TRACK 4(2) | SELF MANAGEMENT PART1 | DAY 2 - 1 NOV 2016
Nunzio Alberto Borghese, Full Professor | Università di MIlano (IT)
Games for Health Europe 2016
Games for Mental Health. Videogames as Innovative Interventions in Residentia...Games for Health Europe
Presenter: Angela Schuurmans, PhD Candidate. Pluryn. Radboud University Nijmegen, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Presenter: Sander Bakkes, Lecturer in Game Technology. University of Amsterdam, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 11:00 - 12:15
Location: Session Room 1, Jaarbeurs Utrecht
Strategic experimentation as part of new health and well-being innovations – ...Games for Health Europe
Kuopio Innovation Ltd is a business developer in Kuopio, Finland that combines ideas, experts, and new ways of thinking to open opportunities for innovative organizations. The document discusses strategic experimentation for new health and well-being innovations in Kuopio. It provides examples of experiments including a personal health record for residents and students, e-consultation services, and international cooperation on projects using mobile technology to improve mother-child health. The benefits of strategic experimentation are outlined as spreading enthusiasm, unlearning to adopt new capabilities, and tolerating the uncertainties of development through testing in real environments.
Presenter: Mina Johnson, President Embodied Games. Radboud University, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Immune Defense: a game-based approach to medical education for immunobiologyGames for Health Europe
Presenter: Guido Giunti, Internal Medicine Teacher University of Buenos Aires, AR
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 11:00 - 12:15
Location: Juliana Congreszaal, Jaarbeurs Utrecht
The development of a patient oriented self-management application: a qualita...Games for Health Europe
Presenter: Jonne Oldenburg, Clinical Psychologist Researcher Emmaus vzw, BE
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Session Room 1, Jaarbeurs Utrecht
The effects of a simulation game on skills and motivation of doctors and stu...Games for Health Europe
TRACK 3(4) | QUALITY IMPROVEMENT | DAY 1 - 31 OCT 2016
Mary Dankbaar, Program manager e-learning | Erasmus University Medical Center (NL)
Games for Health Europe 2016
Games for Mental Health. Videogames as Innovative Interventions in Residentia...Games for Health Europe
Presenter: Angela Schuurmans, PhD Candidate. Pluryn. Radboud University Nijmegen, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Presenter: Sander Bakkes, Lecturer in Game Technology. University of Amsterdam, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 11:00 - 12:15
Location: Session Room 1, Jaarbeurs Utrecht
Strategic experimentation as part of new health and well-being innovations – ...Games for Health Europe
Kuopio Innovation Ltd is a business developer in Kuopio, Finland that combines ideas, experts, and new ways of thinking to open opportunities for innovative organizations. The document discusses strategic experimentation for new health and well-being innovations in Kuopio. It provides examples of experiments including a personal health record for residents and students, e-consultation services, and international cooperation on projects using mobile technology to improve mother-child health. The benefits of strategic experimentation are outlined as spreading enthusiasm, unlearning to adopt new capabilities, and tolerating the uncertainties of development through testing in real environments.
Presenter: Mina Johnson, President Embodied Games. Radboud University, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Immune Defense: a game-based approach to medical education for immunobiologyGames for Health Europe
Presenter: Guido Giunti, Internal Medicine Teacher University of Buenos Aires, AR
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 11:00 - 12:15
Location: Juliana Congreszaal, Jaarbeurs Utrecht
The development of a patient oriented self-management application: a qualita...Games for Health Europe
Presenter: Jonne Oldenburg, Clinical Psychologist Researcher Emmaus vzw, BE
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Session Room 1, Jaarbeurs Utrecht
The effects of a simulation game on skills and motivation of doctors and stu...Games for Health Europe
TRACK 3(4) | QUALITY IMPROVEMENT | DAY 1 - 31 OCT 2016
Mary Dankbaar, Program manager e-learning | Erasmus University Medical Center (NL)
Games for Health Europe 2016
Presenter: Robert Pratten, CEO at Conducttr, UK
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 16:00 - 17:00 Keynote
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Presenter: Frank Miedema, Dean and vice president University Medical Center Utrecht, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 16:00 - 17:00
Location: Juliana Congreszaal, Jaarbeurs Utrecht
From effective play in the Pirate group to effectiveness of home-based bimanu...Games for Health Europe
Presenter: Pauline Aarts, Dr., Head Department of Paediatric Rehalibilitation Sint Maartensclinic, NL
Marlous Schnackers, PhD Candidate Behavioural Science Institute, Radboud University, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 13:30 - 14:00
Location: Juliana Congreszaal, Jaarbeurs Utrecht
KyungSik Kim-Department of Game Dev, Hoseo University, KoreaSeriousGamesAssoc
"Improving Cognitive Function for the Elderly"
Research has maintained that playing games via internet or video games can be utilized as a major leisure activity among the elderly and help improve their certain cognitive functions such as memory, concentration, a sense of vitality, etc. Korea is one of the rapidly aging societies, and a serious game for the elderly named 멠aldokangsan2?has been developed in Korea in 2012 as the next version of 멠aldokangsan 1?which was a walking game for two people using controllers of armrests and footboards with PC. As for 'Paldokangsan 2', walking while remembering/choosing healthy food was implemented as game activities in the same game prototype of 멠aldokangsan 1?
