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Playware Henrik Hautop Lund Center for Playware Technical University of Denmark Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk Playw laywar are e ABC: Playware A: A nybody, A nywhere, A nytime B: B uilding B odies


  1. Playware Henrik Hautop Lund Center for Playware Technical University of Denmark Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  2. Playw laywar are e ABC: Playware A: A nybody, A nywhere, A nytime B: B uilding B odies and B rains C: C onstruct, C ombine, and C reate www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  3. Technology to Provide: Playware Personalisation • Adapt to personal level Inclusiveness • Different physical abilities • Different cognitive abilities • Different cultures • Different ages Social interaction • Technology as mediator • Activities of daily living - through modularity Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  4. Playware Playware Robotic technology inspiration may help and inspire • creating interactions • of many different kinds • in the physical environment • can motivate specific actions • because of immediate feedback • Motivate through play • Play is a free and voluntary activity HM Queen Margrethe II of Denmark Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  5. Modular Technology for Playful Physical Interaction Playware Modularity: Anybody, Anywhere, Anytime • Physical construction and interactivity • Setup within 1 minute • Automatic structure detection • Adjustable levels, different activities Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  6. Building the “Body” • Flexibility through adaptivity Playware • Adaptivity: also by physical construction Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  7. Clinical tests in hospitals Cardiac patients, typically 55-85 years old Playware Teams of 20 patients for 3 months periods Games demands an average heart rate: • 75% of the maximum heart rate with Colour race on floor • 86% of the maximum heart rate with Stepper Estimated maximum heart rate: 220 – age. “When doing rehabilitation not everything is as much fun. Then it is nice to have a little competition. When having gone through a heart attack it is not always desired to go down to the gym and exercise. There has to be something to “spice it up”, and I think that the tiles makes this possible”. Cardiac patient Heart News Magazine referring to the hospital report Sygehus Fyn Hospital report, 2007 [in Danish] + CNN & WIRED www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  8. SIMPLE MODULAR BLOCKS - TILES • Input: Force sensitive resistor & accelerometer Playware • Output: Colour light, sound • Processor: ATmega128 • Battery: Lithium polymer 30 hours operation (3h charging) • Communication: Wireless (IR, radio) • Attachment: magnets / puzzle Jigsaw puzzle Off/On Battery status Game selector box • US Patent 8,241,183 (European/Asian patents pending) • CE certified www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  9. For making impact – distribution Necessities: certification, patents, etc. Playware www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  10. Playware www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  11. Playware www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  12. Adapt the Training Session - change of activity by the physical construction Playware - A nybody, A nywhere, A nytime Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  13. B uilding the B ody - change of activity by the physical construction Playware - A nybody, A nywhere, A nytime Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  14. Anybody, Anywhere, Anytime Playware FIFA World Cup 2010 Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  15. In rehab centres, hospitals, etc. Anybody, Anywhere, Anytime Playware Construct, Combine, Create Apoplexy-patients (stroke-patients) Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  16. Game Arrangement Treatment Area Time Participants Result Stroke: Colorrace Balance & field of Two times One patient Obtained more Floor vision awareness to the (4 min.) left and the right (2 min.) side. Colorrace Divided attention Five times One patient Improved the Playware Floor & field of vision patient’s (5 min.) capability to (1 min.) focus on more elements at one time. Colorrace Balance Five times One patient Improved the patient’s balance Floor (5 min.) on the right leg. (1 min.) Colorrace Balance Five times One patient Improved the Floor patient’s balance (5 min.) on the left leg. (1 min.) Colorrace Balance & Five times One patient Improved the Floor endurance patient’s balance (5 min.) and endurance. (1 min.) Colorrace Balance & Five times One patient Improved the Floor cognition patient’s ability (5 min.) to act on and (1 min.) understand instructions. Colorrace Balance, Three times One patient & Improved the Floor cognition, the therapist patients speed (3 min.) endurance & and endurance. (1 min.) divided attention Colorrace Balance & Six times One patient Improved the Floor cognition patient’s (6 min.) mobility. (1 min.) Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  17. Adapt training session: • training cognition & field of vision Playware Game Arrangement Treatment Area Time Participants Result Colorrace Two times Floor Cognition & field (4 min.) A patient who The patient’s (2 min.) of vision has damages on awareness to the cognition the sides can Colorrace Five times and the field of improve which is Floor vision as a e.g. important (5 min.) result of a for them to (1 min.) stroke. navigate in the traffic when they are released Simon Says Five times from the hospital. (time: depending on the patient) Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  18. Adapt training session - balancing • training balancing where right leg / side is weak. Playware • fatigue: change to use both legs. Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk

  19. Therapists questionnaire 10 out of 10 therapists in Denmark responded: Playware • in future they will continue to use modular tiles for their particular patients (training balancing, coordination, cognition, attention, endurance, physical fitness) 9 out of 10 therapists in Denmark responded that they experienced the modular tiles to: • be fun for patients • be motivational for patients • be a good supplement to other equipment • have challenged the patients’ balance • have challenged the patients’ cognitive level • be flexible to the patients’ different physical and cognitive levels www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  20. But do such kind of Exergames really have a significant effect? Playware Should we promote such Exergames to a wider population? Are they effective? www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  21. Exergames Effect (-- elderly falls) Exergames (screen focused, off-the-shelf): Playware • Nintendo Wii, Kinect, DDR, EyeToys, etc. Energy expenditure (Peng et al 2011 – meta-analysis) But despite energy expenditure, no substantial physical effects among elderly women playing Wii (Wollersheim et al. 2010) Similar trends of no or limited effect in recognized tests of fitness, mobility, agility, balancing (Franco 2012; Nitz 2010) • Exceptions with specific patient groups (e.g. hemiparetic patients) More scientific effect studies are needed (Lange et al. 2010; Taylor et al. 2012; Wiemeyer & Kliem 2012) www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  22. “Traditional” Training -- Effect Exercise helps preventing falls in older adults (Gillespie et al. 2003; Playware Sherrington et al. 2008) Criticized: often recruting subjects of too low risk of falling Need to target those who benefit the most: older people with strength and balance deficit, women aged 80+, and those aged 70+ with at least one fall risk factor (Barnett et al., 2003) Often only improvements on a few factors • Strength training: improve strength – not balance • Tai Chi: improve balance – not strength High dosage needed (Lord et al., 1995, 1996). Review and meta-analysis suggests high dose of training: >50 hours (Sherrington et al., 2008) >25 training sessions (Araya-Ramirez et al. 2010) www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  23. Effect of Short-term Exergaming Subjects: 18 community-dwelling elderly (83.2y, 63-95y) Playware Method: 9 training sessions with modular interactive tiles Training: 13 min. once per week. Total: 2h Context: Two elderly activity centers Tests: Pre- and posttest with Senior Fitness Test Performed by third party, blinded Test of functional abilities (mobility, agility, balancing, endurance, fitness): • 6-Minute Walking Test (6MWT) • Chair-Stand (CS) • 8-ft Timed Up and Go (TUG) • Tandem Line-Walk (LW) www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

  24. Playware www.playware.dk Professor Henrik Hautop Lund hhl@playware.dtu.dk

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