Using hybrid toys to deliver physical therapy is an innovative way to engage children in personalised healthcare. However, there is an urgency to understand children’s needs in their digital-physical play experience, to effectively design these toys. The aims of this explorative study were to identify the needs of children in their play experience and to examine co-creation workshops as a mean to do that. Ten children and thirteen observers participated. Participants were asked to reflect on what they like most about play, while building a hybrid toy and discussing the rationale behind their actions. The statements were written down by the observers and analysed via concept mapping and network analysis to categorise them. Finally, the children filled in a questionnaire after the session to assess the acceptance of the workshop. We have found that the identified needs can refer to different aspects from psychological to practical functionality, providing a wide panorama of requirements. The results of the questionnaire show that children enjoyed the topic, the use of technology, and the process of co-creation. The combination of co-creation with concept mapping allows us to collect and categorise the identified needs to further develop future designs.
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Smart tangible toys, designed for hand manipulation, can transform fine motor skills assessment into enjoyable activities which are engaging for children to play (partially) unsupervised. Such toys can support school teachers and parents for early detection of deficiencies in motor skills development of children, as well as objectively monitor the progress of skills development over time. To make a game enjoyable for children with different skills level, these smart toys could offer an adaptive game play. In this paper we describe the design and deployment of a digital board game, equipped with sensors, which we use to explore the potential of using smart toys for fine motor skills assessment in children.
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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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Smart glasses have the potential to transform healthcare, but their acceptance and use are under pressure due to concerns about social interaction around smart glasses, such as privacy, intended use, and the social isolation of the user. However, the value is seen in healthcare, where they could potentially help manage demographic changes and growing staff shortages. This dissertation poses questions about the acceptance and appropriation of smart glasses in healthcare, including social and ethical implications. Under the premise that humans and technology mutually influence each other, a theoretical framework has been constructed to investigate the complexity of both acceptance and social interaction around smart glasses. In this dissertation, theoretical perspectives from technology acceptance and social cognitive theory are combined with the mediation perspective from philosophy of technology to better understand the appropriation of smart glasses. Through multiple studies, including analyses of YouTube comments, focus groups, a developed and validated questionnaire, and interviews with healthcare professionals, a detailed portrayal of the potential and challenges associated with the appropriation of smart glasses is provided. The results show that although there may initially be concerns and resistance, the perception of smart glasses can change positively after prolonged use. This dissertation emphasizes the importance of studying the appropriation of technology at different stages of diffusion and from different perspectives, to get a richer and more comprehensive picture of how innovations like smart glasses can best be integrated into healthcare.
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Continuing physical therapy at home can be stressful, challenging and unmotivating, especially for children. Researchers and students from the Amsterdam University of Applied Sciences, Utrecht University, Eindhoven University of Technology, University of Twente and partners (Ijsfontein external link, Roessingh Rehabilitation Centre external link, Phillips Research external link) are researching how to design smart toys with self-adaptive play complexity to motivate children with cerebral palsy (CP) to continue hand therapy at home. The Magic Monster prototype was presented during the Dutch Design Week 2022 as a part of the Embassy of Health exhibition.
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WZH Nieuw Berkendael biedt verpleeghuiszorg aan jonge cliënten met Niet Aangeboren Hersenletsel, neurologische aandoeningen en comazorg, dagbehandeling voor cliënten met een somatische zorgvraag en/of met niet aangeboren hersenletsel en AWBZ en/of eerstelijns behandeling aan (jonge) cliënten met niet aangeboren hersenletsel (zowel chronisch als revalidatieafdeling) en cliënten met neurologische aandoeningen. Onderscheidend t.o.v. de concurrent: de doelgroep betreft met name mensen tussen de 18 en 65 jaar met complexe problematiek, veelal ten gevolge van recent verworven hersenletsel. Op de eerste etage in het gebouw van Nieuw Berkendael is een grote ruimte cq atrium. Dit atrium wordt beschikbaar gesteld voor een sport & spel plaza, zodat cliënten en bezoekers een scala hebben aan recreatieve mogelijkheden. De opdracht die vanuit WZH Nieuw Berkendael komt luidde als volgt:'ontwerp een sport & spel plaza voor de NAH cliënten'. Het ontwerpdoel betreft het atrium op de eerste etage van het woonzorgcentrum Nieuw Berkendael. Het gaat dan in eerste instantie om de cliënten uit het verzorgingstehuis. Het is de bedoeling dat deze ruimte een plek gaat worden waar de cliënten met hun familie actieve spellen maar ook bordspellen kunnen spelen. De cliënten moeten zonder begeleiding van het personeel deel kunnen nemen aan de spellen. Na het afnemen van een enquête zal duidelijk worden wat de cliënten graag willen en of dat er naast de spellen ook behoefte is aan het opknappen van de ruimte. In dat geval zal de inrichting worden meegenomen in het adviesprotocol. Vanuit WZH Nieuw Berkendael zijn er ook nog een aantal randvoorwaarden gesteld: - Het sport & spel plaza moet een beperkt aantal prikkels bevatten. - De wegen moeten vrij gehouden worden in verband met veiligheidsroutes. - De kosten moeten beperkt blijven.