The document discusses using interactive technology to reduce stress and anxiety. It describes research showing that video games designed with "flow" in mind, where challenge matches player skill, can provide cognitive benefits. One study found that children who played video games before surgery had lower anxiety than those who did not. Another study showed that participants who played an anxiety-reducing mobile app gave less anxious speeches afterwards. The document argues that interactive technologies should be further explored and developed for mental health applications like anxiety management.
This document describes the development of CPLAY2, a touchscreen game system designed to assess attention deficits and improve motor skills in children with cerebral palsy. CPLAY2 features a bubble popping game in three levels of increasing difficulty. It tracks player performance metrics and generates reports for therapists. A pilot study was conducted with four healthy participants who played with intentional disabilities. CPLAY2 showed potential to measure focus and motion ability, with scores calculated based on hits, misses and escaped bubbles. Results are stored in a database to facilitate user profiling over time.
The document describes the design of a pervasive outdoor game called HeartBeat for children ages 8-12. The game aims to promote physical activity and social interaction like traditional outdoor games. It uses small portable devices and physiological heart rate sensors to detect when a player's heart rate increases, causing the opposing team's devices to beep at the same rhythm to locate the player. An evaluation with 32 children found the game successfully encouraged physical activity and socializing as intended.
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
Serious games for upper limb rehabilitation following strokeJames Burke
This document discusses the development of serious games for upper limb rehabilitation following stroke. The researchers at the University of Ulster created virtual reality and webcam-based games that can be played with inexpensive off-the-shelf hardware like the Nintendo Wii remote. Their goal was to develop engaging rehabilitation games that motivate patients and can be used at home or in clinical settings. An initial usability study found patients enjoyed the games and found the feedback and adaptivity to be effective. Further clinical studies are planned to evaluate the games' effects on motor function recovery.
This document announces the first call for papers for the 25th Italian Workshop on Neural Networks to be held May 21-22 in Vietri sul Mare, Salerno, Italy. The workshop will focus on computational intelligence methods for biomedical ICT in neurological diseases and is co-funded by the EU program CONNECT2SEA. It includes 16 topics ranging from computational intelligence methods for biomedical signals in neurological diseases to analyzing correlations between personality disorders and frontal functions.
Games can be used for learning in several ways:
1) People can learn from playing games through trial and error feedback loops. Games allow exploration without real-world consequences.
2) Games have been used successfully to teach a variety of subjects in classrooms from elementary school through university levels. They increase student motivation and information retention.
3) Scientific discovery games engage many participants in solving research problems through game mechanics. Players of the protein folding game Foldit have contributed to scientific papers by developing strategies to solve protein structures better than computer algorithms.
SFX Physiology - Everything you always wanted to know about biofeedback BUT W...Alasdair Thin
The document provides an overview of a talk on physiology and biofeedback in gaming. It discusses the history of biofeedback and exergames, different categories of physiological computing like biofeedback, biocybernetic adaptation and brain-computer interfacing. It also covers potential physiological variables that can be measured, platforms and sensors used, design considerations for exergames and potential for supportive virtual environments to promote public health.
