The document discusses a project called GameUp that aims to develop exergames to help motivate and train senior citizens' mobility. It provides an overview of the GameUp project, including the types of games being developed that focus on strength, balance, and flexibility exercises. It also discusses the roles that rehabilitation clinics can play in testing prototypes and providing clinical trials to evaluate the games' effectiveness in improving mobility. Finally, it outlines experiences with user-centered design and testing games with senior citizens in Norway to ensure the games meet their needs and capabilities.
are serious games promoting mobility an attractive alternative to conventiona...ellenb
This study aims to determine if elderly people show higher adherence to self-exercise programs using computer-based games compared to conventional exercises. A randomized controlled trial will assign elderly patients from two rehabilitation clinics to either a conventional or exergame self-training group. Adherence will be measured by frequency and duration of training recorded in logbooks. Mobility and balance will also be assessed before and after the intervention using scales like the Berg Balance Scale. This may provide insight into serious games' potential to motivate elderly patients compared to conventional self-training.
Este documento presenta una recopilación de diferentes juegos para desarrollar la condición física en clases de educación física, clasificados en juegos de animación, juegos centrales, juegos calmantes y ejercicios de esquema corporal y relación espacial. Incluye la descripción, objetivos, materiales necesarios y desarrollo de cada juego. El objetivo general es proporcionar elementos básicos de ejercicios concisos para mejorar el desempeño físico y cognitivo de los estudiantes
Designing GameUp - Game-based mobility training and motivation for senior cit...Ismet Bachtiar
How do you a design a rehabilitation game with the elderly user in mind? Plus Point talks about the process in a presentation delivered at the Vitalis E-health conference at Gothenburg, Sweden.
EMuRgency: New approaches for resuscitation support and training. Overview ab...Marco Kalz
Presentation provided for the COMAC meeting of the Interreg IVa-project EMuRgency. New approaches for resuscitation support and training. (http://www.emurgency.eu). Visit http://dspace.ou.nl for a PDF version to download.
Work package 1 of the ALIAS project focused on user inclusion in the development of an assistive robot for seniors. The goals were to gain a variety of user perspectives to foster creativity, develop custom-tailored products, and reduce the risk of failure through early integration of user needs. Methods included literature analysis, workshops with seniors and caregivers, and feedback loops with technical partners. Key achievements were identifying user requirements, developing prototypes, and testing prototypes through field trials. Ongoing work will further user inclusion in developing inclusive, gender-sensitive technologies to support aging populations.
This document describes the CP-CARE project, which aims to establish standardized training for caregivers of people with cerebral palsy. The 3-year project has a budget of €298,653 and involves partners from Turkey, Spain, Belgium, and Bulgaria. It will develop a curriculum and mobile platform to train caregivers to better provide physiotherapy and care for people with cerebral palsy. The project will pilot the training program in the partner countries and produce reports evaluating its effectiveness.
Exploration of stakeholder needs for the vi pi portalKarel Van Isacker
Exploration of stakeholder needs for the ViPi portal.
http://www.vipi-project.eu/
The ViPi KA3 LLL project (511792-LLP-1-2010-1-GR-KA3-KA3NW) has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT. This presentations reflects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Exploration of stakeholder needs for the ViPi (Virtual Portal for Interaction and ICT Training for People with Disabilities) portal.
The ViPi KA3 LLL project (511792-LLP-1-2010-1-GR-KA3-KA3NW) has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT.
www.vipi-project.eu
are serious games promoting mobility an attractive alternative to conventiona...ellenb
This study aims to determine if elderly people show higher adherence to self-exercise programs using computer-based games compared to conventional exercises. A randomized controlled trial will assign elderly patients from two rehabilitation clinics to either a conventional or exergame self-training group. Adherence will be measured by frequency and duration of training recorded in logbooks. Mobility and balance will also be assessed before and after the intervention using scales like the Berg Balance Scale. This may provide insight into serious games' potential to motivate elderly patients compared to conventional self-training.
