In this paper we describe TagTiles, a tangible electronic board game for educational purposes. It was designed to be suitable for investigating the balance between challenge and control by providing fine-grained and wide ranged difficulty levels. TagTiles can address a range of skills including fine motor skills, cognitive and social skills. Evaluation of… (More)
This paper presents the design of a table-top game supporting the treatment of children with Cerebral Palsy. The game was developed through a participatory design process involving therapists and children from the target user group. The game is implemented on top of a platform that supports the implementation of tangible user interfaces using sensing… (More)
The future generation of consumer electronics devices is envisioned to provide automatic cooperation between devices and run applications that are sensitive to people's likings, personalized to their requirements, anticipatory of their behavior and responsive to their presence. We see this 'Ambient Intelligence' as a key feature of future pervasive… (More)
This paper describes how fun can be used to maximize the learning potential of smart toys using tangible interfaces. Based on the purpose of fun the three orthogonal core sources of fun, accomplishment, discovery and bonding, are presented and linked to child development. This link is illustrated with two examples of tangible electronic games.
This paper describes the ESPranto Software Development Kit, which supports the development of sensor/actuator based applications, most notably educational toys and games. It enables non-technical users, such as parents, teachers, game developers and psychologists, to specify applications by themselves. The SDK allows them to start off quickly with… (More)