The Instructional Thematic Game for Children with Mild Mental Retardation: Fo...IJECEIAES
Children with mild mental retardation had several difficulties with interaction, remembering information, problem-solving, physic-motoric, learning problem, etc. Therefore, we proposed a novel framework to increase their learning skill using instructional thematic game rehabilitation framework based on Kinect sensor as the solution. Basically, the framework had three components. First, intellectual functions, which implied to the competencies reached through the game by the student. Second, instructional thematic game model, which was the concept to learn everything from the real single topic of the subject by associating to the abstract objects. Three, computer sensor device, which was the equipment as the bridge between the children and the program application. This research covered enhancement of right and left-hand recognition. We adopted Single Subject Research to evaluate the effectiveness of the system and to explore each of the individual‟s progress. This process was divided into 2 steps. Namely, baseline stage and treatment stage. Apparently, from our finding, such framework gave the student an enhanced learning skill covering left-right recognition skill, decreasing the level of disturbance, and improving the level of learning independence.
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
Presenter: Robert Pratten, CEO at Conducttr, UK
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 16:00 - 17:00 Keynote
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Presenter: Frank Miedema, Dean and vice president University Medical Center Utrecht, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 16:00 - 17:00
Location: Juliana Congreszaal, Jaarbeurs Utrecht
From effective play in the Pirate group to effectiveness of home-based bimanu...Games for Health Europe
Presenter: Pauline Aarts, Dr., Head Department of Paediatric Rehalibilitation Sint Maartensclinic, NL
Marlous Schnackers, PhD Candidate Behavioural Science Institute, Radboud University, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 13:30 - 14:00
Location: Juliana Congreszaal, Jaarbeurs Utrecht
KyungSik Kim-Department of Game Dev, Hoseo University, KoreaSeriousGamesAssoc
"Improving Cognitive Function for the Elderly"
Research has maintained that playing games via internet or video games can be utilized as a major leisure activity among the elderly and help improve their certain cognitive functions such as memory, concentration, a sense of vitality, etc. Korea is one of the rapidly aging societies, and a serious game for the elderly named 멠aldokangsan2?has been developed in Korea in 2012 as the next version of 멠aldokangsan 1?which was a walking game for two people using controllers of armrests and footboards with PC. As for 'Paldokangsan 2', walking while remembering/choosing healthy food was implemented as game activities in the same game prototype of 멠aldokangsan 1?
The document discusses using interactive technology to reduce stress and anxiety. It describes research showing that video games designed with "flow" in mind, where challenge matches player skill, can provide cognitive benefits. One study found that children who played video games before surgery had lower anxiety than those who did not. Another study showed that participants who played an anxiety-reducing mobile app gave less anxious speeches afterwards. The document argues that interactive technologies should be further explored and developed for mental health applications like anxiety management.
This document describes the development of CPLAY2, a touchscreen game system designed to assess attention deficits and improve motor skills in children with cerebral palsy. CPLAY2 features a bubble popping game in three levels of increasing difficulty. It tracks player performance metrics and generates reports for therapists. A pilot study was conducted with four healthy participants who played with intentional disabilities. CPLAY2 showed potential to measure focus and motion ability, with scores calculated based on hits, misses and escaped bubbles. Results are stored in a database to facilitate user profiling over time.
The document describes the design of a pervasive outdoor game called HeartBeat for children ages 8-12. The game aims to promote physical activity and social interaction like traditional outdoor games. It uses small portable devices and physiological heart rate sensors to detect when a player's heart rate increases, causing the opposing team's devices to beep at the same rhythm to locate the player. An evaluation with 32 children found the game successfully encouraged physical activity and socializing as intended.
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
Serious games for upper limb rehabilitation following strokeJames Burke
This document discusses the development of serious games for upper limb rehabilitation following stroke. The researchers at the University of Ulster created virtual reality and webcam-based games that can be played with inexpensive off-the-shelf hardware like the Nintendo Wii remote. Their goal was to develop engaging rehabilitation games that motivate patients and can be used at home or in clinical settings. An initial usability study found patients enjoyed the games and found the feedback and adaptivity to be effective. Further clinical studies are planned to evaluate the games' effects on motor function recovery.