Este documento presenta una recopilación de diferentes juegos para desarrollar la condición física en clases de educación física, clasificados en juegos de animación, juegos centrales, juegos calmantes y ejercicios de esquema corporal y relación espacial. Incluye la descripción, objetivos, materiales necesarios y desarrollo de cada juego. El objetivo general es proporcionar elementos básicos de ejercicios concisos para mejorar el desempeño físico y cognitivo de los estudiantes
Designing GameUp - Game-based mobility training and motivation for senior cit...Ismet Bachtiar
How do you a design a rehabilitation game with the elderly user in mind? Plus Point talks about the process in a presentation delivered at the Vitalis E-health conference at Gothenburg, Sweden.
EMuRgency: New approaches for resuscitation support and training. Overview ab...Marco Kalz
Presentation provided for the COMAC meeting of the Interreg IVa-project EMuRgency. New approaches for resuscitation support and training. (http://www.emurgency.eu). Visit http://dspace.ou.nl for a PDF version to download.
Work package 1 of the ALIAS project focused on user inclusion in the development of an assistive robot for seniors. The goals were to gain a variety of user perspectives to foster creativity, develop custom-tailored products, and reduce the risk of failure through early integration of user needs. Methods included literature analysis, workshops with seniors and caregivers, and feedback loops with technical partners. Key achievements were identifying user requirements, developing prototypes, and testing prototypes through field trials. Ongoing work will further user inclusion in developing inclusive, gender-sensitive technologies to support aging populations.
This document describes the CP-CARE project, which aims to establish standardized training for caregivers of people with cerebral palsy. The 3-year project has a budget of €298,653 and involves partners from Turkey, Spain, Belgium, and Bulgaria. It will develop a curriculum and mobile platform to train caregivers to better provide physiotherapy and care for people with cerebral palsy. The project will pilot the training program in the partner countries and produce reports evaluating its effectiveness.
Exploration of stakeholder needs for the vi pi portalKarel Van Isacker
Exploration of stakeholder needs for the ViPi portal.
http://www.vipi-project.eu/
The ViPi KA3 LLL project (511792-LLP-1-2010-1-GR-KA3-KA3NW) has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT. This presentations reflects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Exploration of stakeholder needs for the ViPi (Virtual Portal for Interaction and ICT Training for People with Disabilities) portal.
The ViPi KA3 LLL project (511792-LLP-1-2010-1-GR-KA3-KA3NW) has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT.
www.vipi-project.eu
This document discusses the diffusion of exergaming innovations such as the Xertrainer. It provides an overview of exergaming, noting that it uses active video game experiences to provide fun and sustainable solutions to fight childhood obesity. The document then discusses the history and development of exergaming from its early attempts in the 1980s to its increasing popularity today. Benefits of the Xertrainer are outlined, such as engaging full body exercise and delivering a cardiovascular workout in a game format. Factors that influence the adoption of innovations like the Xertrainer are also examined.
Martial Arts as tool towards Inclusion - project presentationKarel Van Isacker
The project has as main objective to train sports teachers in schools in remote/rural areas as well as those that have a lot of socially disadvantaged pupils to introduce Martial Arts to stimulate the inclusion of socially disadvantaged youth, regardless of age, race, gender or ability, and have Martial Arts become a lever to strengthen self confidence, control violence and strengthen community aspects. There is no reason why Martial Arts can’t be practiced by everyone with, if necessary, the right adaptation to the individual.
The project is proposing a range of innovative techniques to stimulate and facilitate the uptake of inclusive martial arts sport trainings, using a mobile and online training and community platform.
The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
http://inclusivemartialarts.eu/
Martial Arts as tool towards Inclusion - 2017-1-BG01-KA201-036353
AFFINITY - Bone Health in the Park - 29th April 2014anne spencer
The Bone Health in the Park (BHIP) program was developed as a collaborative falls prevention and bone health education program. It was created in response to an audit that found two-thirds of attendees at a healthy aging clinic had reduced bone density and little awareness of bone health. The program included two phases - "I am not falling for you!" and "Forever Autumn 2" - that provided education resources for both healthcare professionals and the public. An evaluation found a 15-33% reduction in falls at participating facilities after implementing the Forever Autumn program. BHIP aims to continue providing bone health and falls prevention education through an online community of practice.
