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Gepubliceerd in Mikroniek, nr. 6 2018 In manufacturing environments where collaborative robots are employed, conventional computer vision algorithms have trouble in the robust localisation and detection of products due to changing illumination conditions and shadows caused by a human sharing the workspace with the robotic system. In order to enhance the robustness of vision applications, machine learning with neural networks is explored. The performance of machine-learning algorithms versus conventional computer vision algorithms is studied by observing a generic user scenario for the manufacturing process: the assembly of a product by localisation, identification and manipulation of building blocks.
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Background: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.Objective: This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.Methods: We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.Results: Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: Open-ended Play, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used Forms of Play were physical or active form and games with rules. Finally, the most popular Playful experiences were control, challenge, and competition.Conclusions: The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.
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Introduction Negative pain-related cognitions are associated with persistence of low-back pain (LBP), but the mechanism underlying this association is not well understood. We propose that negative pain-related cognitions determine how threatening a motor task will be perceived, which in turn will affect how lumbar movements are performed, possibly with negative long-term effects on pain. Objective To assess the effect of postural threat on lumbar movement patterns in people with and without LBP, and to investigate whether this effect is associated with task-specific pain-related cognitions. Methods 30 back-healthy participants and 30 participants with LBP performed consecutive two trials of a seated repetitive reaching movement (45 times). During the first trial participants were threatened with mechanical perturbations, during the second trial participants were informed that the trial would be unperturbed. Movement patterns were characterized by temporal variability (CyclSD), local dynamic stability (LDE) and spatial variability (meanSD) of the relative lumbar Euler angles. Pain-related cognition was assessed with the task-specific ‘Expected Back Strain’-scale (EBS). A three-way mixed Manova was used to assess the effect of Threat, Group (LBP vs control) and EBS (above vs below median) on lumbar movement patterns. Results We found a main effect of threat on lumbar movement patterns. In the threat-condition, participants showed increased variability (MeanSDflexion-extension, p<0.000, η2 = 0.26; CyclSD, p = 0.003, η2 = 0.14) and decreased stability (LDE, p = 0.004, η2 = 0.14), indicating large effects of postural threat. Conclusion Postural threat increased variability and decreased stability of lumbar movements, regardless of group or EBS. These results suggest that perceived postural threat may underlie changes in motor behavior in patients with LBP. Since LBP is likely to impose such a threat, this could be a driver of changes in motor behavior in patients with LBP, as also supported by the higher spatial variability in the group with LBP and higher EBS in the reference condition.
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Sinds de invoering in 2002 van de bachelor-master structuur in het Nederlandse hoger onderwijs hebben Nederlandse instellingen voor hoger beroepsonderwijs hun bacheloropleidingen veelal opgedeeld in een major- en een minorgedeelte. De major vormt de hoofdmoot van de bacheloropleiding en wordt door alle studenten van de betreffende opleiding gevolgd. Minors zijn kleinere onderdelen van een bacheloropleiding, waarbij de student een keuze maakt uit een beschikbaar aanbod van minors. Minors bieden studenten de mogelijkheid hun bacheloropleiding vorm te geven op een wijze die aansluit bij hun persoonlijke ambities, interesses en kwaliteiten. Van hogescholen mag worden verwacht dat ze een passend minoraanbod ontwikkelen en dat ze studenten voorlichten over en begeleiden bij hun minorkeuze. Daarbij is het van belang kennis te hebben van beïnvloedingsfactoren van minorkeuze. Uit vooronderzoek blijkt dat nauwelijks iets bekend is waardoor studenten zich bij het maken van een minorkeuze laten beïnvloeden. Dit promotie-onderzoek beoogt een bijdrage te leveren aan het opvullen van deze leemte. Op basis van literatuuronderzoek en veldonderzoeken onder studenten van een zestal hogescholen die deel uitmaken van Fontys Hogescholen is in kaart gebracht door welke factoren studenten zich laten beïnvloeden bij het maken van een minorkeuze.
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In this paper we investigate the expression of emotions through mediated touch. Participants used the Tactile Sleeve for Social Touch (TaSST), a wearable sleeve that consists of a pressure sensitive input layer, and a vibration motor output layer, to record a number of expressions of discrete emotions. The aim was to investigate if participants could make meaningful distinctions in the tactile expression of the emotions.
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Assistive Technology (AT) is any technology that supports people with functional difficulties to perform their daily activities with less difficulty and/or obstruction, thus contributing to a more fulfilling life. This refers to people of all ages and to all kinds of functional limitations, either permanent or temporary. Assistive products can be traditional physical products, such as wheelchairs, eyeglasses, hearing aids, or prostheses, but they can also be special input devices, care robots, computers with accessible software, apps for smartphones, home automation solutions, virtual realities, etc. It is essential to understand that AT involves more than just familiar products, and that it also includes knowledge about the personalized selection of appropriate solutions, provisions, and services, as well as the training of all parties involved, the measurement of outcomes and impacts, awareness of ethical issues, etc.
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