This document announces the first call for papers for the 25th Italian Workshop on Neural Networks to be held May 21-22 in Vietri sul Mare, Salerno, Italy. The workshop will focus on computational intelligence methods for biomedical ICT in neurological diseases and is co-funded by the EU program CONNECT2SEA. It includes 16 topics ranging from computational intelligence methods for biomedical signals in neurological diseases to analyzing correlations between personality disorders and frontal functions.
Games can be used for learning in several ways:
1) People can learn from playing games through trial and error feedback loops. Games allow exploration without real-world consequences.
2) Games have been used successfully to teach a variety of subjects in classrooms from elementary school through university levels. They increase student motivation and information retention.
3) Scientific discovery games engage many participants in solving research problems through game mechanics. Players of the protein folding game Foldit have contributed to scientific papers by developing strategies to solve protein structures better than computer algorithms.
SFX Physiology - Everything you always wanted to know about biofeedback BUT W...Alasdair Thin
The document provides an overview of a talk on physiology and biofeedback in gaming. It discusses the history of biofeedback and exergames, different categories of physiological computing like biofeedback, biocybernetic adaptation and brain-computer interfacing. It also covers potential physiological variables that can be measured, platforms and sensors used, design considerations for exergames and potential for supportive virtual environments to promote public health.
The Instructional Thematic Game for Children with Mild Mental Retardation: Fo...IJECEIAES
Children with mild mental retardation had several difficulties with interaction, remembering information, problem-solving, physic-motoric, learning problem, etc. Therefore, we proposed a novel framework to increase their learning skill using instructional thematic game rehabilitation framework based on Kinect sensor as the solution. Basically, the framework had three components. First, intellectual functions, which implied to the competencies reached through the game by the student. Second, instructional thematic game model, which was the concept to learn everything from the real single topic of the subject by associating to the abstract objects. Three, computer sensor device, which was the equipment as the bridge between the children and the program application. This research covered enhancement of right and left-hand recognition. We adopted Single Subject Research to evaluate the effectiveness of the system and to explore each of the individual‟s progress. This process was divided into 2 steps. Namely, baseline stage and treatment stage. Apparently, from our finding, such framework gave the student an enhanced learning skill covering left-right recognition skill, decreasing the level of disturbance, and improving the level of learning independence.
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
Similar to Hand Rehabilitation: exergames and sensorized objects (14)
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
This document discusses the development of an app called SPIRIT to help treat obsessive compulsive disorder (OCD). Exposure and response prevention (ERP) therapy is the most effective OCD treatment but has problems with high dropout rates and infrequent engagement with therapeutic exercises. SPIRIT uses gamification elements like narrative, goals, and fast feedback to empower OCD patients to regularly complete exposure exercises. The developers plan to test SPIRIT in a clinical trial with 200 OCD patients to evaluate outcomes compared to treatment without the app.
When Therapists and Researchers Collaborate to Innovate and Offer a Future to...Games for Health Europe
S'TIM is a serious game developed through collaboration between medical specialists, rehabilitation therapists, and multimedia developers to rehabilitate patients with dysexecutive syndrome resulting from frontal lobe damage. The game runs on a touchscreen table and focuses on exercises for attention, inhibition, strategy, planning, and other executive functions. Initial results found the game improved patients' self-confidence, metacognition, and ability to transfer skills to daily life. Therapists also saw new collaborative dynamics develop between themselves and their patients.
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
Dr. Roland Goetgeluk will present on LifeCyclR 1.0, a game-based rehabilitation system that motivates both healthy and unhealthy individuals to do 30 minutes of daily exercise via rehab and training on a bike. It aims to boost therapy compliance and reduce costs for conditions like cerebral palsy. Specialists input rehab programs that are translated into game landscapes by software. The system was positively tested attracting various patient groups and is now undergoing clinical trials to evaluate its effectiveness for rehab conditions like cerebral palsy and for elderly populations.
This document discusses using motion-controlled video games for rehabilitation of children with cerebral palsy and other movement disorders. It notes the struggles of traditional outpatient therapy and introduces reFit Gamo as a digital therapy system that uses games to motivate patients, provide instant biofeedback on exercises, and allow continuous evaluation of progress by patients, therapists, and parents. Examples of games are provided that target hand, full body, and cardiac rehabilitation through repetitive motions, coordination, and cognitive challenges.
