This document describes a proposed interactive story building application called FamilyConnect that aims to bridge the gap between grandparents and grandchildren who live apart. The application allows grandparents and grandchildren to jointly create and customize stories by adding pictures, voice recordings, and game elements. It is intended to provide an engaging experience for both parties and help strengthen their long-distance relationship. The document provides background on trends affecting multigenerational families and relationships as well as related prior work involving intergenerational communication technologies.
This presentation is designed to impress upon you the rapid & converging nature of our world. We all need mutual, beneficial outcomes. Choice around all sides of the debate. Have a say in big decisions: like bank governance, climate change, food supply. Create, follow &/or observe our future. Engage with your own and many other communities
February 2001: I am submitting this thesis paper for my Master of Fine Arts in Producing. In doing so, I am recounting the history of the development of Zoey’s Room, an interactive website and television series for adolescent girls.
School safety is defined as schools and school-related activities where students are safe from violence, bullying, harassment, and substance use. Safe schools promotes the protection of students from violence, exposure to weapons and threats, theft, bullying, and the sale or use of illegal substances on school grounds.
https://www.nuedusec.com/request-demo.php
Digital literacy - a new language for disruptionJoyce Hostyn
To achieve the digital enterprise, you need a workforce that embraces new ways of working. One in which they’re able to harness the power of information, collaboration, and communities to get their jobs done. This requires treating digital as a new language. One with a different grammar and syntax from what people are used to. And learning a new language isn't easy. How can we empower people through digital literacy to work smarter, treating digital as a language to use to express ideas and create magical experiences that people choose to participate in and, as a consequence, change their behavior? How can we get people dreaming in digital?
This presentation is designed to impress upon you the rapid & converging nature of our world. We all need mutual, beneficial outcomes. Choice around all sides of the debate. Have a say in big decisions: like bank governance, climate change, food supply. Create, follow &/or observe our future. Engage with your own and many other communities
February 2001: I am submitting this thesis paper for my Master of Fine Arts in Producing. In doing so, I am recounting the history of the development of Zoey’s Room, an interactive website and television series for adolescent girls.
School safety is defined as schools and school-related activities where students are safe from violence, bullying, harassment, and substance use. Safe schools promotes the protection of students from violence, exposure to weapons and threats, theft, bullying, and the sale or use of illegal substances on school grounds.
https://www.nuedusec.com/request-demo.php
Digital literacy - a new language for disruptionJoyce Hostyn
To achieve the digital enterprise, you need a workforce that embraces new ways of working. One in which they’re able to harness the power of information, collaboration, and communities to get their jobs done. This requires treating digital as a new language. One with a different grammar and syntax from what people are used to. And learning a new language isn't easy. How can we empower people through digital literacy to work smarter, treating digital as a language to use to express ideas and create magical experiences that people choose to participate in and, as a consequence, change their behavior? How can we get people dreaming in digital?
Early Childhood Education Essay examples
Play Education Essay
Essay on The Children Are Our Future
Pediatric Cancer Essay examples
Day Care Essay
Child Interview Essay
Childhood Vaccinations Essay
Benefits Of Childrens Literature
How technology is actually affecting your brain what we actually knowCharityComms
Sylwia Korsak, digital wellbeing consultant and social media community champion, OTR Bristol
Visit the CharityComms website to view slides from past events, see what events we have coming up and to check out what else we do: www.charitycomms.org.uk
Gen Z Digital-Book: A Primer For All Things Gen ZOlogie
Just like you, we’re curious about Gen Z—the college students of today and tomorrow. So we’ve spent some time studying them.Now is the time to get smarter about communicating and connecting with this new generation. Our book offers facts and valuable insights, as well as bottom-line implications for your communications.
Think of it as a primer for all things Gen Z.
Media & Learning What Parents Should Know!By Yongping YeHomAbramMartino96
Media & Learning: What Parents Should Know!
By Yongping Ye
Home
Topics
Activities
Help
Development
Home
Topics
Activities
Help
Development
Why does it matter?
We live in the digital age
The environment has deep impact on children’s behaviors and development.