GAETSS Gamification and Enabling Technologies August 2014 NewsletterDavid Wortley
In GAETSS August Newsletter
• UKTI Digital Gaming International Festival - Liverpool
• The CRe-AM Creative Industries Community Project
• propels Diabetes Study – Education and Exercise Tracking
• APAN Healthcare Webcast on Enabling Technologies to Empower the Disabled
• i-CREATe 2014 Singapore Conference on Assistive Technologies
• Global Health Education TimeTag TV Portal
• BBC Radio Leicester Interview on Lifestyle Technology and Gamification Institute
• PERA LEAP Programme for Funding Innovation
• World Innovation Summit on Education (WISE) Accelerator Initiative
• BankTech Asia 2014
• IFTTT Applications and the Internet of Things
• Upcoming Conferences and Seminars Listing
• Slideshare Archives
Eiftw project information sheet long versionKilian Fisher
The E-FIT-W project aims to:
1) Transfer resources developed by the UNESCO Chair in Inclusive PE, Sport, Fitness and Recreation at the Institute of Technology Tralee to equip fitness professionals with skills to work with people with disabilities.
2) Pilot the training program in Ireland, UK, Spain, France and Czech Republic to ensure it meets the needs of each country.
3) Create an awareness campaign to promote inclusion of people with disabilities in fitness environments across Europe in line with the UN Convention on the Rights of Persons with Disabilities.
The ambition of the eWALL project is to develop an interactive, wall-mounted electronic device that helps older users have an active old age with the greatest possible independence.
This presentation is part of the Remote Care Nearby course, taught by Prof. Dr. Miriam Vollenbroek-Hutten withing the Creative Technology bachelor studies at the University of Twente, Enschede, the Netherlands.
Web designing and it advocacy workshop report1savisthri
The document summarizes a 3-day capacity building program for Savisthri staff on IT advocacy and blog designing. The program was organized by the Rule of Law Forum from August 24-26, 2011. The first day focused on IT advocacy and covered strategies for online advocacy, mechanisms for advocacy, and designing online campaigns. The second day covered blog designing and taught participants how to design, manage, and maintain blogs. The third day provided training on video editing and allowed participants hands-on practice editing and publishing videos. The program helped enhance the IT knowledge and skills of participants in areas like online advocacy, blogging, and multimedia that can benefit both their personal and professional work.
This document discusses the Association of Anaesthetists of Great Britain and Ireland's (AAGBI) efforts to increase access to educational content by recording live events and making them available online through their "Learn@AAGBI" platform. Initial feedback on the platform was positive, with high ratings for videos. Over time, usage increased significantly as evidenced by rising visitor numbers and page views. While costly to develop and maintain, members found it extremely valuable. The AAGBI is exploring monetization opportunities and mobile apps to offset costs and further promote education.
Games for Health - Tiina Arpola - Games for Health Finland ExperienceGames for Health Europe
Kuopio Innovation is a business developer in Kuopio, Finland that combines ideas, experts and new ways of thinking to open opportunities for innovative organizations. It was established in 2008 and has 17 employees, with an annual business volume of 2.4 million euros. Games for Health Finland is a program run by Kuopio Innovation that uses gaming for health promotion and supports entrepreneurship in this area through events and collaborations between different sectors. Examples are provided of games being used for health purposes with patients and to increase physical activity in children.
Thinking ahead – plans for e-SENS sustainability - Katrin Weigende-SENS project
WP3 of the e-SENS project aims to pave the way for long-term sustainability and governance of e-SENS building blocks. Key activities include assessing building block maturity, developing a common business case to prove value, and proposing a governance structure. The governance structure aims to be public sector-driven while engaging stakeholders, focus on generic building blocks, and create an interoperable ecosystem over time through aligned standards.