Wii Fit balance training was compared to conventional balance therapy in outpatients with subacute stroke. Patients were randomly assigned to 30 minutes of either Wii Fit balance games under supervision twice a week for 8 weeks, or conventional balance exercises, both with additional home practice. The Berg Balance Scale and Dynamic Gait Index assessed balance and fall risk at baseline and post-intervention. Secondary measures included walking speed, fatigue, and independence in daily activities. The study hypothesized that Wii Fit balance training would be more effective for improving balance after stroke compared to conventional therapy in an outpatient setting.
Noreena Liu presented on using an "advergame" strategy to raise awareness and support for dementia carers. The advergame would use social media platforms to get people's attention and influence communities to help address problems carers face like a lack of communication, knowledge about dementia, and available services. It would be interactive advertising that delivers information while allowing users to provide feedback. Existing games for dementia and its carers can be used for social support, education to enhance knowledge about dementia, and health by helping carers better manage their situation.
Gwen Dziwenko developed the Glenrose Grocery Game at the Glenrose Rehabilitation Hospital in Edmonton, Alberta. The game is used by occupational therapists to engage clients with cognitive impairments in tasks related to grocery shopping and meal preparation. It assesses skills like attention, problem solving, memory, and budgeting. Players choose a character and celebrity to shop for, then must accurately collect all ingredients for a recipe within budget and time limits. The game tracks progress and provides an appropriate challenge level. Future plans include releasing the game as an iOS and Android app to distribute to other hospitals.
The document discusses a presentation called "ParkinsonGaming" given at the Games for Health Europe Conference 2018 by Peter David Faasse and Lianne de Haan from Radboud University. It describes using gaming to help the 55,000 people in the Netherlands with Parkinson's disease work on motor skills and exercise, which can slow progression of the disease. Previous studies found Parkinson's patients enjoyed using the Kinect for retraining movements at home. The presenters want to develop a simple home game using criteria like few colors and short rounds to help patients achieve exercise goals and motivate continued physical activity. They are looking for investors to help create the game.
Detlef La Grand discusses how virtual reality can make healthcare training more engaging and effective by allowing trainees to learn through experience in virtual environments. VR provides opportunities for storytelling, hands-on learning, and practicing skills anywhere by simulating real-world healthcare scenarios. It can also help foster empathy by allowing people to experience healthcare from others' perspectives through immersive VR tours and simulations.
This document discusses stress and mindsets. It summarizes research showing that an optimistic mindset is associated with better health outcomes and longer life. Additionally, those who view stress as enhancing rather than harmful are more likely to respond adaptively to stress. The document then outlines a pilot study showing that the VR game Stressjam was effective in changing players' mindsets to view stress positively, was highly engaging to play, and helped a broad range of people.
This document discusses trends in rehabilitation and the role of technology. It notes an increasing prevalence of chronic disorders and rising healthcare costs. Rehabilitation aims to help people adapt and self-manage their conditions. Technology such as robotics, virtual reality, and assistive devices can help regain function and autonomy. The ability to adapt is key for both patients and rehabilitation technology. Technology should be affordable and support self-reliance and participation.
This document discusses appropriate innovation and gamification in healthcare. It notes several urgent issues driving change, such as aging populations, increasing care demands, and rising costs. Gamification could help address workforce shortages and access issues if applied properly. Key criteria for determining what innovations are appropriate include whether they target individual health needs effectively and efficiently without overtreatment. Gamification must improve quality from a patient-centered perspective and be evidence-based, affordable, and sustainable to qualify for basic insurance coverage under the Dutch system. Overall, healthcare innovations require understanding problems, analyzing demands and processes, measuring impacts, and developing solutions centered on quality improvement.
Rabobank wants to invest in communities to address healthcare challenges. Healthcare expenses in the Netherlands are projected to double by 2040 due to issues like an aging population and rising obesity rates. There is a need for cooperation between healthcare providers, investors, and entrepreneurs to develop innovative solutions that help people live healthier lives and reduce costs. One example is a initiative called "Sarah" that brought these groups together to support the needs of an individual.
