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Dive into the research topics where Jelle Husson is active.

Publication


Featured researches published by Jelle Husson.


Games for Health. Proceedings of the Third European Conference on Gaming and Playful Interaction in Health Care | 2013

DYSL-X: Design of a tablet game for early risk detection of dyslexia in preschoolers

Lieven Van den Audenaeren; Véronique Celis; Vero Vanden Abeele; Luc Geurts; Jelle Husson; Pol Ghesquière; Jan Wouters; Leen Loyez; Ann Goeleven

The goal of the DYSL-X project is to develop a tool to predict whether a preschooler (5 yrs) shows high risks for developing dyslexia. This tool is a tablet game that incorporates tests to take specific performance measures that allow for this prediction. The game will thus serve as an assessment tool to be used in school psychology services and clinical diagnostic and rehabilitation centers. In order to design the optimal tablet game for preschoolers, during the first phase of the projects several existing games for preschoolers were evaluated in order to derive design guidelines for games targeted at preschoolers. These design guidelines are presented in this paper and next, we show how these guidelines were used to develop the final game of the DYSL-X project.


Archive | 2015

DIESEL-X: A Game-Based Tool for Early Risk Detection of Dyslexia in Preschoolers

Luc Geurts; Vero Vanden Abeele; Véronique Celis; Jelle Husson; Lieven Van den Audenaeren; Leen Loyez; Ann Goeleven; Jan Wouters; Pol Ghesquière

DIESEL-X is a computer game that was developed to detect a high risk for developing dyslexia in preschoolers. The game includes three mini-games that test the player on three skills that are considered to yield outcome measures that predict the onset of dyslexia: the detection threshold of frequency modulated tones, a test on phonological awareness in which the player has to identify words that have the same phonetic ending, and a test on letter knowledge. In order to keep the motivation of the player high during testing, these tests are embedded in a computer game. We discuss the participatory design process that was adopted to design and develop the game, the rationale behind the design decisions, and we describe the resulting games.


Archive | 2015

Design of the Game-Based Learning Environment “Dudeman & Sidegirl: Operation Clean World,” a Numerical Magnitude Processing Training

Sarah Linsen; Bieke Maertens; Jelle Husson; Lieven Van den Audenaeren; Jeroen Wauters; Bert Reynvoet; Bert De Smedt; Lieven Verschaffel; Jan Elen

Numerical magnitude processing has been shown to play a crucial role in the development of mathematical ability and intervention studies have revealed that training children’s numerical magnitude processing has positive effects on their numerical magnitude processing skills and mathematics achievement. However, from these intervention studies, it remains unclear whether numerical magnitude processing interventions should focus on training with a numerical magnitude comparison or a number line estimation task. It also remains to be determined whether there is a different impact of training symbolic versus nonsymbolic numerical magnitude processing skills. In order to answer these two questions, we developed four game-based learning environments, using the storyline of “Dudeman & Sidegirl: Operation clean world”. The first two game-based learning environments comprise either a numerical magnitude comparison or a number line estimation training and the last two game-based learning environments stimulate either the processing of symbolic or nonsymbolic numerical magnitudes.


human factors in computing systems | 2012

Boneshaker: a generic framework for building physical therapy games

Lieven Van den Audenaeren; Vero Vanden Abeele; Luc Geurts; Jelle Husson; Jan-Henk Annema; Stef Desmet

We present the Boneshaker framework, a generic framework developed to facilitate the design of physical therapy games with the Unity 3D engine. The Boneshaker framework lowers the threshold for developing a variety of physical therapy games as it allows both developer and therapist to quickly add input devices and change specific game dynamics/therapy exercises.


tangible and embedded interaction | 2011

Digital games for physical therapy: fulfilling the need for calibration and adaptation

Luc Geurts; Vero Vanden Abeele; Jelle Husson; Frederik Windey; Maarten Van Overveldt; Jan Henk Annema; Stef Desmet


Proceedings of the 3rd International Conference on Fun and Games | 2010

Designing Slow Fun! Physical Therapy Games to Remedy the Negative Consequences of Spasticity

Vero Vanden Abeele; Luc Geurts; Jelle Husson; Frederik Windey; Jan Henk Annema; Mathijs Verstraete; Stef Desmet


Journal of Game Development | 2007

A soft approach to computer science: Designing & developing computer games for and with senior citizens

Vero Vanden Abeele; Jelle Husson; Luc Vandeurzen; Stef Desmet


Archive | 2008

e-Treasure: Fostering intergenerational play by means of a digital game

Vero Vanden Abeele; Bob De Schutter; Jelle Husson; Gerrit Vos; Jan-Henk Annema


Archive | 2014

Design of the game “Dudeman & Sidegirl: Operation clean world”, a numerical magnitude processing training

Sarah Linsen; Bieke Maertens; Jelle Husson; Lieven Van den Audenaeren; Jeroen Wauters; Bert Reynvoet; Bert De Smedt; Lieven Verschaffel; Jan Elen


Archive | 2012

DYSL-X: Design of a game-based tool for early risk detection of dyslexia in preschoolers

Luc Geurts; Jelle Husson; Lieven Van den Audenaeren; Vero Vanden Abeele; Véronique Celis; Pol Ghesquière; Jan Wouters; Leen Loyez; Ann Goeleven

Collaboration


Dive into the Jelle Husson's collaboration.

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Vero Vanden Abeele

Katholieke Universiteit Leuven

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Luc Geurts

Katholieke Universiteit Leuven

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Stef Desmet

Katholieke Universiteit Leuven

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Ann Goeleven

Katholieke Universiteit Leuven

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Jan-Henk Annema

Katholieke Universiteit Leuven

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Leen Loyez

Katholieke Universiteit Leuven

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Pol Ghesquière

Katholieke Universiteit Leuven

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Véronique Celis

Katholieke Universiteit Leuven

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