Good or bad? It depends on how we use media.
Science behind
Learning from TV and other media:
Require repetition
Familiar characters
Socially relevant and contingent feedback (looks at and talk to the child)
Here is a video represents above three contents in a show.
Children under 2.5 or 3 years old learn better from a real-world than from an equivalent media. They develop the ability of dual representation (need to represent TV as something they learn from) around 3 years old.
Learning two “5”
Children follow 5 steps to learn new things
Sensory register: receives input from the environment and registers it for processing
Information processing: Approach that describes how people learn using a computer analogy
Short-term memory: Holds information temporarily
Long-term memory: Stores information processed from short term memory for later retrieval
Learning response: Recognize and recall information from short- and long-term memory.
5 capabilities that contribute to social learning
Symbolization: can think about social behavior in words and images
Forethought: anticipate consequences of our own and others’ actions
Self-regulation: adopt standards of acceptable behavior for us (aspirational, social, moral)
Self-reflection: analyze our thoughts and actions
Vicarious learning: learn by watching others be rewarded and punished
Home
Topics
Activities
Help
Development
Parenting instructions:
Media is a new environment for children. Parents should guide them to adapt to the environment.
Consider media as an optional tool for learning. Parents’ companion is necessary for children’s development. It always better to learn from real-world than from the screen.
Don’t use it as an emotional pacifier. Parents should not use TV or other media to calm down their children. They need to learn to control their emotion.
Set limits and encourage playtime. Kids are kids. They will make mistakes using media. Parents’ surveillance is indispensable.
Be a good role model. Except for limiting children’s on-screen playtime, parents should control their time on using media each day.
Here is a video explaining how TV affect young children’s brain development
Ball & Bogatz (1970) – research on Sesame Street
Children could learn basic information
Literacy skills
Preschool readiness skills
Other studies showed learning from a single episode or clip
Better learning with repetition.
Home
Topics
Activities
Help
Development
Play with your child!
For ages 5-8 children, play Animal Crossing.
Through the game, you can create a home with your child. It is good way to interact with cute animal villagers and enjoy life in the game.
For ages 8-12 children, play Lego
You can introduce children to a franchise you alr ...
Be Out There takes an in-depth look at how to balance screen time with green time in the report, Friending Fresh Air: Connecting Kids to Nature in a Digital Age. Here, we offer insight on how to use technology you already love and still connect your kids to nature.
The project aims to monitor the health data of elderly people gathered through sensing (IoT)
devices and share them with both the elderly people and their carers. The application also
provides a facility for end users to take advantage of a notification mechanism, which could be
triggered in an emergency situation or when a situation is predicted, based on data analysis.
Evaluation of a novel website "Thread" as part of a coursework for Understanding Usability and Use supervised by Ann E Blandford and moderated by Lorna Wall.
Evaluation of a novel website "Thread" as part of a coursework for Understanding Usability and Use supervised by Ann E Blandford and moderated by Lorna Wall.
The Talking point is one of the many initiatives from Alzheimer’s society to support people with dementia and their carers through online forum. They alone don’t consider this has as innovation. Through this report I showcase, how the online forum has all the potential to create awareness for all the people who are affected by dementia in all the countries.
An assistance in shopping which combines state-of-art-technologies to provide an ample and innovative solution for advertisements, differentiating in “chaotic/too-much informational/busy” malls.
The aim of the project is developing a dynamic website
exploring how the tools and the information that supports communication between the people with dementia and their caregivers can be provided to improve the overall quality of support.
Netcheck is a network management system to detect faulty nodes in the networking devices by retrieving all the information about the networking devices and providing Quality of Service to their customers.
The network management system becomes easier by the SNMP protocol, which is very simple and easy to implement in the devices. Because it's a simple solution, requiring little code to implement, vendors can easily build SNMP agents for their products. This NMS allows the administrator to be aware, by taking care of the network, which makes easy to handle the network, and overcome the problems by sitting in one place.
