Medicine:Tovertafel

From HandWiki
Short description: games console used in social care settings
Tovertafel
DeveloperActive Cues
Typeremedial educational software console
Release date2015
DisplayProjector
Controller inputMotion detection, proprietary input devices

Tovertafel ("Magic Table")[1] is a games console designed for use in healthcare settings that was launched in 2015 by the Dutch medical technologies company Active Cues. The console contains a high-quality projector, infrared sensors, a loudspeaker and a processor with which interactive games are projected onto a table. The console has been developed for people with cognitive challenges in care institutions, daycare, public libraries[1] and schools. There are variants for various target groups, including people with dementia,[2][1] people with a intellectual disability and children with a developmental disorder.[3]

The device has been used in institutions in the Netherlands, Belgium, the UK, Germany,[4] France, Sweden, Denmark, Norway and Ireland.[1]

Origins

The ideas behind the Tovertafel originated in 2009 from the PhD research of Hester Anderiesen.[3][5] Anderiesen started her research at the faculty of industrial design Engineering (IDE) at Delft University of Technology. Ultimately, this research, in which she investigated how to keep people in the mid to late stages of dementia active, and to counteract apathy, led to a prototype of the device. The Tovertafel appeared on the market as a product in 2015. In the same year, Anderiesen also founded the company behind the Tovertafel, called Active Cues, based in Utrecht.

Awards

  • Dutch Game Awards: Best Serious Game[6]
  • Boer & Croon Management: Co-generation award[7]
  • New Venture '15[8]
  • PwC Social Impact Lab: scale-up[9]
  • EIT Digital Challenge 2018[10]
  • EY Entrepreneur Of The Year '18 finalist [11]

References

  1. 1.0 1.1 1.2 1.3 Template:Cite AVMedia
  2. "'Magic table' helping dementia patients". https://www.bbc.com/news/av/stories-45642031/magic-table-aims-to-help-patients-with-dementia. 
  3. 3.0 3.1 "Active Cues – Tovertafel" (in dutch). Archived from the original on 2 September 2019. https://web.archive.org/web/20190902112711/https://www.planetree.nl/project/active-cues-tovertafel/. Retrieved 2 September 2019. 
  4. Gorecki, Jessica (19 August 2019). "Tovertafel – Digitale Spiele sollen Demenz-Patienten in Flensburg helfen" (in german). Flensburger Tageblatt (Flensburg). Archived from the original on 2 September 2019. https://web.archive.org/web/20190902124206/https://www.shz.de/lokales/flensburger-tageblatt/digitale-spiele-sollen-demenz-patienten-in-flensburg-helfen-id25204707.html. Retrieved 2 September 2019. 
  5. Anderiesen, H. (September 2, 2017). Playful Design for Activation: Co-designing serious games for people with moderate to severe dementia to reduce apathy (Thesis). Delft University of Technology. doi:10.4233/uuid:ebeef0fa-46fe-4947-86c1-c765a583770a – via repository.tudelft.nl.
  6. "Prijzen Dutch game awards". http://dutchgameawards.nl/2015/tovertafel/. 
  7. "Active Cues wint Boer & Croon Co-generation Award 2015!". January 21, 2016. https://boercroon.nl/active-cues-wint-boer-croon-co-generation-award/. 
  8. "De New Venture winnaars van 2014 – 2015 zijn Active Cues, Bedrijfsoorcheck en PowerWindow.". June 25, 2015. http://www.newventure.nl/9666/active-cues-bedrijfsoorcheck-en-powerwindow-door-new-venture-verkozen-tot-meest-innovatieve-start-ups-2015/. 
  9. "lab-kent-vijf-winnaars.html Prijzen PwC Social Impact Lab". https://www.pwc.nl/nl/actueel-en-publicaties/themas/duurzaamheid/vijfde-editie-social-impact-. 
  10. "Nederlandse scaleup Active Cues wint EIT Digital Challenge 2018". https://www.eitdigital.eu/newsroom/news/article/nederlandse-scaleup-active-cues-wint-eit-digital-challenge-2018/. 
  11. "EY – Bekendmaking nominaties beste ondernemer van het jaar 2018 – EY – Nederland". https://www.ey.com/nl/nl/newsroom/news-ey-bekendmaking-nominaties-beste-ondernemer-van-het-jaar-2018. 

External links