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
7. ‘ 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)
16. story table (2001) “ 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 is interested 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
35. 'Low-cost adjustable lower leg prosthetic for different countries’ applying research and developing a blueprint for different cultures, using the fablab.
37. # 1 story table product development through users as designers. Requirements should be defined by users. # 2 psychosis simulator new forms of collaborations. Need for transdisciplinary research. # 3 fablab innovation dealing with new principles and ways of working such as: open design and distributed manufacturing. take away
Pakhuis de Zwijger is a platform for creation and innovation in Amsterdam. When you enter the entrance of Pakhuis de Zwijger, an enormous wall painting catches the eye. Oh no…what have I done?! I have become creative!! The word creativity comes from the latin word creo, meaning ‘, to create, make’. However, creative is sometimes looked upon as fun, adding a sauce of creativity and it is not taking seriously and not fundamental nore necessary in processes. It is thought of as arty.
Creativity is of enormous importance to the scientific practice. Many nobel laureates in chemistry turn out to have artistic abilities as well! Santiago Ramon y Cajal is a Leonardo-like personality, with one foot in the realm of science and the other in art. His scientific efforts did not pass unnoticed: Cajal was awarded the 1906 Nobel Prize in Physiology or Medicine for his work on structures and connections of neurons. According to Cajal seeing is as essential to science as it is to art and his acceptance speech for the Nobel Prize is the humble proof, and the text of his scientific research is interlaced with his drawings. He has come so far since he embodies both the scientific and artistic capabilities.
Possible cross-overs between the top sectors creative industries & life sciences could be: new solutions for the ageing society, Serious gaming for elderly (form-context-transformation))->implementation Psychosis simulator (new form of collaborations) Fablab (new forms of distribution & production)
The creative industry refers to economic activities undertaken in for example fashion, design … The creative industry was chosen by the Dutch government as one of the nine top sectors, in which our country exceeds. More traditional ones are: agriculture, water, energy, logistics, flower and food, very important for today life sciences and the youngest one is the creative industry. The government is striving towards collaboration within the so called golden triangle: private, public sector and knowledge institutes. Today we look at the crosslinks of two of these topsectors mainly life sciences and creative industry. e-health applications or other health care innovation
Serious games sounds like an oxymoron, since computer games are associated with fun and entertainment. Serious games use the principals from games for other purposes than only entertainment, so education, treatment or simulation for example.
Breakaway, one of America’s largest game developers was funded by a 7.5 million dollar grant to develop an immersive virtual learning space called Pulse!! Which provides a lifelike, interactive, virtual environment for training health care professionals in clinical skills in order to better respond to injuries sustained during trauma incidents or catastrophic incidents. Added value? Medical personnel could train skills without bothering patients, training can be done Most game technology developed for military purposes before it moves to fields such as medicine. US military spending millions of dollars on the development and analysis of serious games. Pulse!! Is developed as a lifelike, interactive, ve for training healthcare professionals in clinical skills.
One out of the six veterans returning from Iraq will develop a Post Traumatic Stress Disorder. Repeated exposure to the feared stimuli will lead to habituation and extinction. That is where VR steps in. Skip Rizzo, codirector of the Virtual Reality, Psychology and Social Sciences Lab (VRPSYCH) in California developed a game based on Full Spectrum Warrior.
Two years ago STT Foundation for foresight studies on Technology, started a foresight on serious gaming. The mondial world for gaming for elderly is growing.
Play with your life is a storytelling game, developed for a tablet (iPad and others) that uses audiovisual material and photographs in a game play. The content is derived from events from our collective history (a royal wedding, a famous TV show) and personal events (graduation, family holidays and so forth). The players add the personal material themselves. Collective material is added through social media such as Google images, Facebook, Flickr etc.
We are looking both at horizontal and vertical scaling. Vertical is actually producing larger amounts of the same product and horizontal is developing different products in the same range.
How can you achiev innovation? How can you bring it into an organisation? Sometimes you have to establish a place, which could be a lab, where people gather, share ideas, develop concepts and make things. I wil illustrate possibilities of an innovation ‘medium’, called fablab. Within the fablab method I want to show you the Waag project of the 50 dollar lower leg prosthesis, which we are developing with HONF, the House of New Fibers in Yokyagarta Indonesia
There are around 200 fablabs worlwide, ranging from Afghanistan to Canada, from Brasil to Iceland. Fab Academy is based on a distributed education of digital fabrication principle. Fab Labs around the world are the campus of this new educational and vocational “university”. Professors located in any part of the world lecture and teach through video conference systems, using the internet as the main sharing tool, always based on local activities, projects and hands on development.
Just as communications and computation went from analog to digital, resulting in PCs and the Internet, the digitization of fabrication is leading to personal fabricators that will allow anyone to make almost anything, anywhere. The development of digital fabrication is based on creating codes that don’t just describe things, they are things, much as proteins are coded in molecular biology. This research roadmap is ultimately aiming at a Star Trek-style replicator, but prototype versions of these capabilities are already available in field “ fab labs “. Fab labs began as an outreach project from MIT’s Center for Bits and Atoms (CBA), and spread around the world. The Fab Academy was launched to provide access to advanced instruction for students in these labs exceeding the educational resources locally available to them. It links groups of students and instructors in fab labs, with online video collaboration and lectures by a global faculty.
Radboud Expert Centre for Psychology & Medicine. Learning from the wisdom of the body.
We can tackle big issues effectively only when we - as a community of academics and practitioners – understand how to do the small things as well. Bj fog of the persuasive technology lab of Stanford University