Netcheck- Bachelor of Engineering Final Year Project
Family connect
1. Family Connect: Bridging the gap between Grandparents
and Grandchildren through an Interactive Story builder
Sujith Kumar Anand, Shivan Dana Jalal
Royal Institute of Technology, KTH
Sweden
{skanand, shivandj}@kth.se
ABSTRACT
There is limited research on older adults with
grandchildren’s relationships and on large-scale samples.
At the same time, the connection or their relationship is
very short as well as limited. We are focused on older
adults above the age of 65 years of age acting as
grandparents, and grandchildren between ages 7 to 15
years. FamilyConnect is a visionary creative tool that might
provide a solution for the problems between those who are
staying separately from each other. It works like an
interactive story builder; where both of them can create a
game by telling a story. The aim of this paper is to show
that there is a lack of research towards supporting the
experience between grandparents and their grandchildren,
and to provide what we believe can be a solution that
realizes their experience.
Author Keywords
Older Adults; Elderly People; Grandparents;
Grandchildren’s; Interactive Story builder; Games;
Interactive Games.
INTRODUCTION
Western countries in the recent decades have seen inferior
fertility rates and higher life expectancy[1]. Individuals
living with members of third and fourth generation families
are increasing, as is the percentage of grandparents[2].
Besides there is raise in dual-working households and
higher rates of parental separation and divorce. Therefore,
grandparents are playing an increasing role in their
grandchildren’s lives as playmates, caregivers, advisers,
financial supporters, and other roles[3][4]. The relationship
between grandparent-grandchild is a potential importance
for the development of the grandchild is increasingly
documented[5]. On the other hand, it seems ties
multigenerational family are more important than research
on family, which is acknowledged till date[1].
Older adults are an assorted group, but one thing that they
may nevertheless have in common is some life experiences,
such as, becoming a grandparent, retiring or growing up
with certain technologies[6]. In this project, we look to the
experiences that grandparents above the age of 65 years
who are staying separately from their grandchildren may
share as a starting point towards designing technologies for
them.
FamilyConnect is an interactive story building tablet
application for grandparents and their grandchildren where
either one of them can create a story or pick a preloaded
story and then tailor it by adding their own picture using
camera, as the main character of the story. The application
can record their environment and automatically creates
levels and scenes from that recording. Also, they can add
their voice recordings where they can provide guides, hints
and explanations throughout the story. Finally, the game
can be shared and the journey or the performance of the
game can be followed through the recorded sessions (See
Figure 1).
Figure 1. FamilyConnect main screen where users i.e.,
grandparents and their grandkids can create games by telling
stories.
In the coming years, the use of wide range of technologies
by grandparents[7] and grandchildren[8] will increase
compared from past years. The technological solutions to
strengthen their relationship are relatively less compared to
parent and children. We can find new ways to strengthen
their ties and provide them with joyful memories and
valuable life lessons.
Royal Institute of Technology, KTH,, Stockholm, Sweden
Copyright held with the author(s)
2. BACKGROUND
The recent research is driven towards planning for elderly
people by the impression that the population of the world is
ageing[9]. Within Sweden, 18% of the residents are seniors
age 65 or older. Analysts predict that, by 2050, the country
will have 2.3 million people in that age group[10].
Conversely, there are a numerous ways in thinking about
what elderly age actually means, and how could it be
identified.
Internet has been providing exceptional prospects for
extended families and generations to stay in close contact,
even when separated geographically. Seniors could be
teachers, great models and influencers along with promoters
of their cultural heritage and family history. Equally,
grandparents or elderly people can be benefitted i.e.,
staying engaged and more active, a continuing sense of
value and purpose and learning to use the internet and
technology more in ways from their grandchildren[11].
Majority of the older adults prefer their home environment
to perform activities[12], and technology could support
ageing in this place[13]. A report by AARP[14] proves that
older adults are ready to use broad range of technologies to
remain independent as long as they maintain social
connections to gather information, be safe at home, and
promote their personal health and wellness.
On the other side, young children or grandchildren are been
introduced to the field of technology at very early stage in
their life. Nearly every school is now equipped with
computers and two-thirds of the children in the world have
access in their homes. Behrman et al., clarifies use of
computers are helping children physically, intellectually,
socially and psychologically[15].
