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2010
Bread
and Games – Robert Huitema
Embodied
social networks for older adults – Renée van den Berg / Jan Belon / Sijme Geurts / Jelmer Siekmans
Shaping Play – Gijs Houdijk / Roel van Deventer / Niek Muris / Dirk van
Erve / Koen Verbruggen
Motivating
children during physical education classes – Marcel Ton
Repetitive
Curiosity to stimulate movement - Rob Tieben
2006 - 2009
A
methodology for Open Innovation - Communication between older adults –
Supporting
learning and Sports with Swinx -
Intelligent
Play Objects for Children - Innovative Sport Games for Children –
Props
for Physical Play
Repetitive Curiosity to stimulate movement
- Rob Tieben (2010)
Persuasive technology uses technology to change behaviour, through persuasion and social influence.
Interventions are usually motivating on the
short-term, but lose this attraction after a few encounters. Games show to
possess a strong longterm motivational pull, both to
return and to keep playing. The high motivation for games is caused by
different factors, with mystery being an important one. The mystery in a game
creates curiosity in the player, and creates the pull to return and the
motivation to keep playing. Goal of this project is to study if and how these
mystery elements can be used to persuade people to move. Mystery in games is
created according to certain principles; these will be translated into
proof-of-concepts and guidelines for persuasive technology. Secondary school
youth are used as target group, and secondary schools as context.
A
methodology for Open Innovation – Eva Hopma (2009)
Stakeholders in an open innovation process have
different goals and resources
The project consisted of developing a theoretical
framework and a tool to support various stakeholders in an open innovation
process. Eva developed her approach and tool in the context of a case study in
which we examined a service for the mobility of older adults, using electric
cars in the North of The Netherlands.
Props for Physical Play – Battlebots (2nd year Industrial Design Project,
2006-2007)
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Werner Bastianen, Connie Golsteijn,
Bart Neefs, Jeroen Witjes and Kerem
Zaglul Battle-bots is a new toy for boys and girls. It is a remotely
controlled tank designed for 8 to 10 year olds (see figure 3). The tank is
controlled by the child’s own body movements, creating a whole new experience
of interaction. It appeals to activities, such as hunting, seeking, hiding,
fighting, aiming, and shooting, that are very appealing to this age group.
Most of these activities related to fighting are probably more appealing to
boys, while other activities, required for the game such as controlling the
tank and negotiating strategies are probably more appealing to girls. There
are three different types of Battle-bots, each with their own relative
advantages and disadvantages in terms of speed, firepower and
maneuverability. Thus, different children can select a battle-bot most suitable to their aims. The battle-bot is remotely controlled by
physical movement of the child. Two sensors are needed to control the tank:
one positioned in a vest on the chest and one in a glove on the hand. Moving
the tank forward is done by bending over, slightly. Moving the tank backward
is done by bending slightly backward. If you turn the Battle-bot will also turn. Aiming is done by moving your arm in
a horizontal plane. This means, that when a child walks forward, the tank
will also move forward and if the child turns in a different direction the
tank will move in the same direction. To
shoot a button is implemented
in the glove. |
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