Proceedings of 7th International Workshop on Enterprise Networking and Computing in Healthcare Industry, 2005. HEALTHCOM 2005.
DOI: 10.1109/health.2005.1500399
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Recursive reflection and learning in raw data video analysis of interactive 'play' environments for special needs health care

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Cited by 13 publications
(14 citation statements)
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“…After every session, the carer was involved in the reviewing of the collected raw video data. This approach is in line with related research where we have developed a methodology named participative involvement through recursive reflections [6]; see also Sect. 3.1 in this paper concerning inclusive participation.…”
Section: Data Collectionmentioning
confidence: 82%
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“…After every session, the carer was involved in the reviewing of the collected raw video data. This approach is in line with related research where we have developed a methodology named participative involvement through recursive reflections [6]; see also Sect. 3.1 in this paper concerning inclusive participation.…”
Section: Data Collectionmentioning
confidence: 82%
“…Intervention strategies by the facilitator are inherent in designing the interactive responsive environment where the interaction with the robotic system takes place. Previous work emphasizes the facilitator's role relative to participatory and recursive analysis of session data [6]. Informed input from caregivers and helpers as to the child's possible preferences increments the developing personal profile and assists the facilitator in understanding the child's engagement with the robotic system.…”
Section: Intervention Strategies Toward An Evaluation Methodologymentioning
confidence: 99%
“…As the game was intended for a wide audience of children and adults with different impairments, users with limited motion range and physical disabilities had to be taken into consideration. This was addressed by implementing an adjustable activity zone to achieve the 'Zone of Optimized Motivation' (ZOOM) [15], supporting people with impairments to have playful experiences. The open-ended goal of the game was to activate three differently colored boxes that then colored the virtual setting around the participant, enabling the participants to also use the game as medium for creative expression.…”
Section: F He Effects Of Mirroring In a Playful Virtual Environment Imentioning
confidence: 99%
“…The research explored serious games and creative expression (music-making, digital painting and robotics control) -all via unencumbered gesture using bespoke non-worn sensor apparatus. Furthermore, the research includes groundbreaking early work [9], in conceiving and defining non-formal learning and ludic engagement designs stressing a user-centered design approach to learning, cumulated in the development of dynamic pedagogical models [9][10][11][12][13][14][15][16][17][18][19][20][21]. These models questioned existing traditional formal pedagogical models that increasingly are reflected upon by contemporary scholars as being redundant as advances in ICT evolve curricula, educational and therapeutically activities and strategies.…”
Section: Introductionmentioning
confidence: 99%