Characteristics of Grandparent:
The maternal (i.e., relation to a mother) grandparents are
more likely to be involved and to have better influential,
supportive and authority-oriented relationships with
grandchildren. Studies also prove that grandchildren are
closer to have more contact with grandmother than their
grandfather[16].
However, some studies show that long-distance relationship
between grandparent and grandchildren could still be
satisfied along with emotions. This is achieved by
interacting through direct phone calls, correspondence and
straight forward contact through face-to-face contact in
youth years[17].
Characteristics of Grandchildren:
The literature proves that gender is not one of the variables
for interactions between grandparent-grandchild[18]. Some
studies also show that granddaughters are more emotionally
attached with their grandparents than their
grandsons[19][20]. Elder et al., shows grandparents are
more likely to be involved in their grandchildren’s life only
if they are not doing well in school[21]. This might raise a
question what if the grandchildren are embodied within
strong family ties can do well in school. Grandparents may
signify protective factor when their grandchildren might be
struggling in their career[22].
A study released in Feb. 2012 by Microsoft and AARP
(American Association of Retired Persons) titled,
Connecting Generations, found that teens are actually
communicating more with their parents and grandparents,
and vice-versa, due to the use of social media tools and
other online tools that enable cross-generational interactions
and richly rewarding connections. Learning how families
are encouraging these cross generational interactions can
help provide a richer online and offline experience for your
family. Today, about 50% of seniors use the internet at least
to do some basic things, but many are very tech savvy
having been on the cutting edge of internet development
during their careers[11].
The Microsoft and the AARP (American Association of
Retired Persons) titled, Connecting Generations (in
United States alone), found out[11]:
83% of parents, grandparents and teens consider going
online to be helpful forms of communication
30% of grandparents, and 29% of teens say connecting
online helps them better understand each other
40% of teens help their grandparents go online
25% of teens communicate with their grandparents
several times each week through social media
68% of those older than 39 have a page on social
networking site
70% of teen say the computer increases the quantity of
their communication with family members living far
away, and (67%) say it increases the quality of those
communications
RELATED WORK
Wayve
Wayve is a messaging device used within house. It was
developed collaborating with F-Map, and stimulated with
other positioned displays, specifically HomeNote and
TxtBoard[23].
Isis story builder
Isis is a software authoring tool specifically for children
where they create complex time-space combination stories
by arranging and stacking ―time boxes‖ on screen. Time
boxes are electronic building blocks with drawings,
cartoons, sounds, texts, photos and videos[24].
OUR VISION
We frequently hear that people have different priorities,
dissimilar tastes, hobbies, styles, personalities and were
taught that a decent solution is based on a comprehensive
3. study of a specific target group. By studying this group,
interviewing, collecting data, scenarios and personas, we
attempt to cultivate a solution that fits that targeted group as
much as possible.
The mentioned method is not incorrect; it remained indeed
as our initial approach, until we through that approach
realized that our solution and target group is not necessarily
specified. We came to conclusion that our solution is for a
specific experience rather than a limited target group.
There is an experience that is shared and in common with
most people. Most of us remember how exciting it was to
hear stories from our parents and grandparents when we
were younger. It was an engaging experience, mostly
because the stories were tailored for us where the hero in
that story was us. Even when we played for example board
games, it was in a way or another customized for us, either
by changing the rules or they letting us win.
Physical availability as a requirement being the key thwart
can be sourced from different causes such as being in
another country, health issues and so on. No matter the
cause, the parts should be able to engage in that specific
experience if they want to be linked to each other through
that activity. Concomitancy limitations are eliminated for
the current generation with the help of internet activity, yet
not all activities are included within that subset.
That experience itself has one major limitation, which is
physical availability. The persons involved in the
experience must be available in order for the experience to
occur. The availability of applications and solutions that try
to realize this specific experience are limited; either by
technology or by execution.
What we envision is the elimination of physical availability
as a requirement in order for the child to enjoy that
experience with their grandparents or parents.
