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Tovertafel

From Wikipedia, the free encyclopedia
Tovertafel
DeveloperTover (ex-Active Cues)
Typeremedial educational software console
Release date2015
DisplayProjector
Controller inputMotion detection, proprietary input devices

Tovertafel ("Magic Table")[1][2] 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.[3] The console has been developed for people with cognitive challenges in care institutions, daycare, public libraries[2] and schools. There are variants for various target groups, including people with dementia,[4][2] people with an intellectual disability and children with a developmental disorder.[5]

The device has been used in institutions in the Netherlands, Belgium, the UK, Ireland, Germany,[6] France, Sweden, Denmark, Norway, Australia and New Zealand.[2]

Origins

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The ideas behind the Tovertafel originated in 2009 from the PhD research of Hester Anderiesen.[5][7] 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. Development was supported by the Dutch Game Garden.[8]

Awards

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References

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  1. ^ Beaton, Fiona (31 July 2021). "Technology-based non-pharmacological interventions for stress and distress in dementia care: a systematic review; and, A mixed-method multiple-baseline single-case study exploring the impact of the Tovertafel (Magic Table) on factors impacting staff burnout in an acute dementia care hospital ward". University of Edinburgh. doi:10.7488/era/995. Retrieved 22 May 2022. {{cite journal}}: Cite journal requires |journal= (help)
  2. ^ a b c d Mannion, Eleanor (2 September 2019). New library 'magic tables' helping people with dementia, autism (Radio). Morning Ireland. RTÉ Radio 1. Retrieved 2 September 2019 – via RTÉ Radio Player.
  3. ^ "Evaluation of the Effectiveness of the TOVERTAFEL System on Behavioral Disorders of People With Cognitive Disorders Hospitalized in Long-Term Care Units and in Reinforced Hosting Unit". clinicaltrials.gov. 12 July 2021. Retrieved 22 May 2022.
  4. ^ "'Magic table' helping dementia patients". BBC News.
  5. ^ a b "Active Cues – Tovertafel" (in Dutch). Archived from the original on 2 September 2019. Retrieved 2 September 2019.
  6. ^ Gorecki, Jessica (19 August 2019). "Tovertafel – Digitale Spiele sollen Demenz-Patienten in Flensburg helfen" [Tovertafel – Digital games help dementia patients in Flensburg]. Flensburger Tageblatt (in German). Flensburg. Archived from the original on 2 September 2019. Retrieved 2 September 2019 – via SHZ.de.
  7. ^ 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.
  8. ^ "Our Impact". Dutch Game Garden.
  9. ^ "Prijzen Dutch game awards".
  10. ^ "Active Cues wint Boer & Croon Co-generation Award 2015!". Boer & Croon. January 21, 2016.
  11. ^ "De New Venture winnaars van 2014 – 2015 zijn Active Cues, Bedrijfsoorcheck en PowerWindow". June 25, 2015.
  12. ^ "lab-kent-vijf-winnaars.html Prijzen PwC Social Impact Lab".
  13. ^ "Nederlandse scaleup Active Cues wint EIT Digital Challenge 2018". EIT Digital.
  14. ^ "EY – Bekendmaking nominaties beste ondernemer van het jaar 2018 – EY – Nederland".
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