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This study will examine how branded games in the LEGO Ninjago franchise communicate the brand narrative through their mechanical, semiotic and referential design. Digital games as communicative tools facilitate a new paradigm of marketing focusing on experience creation through integrated marketing communication plans. The LEGO brand creates highly successful games that communicate the brand effectively. To explore the possibilities and counteract the simplistic use of branded games, this study introduces an innovative framework to formally analyze branded games and their communication of a brand narrative through mechanical, semiotic and referential layers. This framework introduces formal game design to advertising studies, while dragging game studies into branded ecosystems. Using the framework, we analyze LEGO Ninjago the Movie – The Videogame, to identify how this paid digital game expands the Ninjago universe and fulfills specific marketing purposes oriented to LEGO toy sets. Our analysis shows that on a mechanical and semiotic layer, the game presents a standalone experience catering to the universe of the Ninjago movie and the values of the Ninjago brand narrative. However, by framing the whole game as LEGO – in its materiality and interactable objects – the LEGO brand narrative of creative construction informs the act of play. The referential design in these games makes use of playful disruption of rules to instill additive comprehension in the player related to purchasable sets and content.
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Internet verlaagt maatschappelijke transactiekosten en de kosten verbonden met het regelen van samenwerking dramatisch. Het dwingt de onderneming dan ook de interne transactiekosten te verlagen en zichzelf veel meer dan vijf jaar geleden met “buiten” te vergelijken. Cocreatie, best practices, outsourcing maar ook nieuwe business modellen zijn er een direct gevolg van.
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Informatie- en communicatietechnologie (ICT) is doorgedrongen tot alle niveaus van de economie en samenleving. Bestaande grenzen tussen markten, bedrijven en consumenten worden opengebroken en nieuwe producten en diensten zijn steeds sneller, slimmer en goedkoper beschikbaar voor grote groepen consumenten. Door het toepassen van ICT kunnen transacties efficiënter en effectiever tot stand komen, als we tenminste met de nieuwe technologie leren omgaan. In E-business your business beschrijft de auteur het multidisciplinaire karakter van e-business. Het boek gaat over de invloed van ICT op de organisatie, de strategie en de marketing. Belangrijke ontwikkelingen zoals e-marketing, weblogs, RFID, internettelefonie, co-creatie, offshore outsourcing en mass customization worden op een heldere manier beschreven. Daarnaast geeft de auteur vijftig concrete tips om de omzet via internet te verhogen. Met dit boek raken studenten en managers vertrouwd met de wereld van e-commerce, e-business en internet.
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Hospitalisation is stressful for children. Play material is often offered for distraction and comfort. Weexplored how contact with social robot PLEO could positively affect a child’s well-being. To this end, we performed a multiple case study on the paediatric ward of two hospitals. Child life specialists offered PLEO as a therapeutic activity to children in a personalised way for a well-being related purpose in three to five play like activity sessions during hospital visits/stay. Robot–child interaction was observed; care professionals, children and parents were interviewed. Applying direct content analysis revealed six categories of interest: interaction with PLEO, role of the adults, preferences for PLEO, PLEO as buddy, attainment of predetermined goal(s) and deployment of PLEO. Four girls and five boys, aged 4–13, had PLEO offered as a relief from stress or boredom or for physical stimulation. All but one started interacting with PLEO and showed behaviours like hugging, caring or technical exploration, promoting relaxation, activation and/or making contact. Interaction with PLEO contributed to achieving the well-being related purpose for six of them. PLEO was perceived as attractive to elicit play. Although data are limited, promising results emerge that the well-being of hospitalised children might be fostered by a personalised PLEO offer.
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