The following scenario will attempt to offer a clearer
depiction of what we are suggesting as a solution. Mr
Gunnar is a 76 years-old retiree that used to work in the
service sector. Since his retirement, Gunnar has been
traveling around the world and visiting countries that he
wanted to explore in his earlier days because of being full
time employee. When he travels around, he still wants to be
in contact with his remaining family members, which
consists of his only daughter and his two grandsons, 10 and
12 years old.
Gunnar, as most of his generation, is not technologically
perceptive; his daughter bought him a smartphone and a
tablet. This helps him to communicate with voice, video
and text with his family. However, when he video chats
with his daughter and two grandsons, the grandsons do not
really find the video calls as engaging and funny as when
their grandfather is around and playing with them.
Therefore, his communication and contact with his
grandsons become somewhat limited.
The grandsons enjoy, when Gunnar is telling them tailored
stories. At the same time, Gunnar will be filled with joy and
love by the connection that he gets with them.
In order for this experience to take place even when Gunnar
is not physically available, the solution must be created in a
way that still promotes this connection without the
traditional requirements. With FamilyConnect, Gunnar can
create an interactive story for his grandchildren (See Figure
2). The way it works is that Gunnar can choose a story from
the application and then tailor it by adding a picture of
himself or his grandsons to be the main character of the
story, or even customize the story line. He also has the
freedom to create a story from scratch. Also, by using the
camera of the tablet, Gunnar can record his environment
and the application creates levels and scenes from that (See
Figure 3).
Figure 2. The user can create a character from the character
design menu.
Figure 3. The finished character can then be added to the
level/scene.
Gunnar can then add his voice recordings where he guides
and annotates for the children throughout the story. He can
also add hints in the interactive story for children to benefit
from. The interactive story can then be shared to his
grandsons, and he can follow their journey either live or
afterwards from the recorded session.
4. Technology
For all of this to happen, FamilyConnect must be intuitive
and easy to use by the less technologically perceptive. Even
if we take into account that future generations of the seniors
are most likely to be more technologically perceptive, the
creation of such experience is no easy task. Moreover, the
other main users of this solution are children. Therefore no
matter how technologically advanced future senior
generation are going to be, the children still needs this
solution to be as intuitive as possible.
Today, if we are to create such an experience, we would
need concept artists, animators, technical artists etc. Even if
we create an application today that is easy to use, the
technological limitations would be a hinder for this
solution. We cannot simply wave around the tablet camera
and automatically create a game or story level where we
also put our customized characters that automatically are
being animated.
There is however very good progress within this field,
where 3D-scanning software are getting better and more
widespread[25][26]. There are 3D-scanning applications for
e.g. Android phones, iPads and the Xbox Kinect
[27][28][29]. The users of Android software can create a
3D image with the built in camera of a smartphone, but that
is where it stops today. The next step in order for our vision
to be realized is for the 3D scan too easily be turned into a
game level with characters (without knowledge of
animation or 3D design).
CONCLUSION
As engineers, we tend to have technology as a starting point
for our problem solving. We also try to see everything as
functions, equations etc.
Old habits die hard, and being relatively new to this field,
we started our journey as engineers. Instead of having the
experience or the people as a starting point, we jumped into
technology and tried to customize a solution for the
technology, and not customize the technology for the
solution. What we have to realize is that aging does not
align the interests and habits of people. It might change the
way they perform these activities, but the interests of these
activities stay the same. The feelings of independency are
still appreciated, as well as the intuitive solutions for
keeping their interests.
Presenting a ―solution for elderly‖ is rather a problem
because the solution is based on and seen from the wrong
perspective. We discovered the experience to be the center
of this research and vision. From the experience, we can
explore different possibilities in order to make this
experience possible in different situations.
Current technologies are advancing but not developed
enough to be used practically for helping to realize the
experience. We feel FamilyConnect will help in bridging
the gap that exists today.
ACKNOWLEDGMENTS
We would like to acknowledge the support and feedback
that we got from Ylva Fernaeus[30], Marie Sjolinder[31]
and Anders Lundström[32] during the research.
