BACKGROUND: Approximately 5%-10% of elementary school children show delayed development of fine motor skills. To address these problems, detection is required. Current assessment tools are time-consuming, require a trained supervisor, and are not motivating for children. Sensor-augmented toys and machine learning have been presented as possible solutions to address this problem.OBJECTIVE: This study examines whether sensor-augmented toys can be used to assess children's fine motor skills. The objectives were to (1) predict the outcome of the fine motor skill part of the Movement Assessment Battery for Children Second Edition (fine MABC-2) and (2) study the influence of the classification model, game, type of data, and level of difficulty of the game on the prediction.METHODS: Children in elementary school (n=95, age 7.8 [SD 0.7] years) performed the fine MABC-2 and played 2 games with a sensor-augmented toy called "Futuro Cube." The game "roadrunner" focused on speed while the game "maze" focused on precision. Each game had several levels of difficulty. While playing, both sensor and game data were collected. Four supervised machine learning classifiers were trained with these data to predict the fine MABC-2 outcome: k-nearest neighbor (KNN), logistic regression (LR), decision tree (DT), and support vector machine (SVM). First, we compared the performances of the games and classifiers. Subsequently, we compared the levels of difficulty and types of data for the classifier and game that performed best on accuracy and F1 score. For all statistical tests, we used α=.05.RESULTS: The highest achieved mean accuracy (0.76) was achieved with the DT classifier that was trained on both sensor and game data obtained from playing the easiest and the hardest level of the roadrunner game. Significant differences in performance were found in the accuracy scores between data obtained from the roadrunner and maze games (DT, P=.03; KNN, P=.01; LR, P=.02; SVM, P=.04). No significant differences in performance were found in the accuracy scores between the best performing classifier and the other 3 classifiers for both the roadrunner game (DT vs KNN, P=.42; DT vs LR, P=.35; DT vs SVM, P=.08) and the maze game (DT vs KNN, P=.15; DT vs LR, P=.62; DT vs SVM, P=.26). The accuracy of only the best performing level of difficulty (combination of the easiest and hardest level) achieved with the DT classifier trained with sensor and game data obtained from the roadrunner game was significantly better than the combination of the easiest and middle level (P=.046).CONCLUSIONS: The results of our study show that sensor-augmented toys can efficiently predict the fine MABC-2 scores for children in elementary school. Selecting the game type (focusing on speed or precision) and data type (sensor or game data) is more important for determining the performance than selecting the machine learning classifier or level of difficulty.
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The semantic web, social media and the amount of user-generated content continues to grow at a staggering rate. Social Media significantly contributed to the information flow during the Arab Spring, the Occupy and Wall Street movement continue to maintain a global online presence using social media technology. But is the social media information explosion really a unique event in media history? How did story telling evolve into social media? In order to place social media in its historical context and anticipate digital native expectations, we explore the origins of narrative and storytelling from the perspective of a documentary producer. How did past media technologies prepare the way for social media? How do digital natives perceive the world via social media and what do they expect from today's documentary producer? What are the viewing habits of digital natives? What do previous 'information explosions' have in common with social and digital media? These are essential questions for media and documentary producers navigating their way through the vast maze of social media technology and the semantic web, in addition to traditional media.
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Our IPD-projects have changed: more international partners became involved and simultaneously we started to carry out real projects for real companies. This caused a number of problems. In order to be able to give full support to the projects and conclude them with a nice, formal symposium we need financial funds. Therefore companies were asked for additional sponsoring, which introduced new problems. How we dealt with all these problems is explained in this paper. Other ways of co-operating with different partners in the IPD-projects are also considered. A recent development is to create combinations with students from secondary technical education that already work in practice. First experiments have started in February 2004. First results and further plans on these combinations are reported here.
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Purpose: This case study is presented to inform the reader of potential speech, language, cognitive, and emotional characteristics in preadolescent cluttering. Method: This case study describes a 10-year-old boy who started to clutter during preadolescence. The case illustrates that, in some adolescents, cluttering can co-occur with temporary stuttering-like behavior. In this case, signs of disturbances in speech-language production associated with behavioral impulsiveness as a young child were noted. Speech, language, cognitive, and emotional results of the case are reported in detail. Results: The changes in fluency development are reported and discussed within the context of changes in the adolescent brain as well as adolescent cognitive and emotional development. While being unaware of their speech condition before adolescence, during preadolescence, the changes in brain organization lead to an increase in rate and a decrease in speech control. Given that the client had limited understanding of what was occurring, they were at risk of developing negative communication attitudes. Speech-language therapists are strongly advised to monitor children with cluttering signals in the early years of their adolescence.
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This booklet contains the analyses and designs that were produced by international teams of students, designers and researchers on the revitalization of public space in the district of Kerkrade – West (Limburg, the Netherlands) in December 2017 during the International Design Workshop (re)CYCLE LIMBURG 2. It was partially built on knowledge, experiences and ideas from the preceding workshop in December 2016. The outcomes of the workshop are mainly presented in the form of drawings, maps, schemes, collages, artistic impressions etc. Both workshops were framed in the interdisciplinary project Kerkrade-West of Zuyd UAS and its Research Centre for Smart Urban ReDesign (SURD).
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This paper analyses the ways in which informal mediation channels facilitate service delivery in the Citizen Service Bureaus at the Municipal Corporation of Delhi and give rise to an interplay between formal and informal institutions. In particular, the personal backgrounds of brokers as informal mediators and how they ensure their acceptance amongst service seekers are explored. Further, the motivations of the service seekers to solicit help from these mediators as well as institutional responses from the municipal administration along with other relevant actors like the Government of National Capital Territory of Delhi are examined.
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Proefschrift. Het onderzoek gaat in op de vraag hoe westerse onderwijsinstellingen een strategie kunnen ontwikkelen voor het aangaan van winstgevende en duurzame relaties met buitenlandse onderwijsinstellingen. De focus van haar onderzoek zijn de internationale aspecten van governance in het hoger onderwijs.
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