R3 Stem Cell Therapy: A New Hope for Women with Ovarian FailureR3 Stem Cell
Discover the groundbreaking advancements in stem cell therapy by R3 Stem Cell, offering new hope for women with ovarian failure. This innovative treatment aims to restore ovarian function, improve fertility, and enhance overall well-being, revolutionizing reproductive health for women worldwide.
nursing management of patient with Empyema pptblessyjannu21
prepared by Prof. BLESSY THOMAS, SPN
Empyema is a disease of respiratory system It is defines as the accumulation of thick, purulent fluid within the pleural space, often with fibrin development.
Empyema is also called pyothorax or purulent pleuritis.
It’s a condition in which pus gathers in the area between the lungs and the inner surface of the chest wall. This area is known as the pleural space.
Pus is a fluid that’s filled with immune cells, dead cells, and bacteria.
Pus in the pleural space can’t be coughed out. Instead, it needs to be drained by a needle or surgery.
Empyema usually develops after pneumonia, which is an infection of the lung tissue. it is mainly caused due in infectious micro-organisms. It can be treated with medications and other measures.
Solution manual for managerial accounting 18th edition by ray garrison eric n...rightmanforbloodline
Solution manual for managerial accounting 18th edition by ray garrison eric noreen and peter brewer_compressed
Solution manual for managerial accounting 18th edition by ray garrison eric noreen and peter brewer_compressed
Enhancing Hip and Knee Arthroplasty Precision with Preoperative CT and MRI Im...Pristyn Care Reviews
Precision becomes a byword, most especially in such procedures as hip and knee arthroplasty. The success of these surgeries is not just dependent on the skill and experience of the surgeons but is extremely dependent on preoperative planning. Recognizing this important need, Pristyn Care commits itself to the integration of advanced imaging technologies like CT (Computed Tomography) and MRI (Magnetic Resonance Imaging) into the surgical planning process.
The Ultimate Guide in Setting Up Market Research System in Health-TechGokul Rangarajan
How to effectively start market research in the health tech industry by defining objectives, crafting problem statements, selecting methods, identifying data collection sources, and setting clear timelines. This guide covers all the preliminary steps needed to lay a strong foundation for your research.
"Market Research it too text-booky, I am in the market for a decade, I am living research book" this is what the founder I met on the event claimed, few of my colleagues rolled their eyes. Its true that one cannot over look the real life experience, but one cannot out beat structured gold mine of market research.
Many 0 to 1 startup founders often overlook market research, but this critical step can make or break a venture, especially in health tech.
But Why do they skip it?
Limited resources—time, money, and manpower—are common culprits.
"In fact, a survey by CB Insights found that 42% of startups fail due to no market need, which is like building a spaceship to Mars only to realise you forgot the fuel."
Sudharsan Srinivasan
Operational Partner Pitchworks VC Studio
Overconfidence in their product’s success leads founders to assume it will naturally find its market, especially in health tech where patient needs, entire system issues and regulatory requirements are as complex as trying to perform brain surgery with a butter knife. Additionally, the pressure to launch quickly and the belief in their own intuition further contribute to this oversight. Yet, thorough market research in health tech could be the key to transforming a startup's vision into a life-saving reality, instead of a medical mishap waiting to happen.
Example of Market Research working
Innovaccer, founded by Abhinav Shashank in 2014, focuses on improving healthcare delivery through data-driven insights and interoperability solutions. Before launching their platform, Innovaccer conducted extensive market research to understand the challenges faced by healthcare organizations and the potential for innovation in healthcare IT.
Identifying Pain Points: Innovaccer surveyed healthcare providers to understand their difficulties with data integration, care coordination, and patient engagement. They found widespread frustration with siloed systems and inefficient workflows.
Competitive Analysis: Analyzed competitors offering similar solutions in healthcare analytics and interoperability. Identified gaps in comprehensive data aggregation, real-time analytics, and actionable insights.
Regulatory Compliance: Ensured their platform complied with HIPAA and other healthcare data privacy regulations. This compliance was crucial to gaining trust from healthcare providers wary of data security issues.
Customer Validation: Conducted pilot programs with several healthcare organizations to validate the platform's effectiveness in improving care outcomes and operational efficiency. Gathered feedback to refine features and user interface.
VEDANTA AIR AMBULANCE SERVICES IN REWA AT A COST-EFFECTIVE PRICE.pdfVedanta A
Air Ambulance Services In Rewa works in close coordination with ground-based emergency services, including local Emergency Medical Services, fire departments, and law enforcement agencies.
