Creative Care Lab

  Submitted by sabine on Sat, 02/23/2008 - 22:50

The Creative Care Lab (CCL) of Waag Society is a playground where new media meets healthcare. Smart environments, playful and serious games, mobile games for health, tactile interfaces, biosensors, RFID and other technologies are part of design 4 care. Users are involved in the design process from the beginning: Users as Designers. 

projects

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    Project to make public spaces more accessible for wheelchairs.

    For the biggest part of my life I've been using a wheelchair to move around.
    The electric wheelchair is one of the main inventions for people who are physically challenged, to be able to go wherever they want to go. Since the introduction many people who didn't leave their homes up until then found themselves able to take part in the normal things of live. Through the years the most common chair has evolved into a compact machine, capable of driving arround for about 40 kilometres at a speed of 9.5 kmph.

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        Abstract
    The major objective of prosthetics is to restore  the functional capacity formerly held by a limb deficient person as closely as possible, while attaining the best cosmetic result afforded to, and deemed necessary by the patient. 

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    SelfCity:
    SelfCity is a serious game for adolescents in the age of 13-15 with a social skills disability to practice social skills. The pupils are often emotionally impaired as the result of ADHD, PDD, NOS or neglect. In the game the pupils are accompanied by a buddy (deamon). This deamon functions as an advisor to the pupils in difficult and stressfull situations.

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    Non-verbal, implicit forms of communication are essential in keeping intimate relationships.

    The project named Scottie researches the possibilities of using information and communication technology to create virtual immediacy between long-stay absentees and their primary social contact group.

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    The Snoezel Object stems from an approach to therapy used in Snoezels Kamers.  The idea is that the snoezelen environment is safe and non-threatening. Children and adults with disabilities or other limiting conditions enjoy gentle stimulation of the primary senses. There is no need for intellectual reasoning. Participants experience self-control, autonomous discovery, and exploration-achievements that overcome inhibitions, enhance self-esteem, and reduce tension. This in turn is what we hope to achieve with the Snoezel Object.