are lightweight and robust as they do not
utilize fragile technology. Additionally, they can easily be
replaced at low cost since the current implementation is
based on conventional cleaning instruments enhanced with
reflective tape, which is ideal for the design of tangible
interfaces for children.</p>
      <p>However, the current implementation does not allow the
game to determine whether the player utilized the correct
cleaning instrument. This may be problematic if the game
is played without supervision. Besides, we learned about a
number of usability issues regarding the setup process of
the game during the focus group test, for instance
establishing a Bluetooth connection between the WiiMote
and a PC is rather difficult due to connectivity issues and
requires a level of technical expertise which should not be
assumed. Furthermore, the current setup of the WiiMote
and LED array is very prototypical (cf. Figure 3) and is not
suitable for unsupervised use by children and teenagers yet.
FUTURE WORK
Future work will include the replacement of the camera
WiiMote by a regular infrared camera to address
connectivity issues and to facilitate the setup process which
is required to play the game. This is especially important as
a comprehensive clinical study requires an increased level
of usability regarding the technical installation as the
system needs to be set up by both teaching and medical
staff. Additionally, we are planning on introducing a new
rack to carry the camera WiiMote and the LED array which
is suitable for repeated use in the context of a clinical study.
Besides, it is planned to add a basic logging system to the
game which tracks the most important in-game actions
performed by the player, such as the use of cleaning
instruments or the frequency of cleaning sequences during
game play. Additionally, metadata such as the overall
playing time and high scores could be included in the
logfiles. Implementing a logging system offers the
opportunity of supporting possible general findings of the
evaluation by individual player data, which may support
the interpretation process of evaluation results.</p>
      <p>Additionally, our hypothesis regarding the activation of
implicit learning processes through tangible user interfaces
for serious games needs to be tested within an evaluation of
learning success. This includes the revision of additional
hypotheses concerning the transfer of factual knowledge as
well as psychomotor aspects. We hope to conduct these
tests in the context of a clinical study which is currently
being prepared.</p>
      <p>
        Furthermore, we would like to conduct further research
regarding the aspect of the development of game mechanics
in combination with didactic goals. The fusion of game
elements and learning units to positively influence
children’s self-perception and thereby affect behavioral
outcomes has previously been proven to be effective in the
context of a serious game designed for children diagnosed
with cancer [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ], but has rarely been discussed from the
perspective of serious game design.
      </p>
      <p>ACKNOWLEDGMENTS
We would like to thank our project partners Prof. Dr. Elmar
Hellwig and Johan Wölber of the School of Dentistry of the
University Medical Center Freiburg for the creation of a
serious game for dental health and their excellent support
regarding all dental issues. Furthermore, we would like to
thank Manuel Grundmann and Michael Mayer for their
work on the game design and prototypical implementation
of the game within their graduate research project.</p>
      <p>&amp;</p>
      <p>Children (IDC ’07):</p>
      <sec id="sec-3-1">
        <title>WiiMote</title>
        <p>[last</p>
      </sec>
      <sec id="sec-3-2">
        <title>Project.</title>
        <p>access:
(2009).
[last access:</p>
      </sec>
    </sec>
  </body>
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