More@: https://tinyurl.com/2shrryhx
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At Malayali Kerala Spa Ajman, Full Service includes individualized care for every client. We specifically design each massage session for the individual needs of the client. Our therapists are always willing to adjust the treatments based on the client's instruction and feedback. This guarantees that every client receives the treatment they expect.
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English Drug and Alcohol Commissioners June 2024.pptxMatSouthwell1
Presentation made by Mat Southwell to the Harm Reduction Working Group of the English Drug and Alcohol Commissioners. Discuss stimulants, OAMT, NSP coverage and community-led approach to DCRs. Focussing on active drug user perspectives and interests
CHAPTER 1 SEMESTER V COMMUNICATION TECHNIQUES FOR CHILDREN.pdfSachin Sharma
Here are some key objectives of communication with children:
Build Trust and Security:
Establish a safe and supportive environment where children feel comfortable expressing themselves.
Encourage Expression:
Enable children to articulate their thoughts, feelings, and experiences.
Promote Emotional Understanding:
Help children identify and understand their own emotions and the emotions of others.
Enhance Listening Skills:
Develop children’s ability to listen attentively and respond appropriately.
Foster Positive Relationships:
Strengthen the bond between children and caregivers, peers, and other adults.
Support Learning and Development:
Aid cognitive and language development through engaging and meaningful conversations.
Teach Social Skills:
Encourage polite, respectful, and empathetic interactions with others.
Resolve Conflicts:
Provide tools and guidance for children to handle disagreements constructively.
Encourage Independence:
Support children in making decisions and solving problems on their own.
Provide Reassurance and Comfort:
Offer comfort and understanding during times of distress or uncertainty.
Reinforce Positive Behavior:
Acknowledge and encourage positive actions and behaviors.
Guide and Educate:
Offer clear instructions and explanations to help children understand expectations and learn new concepts.
By focusing on these objectives, communication with children can be both effective and nurturing, supporting their overall growth and well-being.
This particular slides consist of- what is hypotension,what are it's causes and it's effect on body, risk factors, symptoms,complications, diagnosis and role of physiotherapy in it.
This slide is very helpful for physiotherapy students and also for other medical and healthcare students.
Here is the summary of hypotension:
Hypotension, or low blood pressure, is when the pressure of blood circulating in the body is lower than normal or expected. It's only a problem if it negatively impacts the body and causes symptoms. Normal blood pressure is usually between 90/60 mmHg and 120/80 mmHg, but pressures below 90/60 are generally considered hypotensive.
Digital Health in India_Health Informatics Trained Manpower _DrDevTaneja_15.0...DrDevTaneja1
Digital India will need a big trained army of Health Informatics educated & trained manpower in India.
Presently, generalist IT manpower does most of the work in the healthcare industry in India. Academic Health Informatics education is not readily available at school & health university level or IT education institutions in India.
We look into the evolution of health informatics and its applications in the healthcare industry.
HIMMS TIGER resources are available to assist Health Informatics education.
Indian Health universities, IT Education institutions, and the healthcare industry must proactively collaborate to start health informatics courses on a big scale. An advocacy push from various stakeholders is also needed for this goal.
Health informatics has huge employment potential and provides a big business opportunity for the healthcare industry. A big pool of trained health informatics manpower can lead to product & service innovations on a global scale in India.
Ensure the highest quality care for your patients with Cardiac Registry Support's cancer registry services. We support accreditation efforts and quality improvement initiatives, allowing you to benchmark performance and demonstrate adherence to best practices. Confidence starts with data. Partner with Cardiac Registry Support. For more details visit https://cardiacregistrysupport.com/cancer-registry-services/
Emotional and Behavioural Problems in Children - Counselling and Family Thera...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Emotional and Behavioural Problems in Children - Counselling and Family Thera...
Hand Rehabilitation: exergames and sensorized objects
1. Games4Health Europe 1/13
Hand rehabilitation: exergames
and sensorized objects
N. Alberto Borghese, Renato Mainetti, Jacopo Essenziale, Erica Cavalli,
Elena Mancon, Giorgio Pajardi
Laboratory of Applied Intelligent Systems
Department of Computer Science
Plastic surgery school
Università degli Studi di Milano, Milan, Italy
and
Hand Surgery Department
S. Joseph Hospital, Milan, Italy
3. Games4Health Europe 3/13
Focus on children (3-6 years old)
Approach based on gaming.
