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creative industry & scientific and clinical practice e-health applications and other health care innovations
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111102 wildevuur-ehealth-evers

May 07, 2015

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Health & Medicine

likewildfire

Presentation symposium ehealth and clinical and psychological sciences for the oration of Andrea Evers ‘Learning from the wisdom of the body’ on Nov 4th 2011 Nijmegen (NL), and opening Radboud Expert Centre for Psychology & Medicine
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Page 1: 111102 wildevuur-ehealth-evers

creative industry & scientific and clinical practicee-health applications and other health care innovations

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Institute for Art, Science & Technology

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© www.home-made.nl

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what is creative industry?

link to scientific & clinical practises?

case studies:

# serious gaming elderly (implementation)

# psychosis simulator (collaboration)

# fablab (production & distribution)

wrap up

cross-overs betweencreative industry &

life sciences

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creative industry

fashion media & ict

design

architecture

gaming

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‘In creative research the process of ‘making’ is central to the design process. This is done in a transdisciplinary way, starting from tangible, real-world problems. Solutions are devised in collaboration with multiple stakeholders.’(Klein 2001)

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creative research

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http://www.waag.org/project/researchpublication

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Experiments

Fundamental research Form

Designing

Applied researchContext

Scaling

ValorisationTransformation

creative research

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# serious gaming(implementation)

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PULSE!!

training health care professionals

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vr environment for treatment PTSD

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foresight study STT on serious gaming for

senior people

Download report Play On! (Dutch): http://www.stt.nl/

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DEDICATED COMMUNITY TOOLS AND EXISTING SOCIAL PLATFORMS

play with your life (2011)

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“Can you develop something that will give our 80+ elderly

access to the internet?”Question ‘t Twiskehuis in Amsterdam

“We don’t want acces to the internet when no-one isinterested in what we have to tell!Response of the elderly

“Can we develop something that will help people to share

their own stories”Start of the project

story table (2001)

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100 Story Tables in The Netherlands and Belgium.

• Results of study:• Less feelings of isolation, loneliness and

depression; • Increased self control and growing self

esteem;• Increase in social interaction.

Development of handbook and methodology for caregivers

)

effects

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co-creation

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scaling

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from inspiration to products

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# psychosis simulator

(collaboration)

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artist-in-residence

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artist in residence: jennifer kanary

psychosis simulator

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www.labyrinthpsychotica.com

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HMD’s and De Waag:Realty Perception Distortion Mask

QuickTime and aᆰ decompressor

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Brain HMD:PhDO: research creative sector

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real time video processing

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Psychosis Simulator and 'Digital LSD':

[email protected]

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# fablab(production & distribution)

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fablabs setup

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fablabs worldwide

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fablab waag society

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collaboration honf indonesia

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'Low-cost adjustable lower leg prosthetic for different countries’ applying research and developing a blueprint for different cultures, using the fablab.

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distributed manufacturing

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# 1 story tableproduct development through users as designers.Requirements should be defined by users.

# 2 psychosis simulatornew forms of collaborations. Need for transdisciplinaryresearch.

# 3 fablabinnovation dealing with new principles and ways of working such as: open design and distributed manufacturing.

take away

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“everything big started small”

bj fogg

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sabine wildevuur

[email protected]

institute for art, science & technology

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waag.org

@waag

events.waag.org/waagsociety