Special thanks to Tore J Larsson[33] for his valuable input,
discussions and for helping us shape this work into what it
is.
We would also like to thank everyone that gave us their
time and their point of view as potential users of this vision.
We could not have had this vision without seeing it through
your eyes.
LIMITATIONS
The FamilyConnect solution is a concept that we believe
can be available in the near future depending on the
progress within technological fields mentioned earlier.
The solution itself is focused on both the grandparent and
the grandchild; however, during our limited research time
we did not get as much input from the grandchild part of the
solution as we wanted.
REFERENCES
[1] V. L. Bengtson, ―Beyond the Nuclear Family: The
Increasing Importance of Multigenerational Bonds,‖
J. Marriage Fam., vol. 63, no. 1, pp. 1–16, 2001.
[2] S. Harper and S. Levin, ―Family Care, Independent
Living and Ethnicity,‖ Soc. Policy Soc., vol. 4, no.
02, pp. 157–169, 2005.
[3] S. Attar-Schwartz, J.-P. Tan, A. Buchanan, E. Flouri,
and J. Griggs, ―Grandparenting and adolescent
adjustment in two-parent biological, lone-parent, and
step-families,‖ J. Fam. Psychol. JFP J. Div. Fam.
Psychol. Am. Psychol. Assoc. Div. 43, vol. 23, no. 1,
pp. 67–75, Feb. 2009.
[4] D. L. Franklin, Ensuring inequality the structural
transformation of the African-American family. New
York: Oxford University Press, 1997.
[5] P. K. Smith, The Psychology of Grandparenthood:
An International Perspective. Routledge, 1991.
[6] ―Designing for Older People - Microsoft Research.‖
[Online]. Available:
http://research.microsoft.com/en-us/projects/seniors/.
[Accessed: 15-Mar-2014].
[7] R. W. Morrell, C. B. Mayhorn, and J. Bennett, ―A
Survey of World Wide Web Use in Middle-Aged and
Older Adults,‖ Hum. Factors J. Hum. Factors Ergon.
Soc., vol. 42, no. 2, pp. 175–182, Jun. 2000.
[8] D. Buckingham, Beyond Technology: Children’s
Learning in the Age of Digital Culture. John Wiley &
Sons, 2013.
[9] S. E. Lindley, R. Harper, and A. Sellen, ―Designing
for Elders: Exploring the Complexity of
Relationships in Later Life,‖ in Proceedings of the
22Nd British HCI Group Annual Conference on
People and Computers: Culture, Creativity,
5. Interaction - Volume 1, Swinton, UK, UK, 2008, pp.
77–86.
[10] ―Sweden’s rapidly aging population creates a critical
demand for eldercare.‖ [Online]. Available:
http://www.homeinstead.com/international/franchise-
opportunity/Pages/Sweden-Senior-Home-Care.aspx.
[Accessed: 16-Mar-2014].
[11] ―Connecting Grandparents and Grandkids Through
Technology — iKeepSafe.‖ [Online]. Available:
http://www.ikeepsafe.org/be-a-
pro/relationships/connecting-grandparents-and-
grandkids-through-technology/. [Accessed: 16-Mar-
2014].
[12] M. M. Baltes, I. Maas, H.-U. Wilms, M. Borchelt,
and T. D. Little, ―Everyday Competence in Old and
Very Old Age: Theoretical Considerations and
Empirical Findings,‖ in The Berlin Aging Study,
Cambridge University Press, 1998.
[13] T. L. Mitzner, J. B. Boron, C. B. Fausset, A. E.
Adams, N. Charness, S. J. Czaja, K. Dijkstra, A. D.
Fisk, W. A. Rogers, and J. Sharit, ―Older adults talk
technology: Technology usage and attitudes,‖
Comput. Hum. Behav., vol. 26, no. 6, pp. 1710–1721,
Nov. 2010.
[14] L. L. Barrett, Ph.D., A. K. Management, from: A.
Research, and M. 2008, ―Healthy @ Home,‖ AARP.
[Online]. Available:
http://www.aarp.org/relationships/caregiving/info-03-
2008/healthy_home.html. [Accessed: 13-Mar-2014].
