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Nebula - Interactive wall of light
Summary
Play Experience by Assistive Technology for play
Devices, services & contexts for play with children with disabilities
Name of Play Experience by AT
Nebula - Interactive wall of light
Type of project
Intervention
Finished research project
Ongoing research project
Summary
(~150 words: target group, aims, kind of activities, Play Experience by AT (devices, services and contexts) used, play experiences and results)
The Nebula wall is an interactive, touch-sensitive LED wall that can deliver a unique experience to both kids and adults. The Nebula is commonly used in healthcare, rehabilitation, leisure, educational and experience-oriented settings. In collaboration with healthcare professionals applications and games have been developed that can be used to offer clients more fun and effective therapies, specifically suited for these various settings. The core goal of the Nebula is to modernize care and to make care more engaging and approachable. With the various applications care and therapies become more fun, more effective and let the clients be in control by triggering their intrinsic motivation. Furthermore, with the Nebula wall it becomes possible to offer multiple clients the same therapy at the same time and to track the progress of clients with statistical data. The Nebula is made to measure and available in many different sizes to accommodate different settings. More info at www.nyoyn.com/products
Play Experience by Assistive technology
Low-tech, high-tech products, services and contexts for play
Description, intended use(s), intended target group(s), manufacturer/developer, reference
The Nebula is designed, developed and manufactured in the Netherlands by NYOYN (www.nyoyn.com). The Nebula features a unique combination of high-end hardware and software, but features an accessible design that focuses on fun and experience. Care The Nebula creates a relaxed and welcome atmosphere and it can function as a tool for the medical professionals. It has opened doors for a new way of working, like duo therapies or rehabilitating using challenging and playful interactions. In close cooperation with specialists in care, the Nebula has already been successfully implemented in the complex care, such as speech therapy, occupational therapy, and physiotherapy. Experience Nebula’s impressive light effects and playful interactions attract the attention of both young and old and guarantee a unique experience. The variety in games and product sizes provide endless possibilities. This allow you to use the Nebula in any context, whether it is a big event, a game hall, or a more relaxed public place. Learn Children emerge in the wealth of challenges the Nebula offers in the area of education, social interaction, competitive gaming and motor skills. They can play educational games without supervision and the broad range of content keeps the Nebula challenging and fun for all ages. About NYOYN NYOYN is a creative company which designs and develops future proof products and projects where interaction and user experience are at the core. NYOYN is the developer of award-winning products such as the SoundSteps and the Nebula, products which are used worldwide in educative, healthcare and play oriented settings. With a creative and hands-on approach towards technology NYOYN has significant experience in developing hardware and software for various interactive systems. This unique combination of hardware and software allows for the development of intelligent systems. Software is often a part of the project, but it can also be the final product. Serious games for education and health care, developed with experts from the field, are a good example of this.
Picture
Download
Context
The context of use
(home, school, rehab center or other environments)
Well-being: e.g. day care, sensor therapy and low level activities. Complex care & rehabilitation: e.g. speech therapy, occupational therapy, and physiotherapy. Experience & social: e.g. hospital environments, waiting rooms. Learning: Special needs schools, after school care.
Type of Play
Type of play in this play system
LUDI Classification of types of play
Cognitive Dimension
Practice
Symbolic
Constructive
Rule play (including videogames)
Social Dimension
Solitary
Parallel
Associative
Cooperative
Objectives
Objectives related to play according to ICF-CY
International Classification of Functioning, Disability and Health - Children & Youth Version (ICF-CY)
Play for the sake of play
Major life areas - d880 engagement in play
d8800 solitary play
d8801 onlooker play
d8802 parallel play
d8803 shared cooperative play
d8808 engagement in play, other specified
d8809 engagement in play, unspecified
Community social and civic life - d920 recreation and leisure time
d9200 play
Play-like activities
Therapeutic and educational objectives
b1 Mental functions
b2 Sensory functions and pain
b3 Voice and speech functions
b4 Functions of cardiovascular, hematological, immunological and respiratory systems
b5 Functions of digestive, metabolic and endocrine systems
b7 Neuromusculoskeletal and movement related functions
d1 Learning and applying knowledge (learning through symbolic play, learning through pretend play)
d2 General tasks and demands
d3 Communication
d4 Mobility
d7 Interpersonal interactions and relationships
Participant
Participant(s)
Number
1-5
5-10
10-20
>20
Chronological Age
0-3 years
3-6 years
6-12 years
12-18 years
Development Age
0-3 years
3-6 years
6-12 years
12-18 years
LUDI Categories of disabilities
Mental/intellectual impairments:
mild
moderate
severe
profound
Hearing impairments
Partially hearing impaired
Deaf
Visual impairments
Partially sighted
Blind
Communication disorders (speech and language disorders)
Physical impairments
Mild
Moderate
Severe
Autism Spectrum Disorders
Multiple disabilities
Explanation
Explanation on the use of low-tech, high-tech devices, services or contexts
Explanation
No instruction, self-discovery of the participant/subject
Verbal instruction, language and communication fitting to chronological age
Verbal instruction, language and communication is adapted
Visual and/or verbal instruction with AAC (Aumentative and Alternative Communication)
Visual instruction with written language
Visual instruction with pictures or drawings
Modeling by therapist/researcher
Hand over hand: therapist/researcher leads the actions of the participant
Prompting: therapist/researcher touches the participant as a key for further actions
Guided discovery: therapist/researcher coaches the participant so s/he discovers how to use the assistive technology
Modeling by peer
Visual instruction by peer
Verbal instruction by peer
Involvement
Adult: therapist/educator/researcher
Parent or significant others
Peer with disabilities
Peer without disabilities
Role
Non-participatory observer
Participatory observer
Providing instruction
After the instruction, providing supervision during play
Video
Download
Evaluation
Evaluation of objectives and outcome measures
Description of outcome measure(s)
Observation by professional/researcher providing the play experience
Observation by other professional/researcher
Video analysis
Feedback from client/parents/professionals
(validated and reliable) outcome measures like tests, self-reports of client/system, questionnaires
Information about availability of outcome measure: publisher, website, contact person
Please contact info@nyoyn.com for more information regarding evaluation experiences.
Achievements
Summary of achieved effects
Winner of multiple innovation and design awards in care & ICT environments Successful implementation in multiple large rehabilitation centers, care organizations and hospitals. Continuous development of rehabilitation and care applications in cooperation with care professionals. Improved intrinsic motivation in clients (adults and children). Improved therapy results. Duo-therapies.
References
References to the intervention or research project
Contact Person
Robin van Kampen Project Manager NYOYN robin@nyoyn.com
Website
www.nyoyn.com
Keywords
Keywords
Example: Robots, Virtual Games, Mobile Phone, Public Playground, Adapted Toys
Nebula, interaction, design, light, wall, touch, games, rehabilitation, therapy, care, health, well-being, experience, play, motivation, learning, complex care, speech therapy, occupational therapy, physiotherapy, innovation, nyoyn
Play Systems with similar keywords
Early stimulation through play. Guidelines for the design of toys for use in therapy
Experiences in adapting toys in youtube Ceapat channel
INTERAGAMES: Development of new models for interacting with video games to improve the leisure prospects and rehabilitation of people with functional diversity
INTERPLAY - Advanced video game console adapted for rehabilitation through play
IROMEC for children with developmental disabilities
Kaspar
S’n‘S (Sound and sensors)
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