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  2. Sensory room - Wikipedia

    en.wikipedia.org/wiki/Sensory_room

    Multi-sensory room. Sensory equipment can help develop key life skills including vocalization, gross motor skills, color recognition and tracking. Examples include sensory rooms, sensory pools, sensory bathrooms, and sensory gardens. [citation needed] They are also sometimes called multi-sensory rooms, white rooms, or quiet rooms. [10] [11] [12]

  3. Snoezelen - Wikipedia

    en.wikipedia.org/wiki/Snoezelen

    Ideally, Snoezelen is a non-directive therapy, controlled by the client and not by the therapist. It can be staged to provide a multi-sensory experience or single sensory focus, simply by adapting the lighting, atmosphere, sounds, and textures to the specific needs of the client at the time of use.

  4. 50 Bonus Room Ideas That Make Use of Your Extra Square ... - AOL

    www.aol.com/50-bonus-room-ideas-extra-140000163.html

    This moody bonus room idea/office by designer Katie Hodges is a form of (very stylish) sensory deprivation, with inky walls and minimal furniture. Tour the Entire House Haris Kenjar

  5. Sensory friendly - Wikipedia

    en.wikipedia.org/wiki/Sensory_friendly

    Sensory friendly refers to a designed environment which is an accommodation for people who have a sensory dysfunction or a sensory processing disorder. There are sensory friendly experiences which are offered by businesses and there is also sensory friendly furniture.

  6. Sensory refuge van for the neurodivergent coming to Times ...

    www.aol.com/sensory-refuge-van-neurodivergent...

    Like an oasis in the desert, a refuge from the mania of New Year’s Eve is coming to Times Square. A “Sensory Activation Vehicle” (SAV) — outfitted with calming tools and noise-canceling ...

  7. ESP game - Wikipedia

    en.wikipedia.org/wiki/ESP_game

    The ESP game (extrasensory perception game) is a human-based computation game developed to address the problem of creating difficult metadata.The idea behind the game is to use the computational power of humans to perform a task that computers cannot (originally, image recognition) by packaging the task as a game.

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