Lizzy Bleumers

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—The envisioned ambient-intelligent patient room contains numerous devices to sense and adjust the environment, monitor patients and support caregivers. Context-aware techniques are often used to combine and exploit the heterogeneous data offered by these devices to improve the provision of continuous care. However, the adoption of context-aware(More)
The patient room of the future would be able to sense the needs and preferences of the patients and nurses and adapt itself accordingly by combining all the heterogeneous data offered by the different technologies. This goal can be achieved by developing a context-aware framework, which exploits and integrates the heterogeneous data by utilizing a(More)
—In this paper, we describe how we have, thus far, conducted ontology co-creation in institutionalized care settings (i.e., a care residence and a hospital). We describe the goal and procedure of the co-creation workshops that we have already held. Through this paper, we want to start a discussion on ontology co-creation's merits and on appropriate(More)
In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF(More)
The relationship between perception and motor performance was studied in a situation that required perceptual processing of a complex motion stimulus in which a target signal had to be segmented, selected, and tracked. Participants were asked to move their arm in synchrony with one surface of a transparent motion display in which two surfaces moved(More)
The idea of using game elements outside of the domains of game and play is not new. Similar to the approach of participatory design games, more and more HCI researchers are adopting game design elements in their research methods, e.g. to create a safe and comfortable setting for their participants, to improve group dynamics during research, or to stimulate(More)
Supporting young children's play in the digital world is a challenging endeavor. Little is known, however, about the parental beliefs and mediation practices regarding children's facilitated play in hybrid (mixed digital/physical) environments and how one can account for this through design. Following a Value Sensitive Design approach, we performed: 1) a(More)