Kids have different ages, different pathologies and different abilities
and disabilities.
We need a suite of modular personalized components and suitable
games.
Not only physical toys. Tablets have become toys themselves.
Training of mobility and strength.
4. Games4Health Europe 4/13
Exer-games for strength
Exer-game running on a tablet or on a smartphone controlled by a
toy with a sensor embedded stimulating pinching or pressing force
A modular micro-architecture has been built: sensor, amplifier,
micro-controller, wifi transmitter have been embedded.
Wireless communication between sensor and the host device.
pinching
Pressing
6. Games4Health Europe 6/13
Lower cost version
The sensor is embedded in a toy. It connects wireless with the host.
On/off signal.
Crocodile in thermoplastic powder synthesized with a 3D printer.
Wirelss Bluetooth communication with the host (a smart phone).
At home version (tested presently by 5 patients at home autonomously)
7. Games4Health Europe 7/13
Exer-games for fingers mobility
Exercises, designed around the vocabulary of basic interaction
movements (Iberall, Mc Kenzie, 1991). Games designed on the top
of the exercises (Borghese et al. 2015).
Runnung exer-games. Different “games”. A spaceship is driven (or
an avatar, or a submarine) to avoid “enemies” and collect “points”.
8. Games4Health Europe 8/13
Different playing modalities
Movement elicited are pinching or sliding.
Good game design rules have been followed: clear feed-back,
surprise, clear mechanics. Music has been added.
Caregiver can help in using the right modality of interaction.
10. Games4Health Europe 10/13
Interaction with clinicians
Player
Lego toy Videogames
Patient at home Clinician at hospital
Configuration
Level of difficulty adaptation
Review of results (assessment
and evaluation)
11. Games4Health Europe 11/13
Usability study
Early results (28 young patients):
- great motivating tool
- strong interest from patients & parents
- fast training, exponential learning curve
- overall fair compliance
12. Games4Health Europe 12/13
Conclusion
• Enhanced occupations therapy for young
children
• Use at home allows gathering quantitative
information on rehabilitation
• Very high compliance.
• Gamification (adequate to age) might be
integrated to increase long lasting compliance.
• Role of parents in motivation is important.
• Not only rehabilitation: smart trackers,
transparent monitoring …
13. Games4Health Europe 13/13
Thank you for your attention!
For further information: alberto.borghese@unimi.it
N.A. Borghese, R. Mainetti, J. Essenziale, E. Cavalli, E.M.
Mancon and G. Pajardi, Hand Rehabilitation with Toys with
Embedded Sensors, Proc. ICNR2016.
M Pirovano, R Mainetti, G Baud-Bovy, PL Lanzi, NA Borghese,
(2016) IGER - Intelligent Game Engine for Rehabilitation, IEEE
Trans. on CIAIG. Vol.8(1), March 2016, pp. 43-55.
M. Pirovano, E. Surer, R. Mainetti, P.L. Lanzi, and N.A.
Borghese (2015). Exergaming and rehabilitation: a
methodology for the design of effective and safe therapeutic
exergames", Entertainment Computing 10/2015.
G. Baud-Bovy, F. Tatti and N.A. Borghese (2015) Influence of
Haptic Effects Rendered by a Low-Cost Force-Feedback
Device on Postural Stability in Younger and Older Adults, IEEE
Trans. on Haptics, Vol. 8 No. 2, pp. 130-139, 2015.
Seline Wüest, Nunzio Alberto Borghese, Michele Pirovano,
Rolf van de Langenberg, Eling D. de Bruin (2014), Usability
and Effects of an Exergame-Based Balance Training
Program, Games for Health Journal. Volume 3, Number 2,
2014, pp. 106-113.
15. Games4Health Europe 15/13
Thank you for your attention!
For further information: alberto.borghese@unimi.it
Research partially funded by:
FITREHAB
MOVECARE
16. Games4Health Europe 16/13
Not only rehabilitation
MOVECARE H2020 project
Transparent monitor Activities: smart trackers
we are hiring!