[15] M. K. Shields and R. E. Behrman, ―Children and
Computer Technology: Analysis and
Recommendations,‖ Future Child., vol. 10, no. 2, pp.
4–30, Oct. 2000.
[16] S. Attar-Schwartz, J.-P. Tan, and A. Buchanan,
―Adolescents’ perspectives on relationships with
grandparents: The contribution of adolescent,
grandparent, and parent–grandparent relationship
variables,‖ Child. Youth Serv. Rev., vol. 31, no. 9, pp.
1057–1066, Sep. 2009.
[17] A. C. Taylor, M. Robila, and H. S. Lee, ―Distance,
Contact, and Intergenerational Relationships:
Grandparents and Adult Grandchildren from an
International Perspective,‖ J. Adult Dev., vol. 12, no.
1, pp. 33–41, Jan. 2005.
[18] C. E. Block, ―Dyadic and Gender Differences in
Perceptions of the Grandparent-Grandchild
Relationship,‖ Int. J. Aging Hum. Dev., vol. 51, no. 2,
pp. 85–104, Aug. 2000.
[19] G. L. Creasey and P. J. Koblewski, ―Adolescent
grandchildren’s relationships with maternal and
paternal grandmothers and grandfathers,‖ J. Adolesc.,
vol. 14, no. 4, pp. 373–387, Dec. 1991.
[20] J. S. Dubas, ―How Gender Moderates the
Grandparent-Grandchild Relationship A Comparison
of Kin-Keeper and Kin-Selector Theories,‖ J. Fam.
Issues, vol. 22, no. 4, pp. 478–492, May 2001.
[21] Children of the Land. .
[22] A. J. Cherlin and Furstenberg, The new American
grandparent a place in the family, a life apart. New
York: Basic Books, 1986.
[23] ―Wayve - Microsoft Research.‖ [Online]. Available:
http://research.microsoft.com/en-us/projects/wayve/.
[Accessed: 16-Mar-2014].
[24] M. Y. Kim, ―Creative Multimedia for Children: Isis
Story Builder,‖ in Conference Companion on Human
Factors in Computing Systems, New York, NY,
USA, 1995, pp. 37–38.
[25] ―Your smartphone as a 3D scanner.‖ [Online].
Available: https://www.ethz.ch/en/news-and-
events/eth-news/news/2013/12/your-smartphone-as-
a-3d-scanner.html. [Accessed: 13-Mar-2014].
[26] ―3D Print and Animate Yourself,‖ Instructables.com.
[Online]. Available:
http://www.instructables.com/id/3D-Print-and-
Animate-Yourself/. [Accessed: 17-Mar-2014].
[27] ―EASY Kinect 3D Scanner!,‖ Instructables.com.
[Online]. Available:
http://www.instructables.com/id/EASY-Kinect-3D-
Scanner/. [Accessed: 17-Mar-2014].
[28] ―3D scanning with Ipad,‖ Instructables.com.
[Online]. Available:
http://www.instructables.com/id/3D-scanning-with-
Ipad/. [Accessed: 17-Mar-2014].
[29] ―3D Mesh Generation with KScan3D software and
Kinect.‖ [Online]. Available:
http://www.kscan3d.com/. [Accessed: 17-Mar-2014].
[30] K. R. I. of T. S.-100 44 S. S. +46 8 790 60 00, ―KTH
| Fernaeus Ylva.‖ [Online]. Available:
http://www.kth.se/en/csc/forskning/mid/people/ylvaf
ernaeus-1.285924. [Accessed: 17-Mar-2014].
[31] ―Marie Sjölinder | SICS.‖ [Online]. Available:
https://www.sics.se/people/marie-sjolinder.
[Accessed: 17-Mar-2014].
[32] ―KTH | Anders Lundström.‖ [Online]. Available:
https://www.kth.se/profile/andelund/. [Accessed: 17-
Mar-2014].
[33] ―KTH | Tore J Larsson.‖ [Online]. Available:
https://www.kth.se/profile/torel/. [Accessed: 17-Mar-
2014].