This document summarizes a presentation about good business support practices for internationalization. It discusses targeting both domestic private sectors and foreign investors, and activating entrepreneurial and investment potential. Examples provided include regions in Germany, France, Austria, and agencies in Italy, Belgium, and Singapore. The presentation emphasizes collaboration, networking, partnering and clustering; converting information to knowledge and intelligence; and monitoring trends. It provides questions about adapting systems to future trends and the role of governments and organizations in preparing businesses. The document concludes with information about the presenting organization WOTRA and its areas of specialization and activities in strategic management, internationalization, and developing business and regional support services.
The document discusses the IA4SI project which aims to develop a methodology and online tools to assess the socio-political, economic, and environmental impact of digital social innovation initiatives. The objectives are to map factors supporting wider adoption of these initiatives, assess their impacts at project and domain levels, and develop recommendations to improve impact. Workshops will gather feedback on draft tools and methods. The tools will help projects evaluate impact and get input from citizens. The project expects impacts such as increased awareness of impacts, use of impact assessment methods, and engagement of citizens in assessment.
The document summarizes a presentation on financial literacy in Portugal. It discusses the current state of financial literacy and identifies gaps. It outlines the objectives of developing an online curriculum and platform to improve EU citizens' financial competencies. A survey was conducted that found citizens lack basic math skills and financial planning habits. There is also a lack of free online courses on financial literacy. The project aims to address these gaps by developing 8 online modules covering topics like digital literacy, budgeting, and consumer rights.
WHO Healthy Cities - Games for Health – Innovative Ways to Promote HealthGames for Health Finland
Presentation of abstract Games for Health – Innovative Ways to Promote Health at WHO Internation Healthy Cities Conference, Athens, Greece 22/OCT/2014, Arto Holopainen, Tiina Arpola, Jyri Wuorisalo, Kuopio Innovation Ltd.
IMCL2014 Presentation – Success Factors of Online Learning VideosSafak Korkut
Abstract— Videos have emerged as a dominant medium for educational purposes in many Massive Open Online Course (MOOC) platforms. Online learning videos are visual components of the online learning platforms. They are particularly interesting for students who are visual learners and who learn best by watching the short format engaging videos rather than by just reading or listening to course materials. The paper focuses on the categorization of factors that are responsible for the success/popularity of online learning videos. The research is based on the literature review and video observations of the MOOC platforms, in particular of the Khan Academy and Coursera. In this paper, we propose a tabular and a spider graph as a condensed overview of categories that should commonly be utilized by the online learning video production to make them successful.
The document discusses recent developments at the BHF National Centre for physical activity and health (BHFNC). It provides updates on several BHFNC projects focused on promoting physical activity among different groups. Specifically, it mentions that the Flames program for young people has received national approval, a new exercise referral toolkit for primary care was launched, and evaluations of walking initiatives are underway. It also previews upcoming UK physical activity guidelines.
The document describes ISIP (Innovation Strategic Initiatives Platform for SME in children’s product industries), an EU-funded project to develop an online platform. The platform will help SME managers develop innovation strategic plans by providing tools like training, consultancy, and competitive intelligence. A consortium of partners from several European countries will carry out work packages to gather requirements, design models and tools, develop the platform, test and validate it, and disseminate information about ISIP. The overall goal is to enhance innovation capabilities and foster an innovation culture among European SMEs in the children's products sector.
Use of the Internet to spread dementia awareness and to support dementia care...Swapna Kishore
The Internet is a powerful tool to reach people. Internet usage is growing in every country, especially because of Internet on the smartphone. Unfortunately, this tool is often neglected or underutilized by volunteers and professionals working in the dementia awareness and caregiving domain. Our current methods of reaching out families affected by dementia are unable to cover many segments of society, and the Internet is a tool we cannot afford to neglect any more.
This presentation was made in the Asia Pacific Regional Conference of Alzheimer’s Disease International, held on 7-9 November, 2014, India Habitat Centre, New Delhi, India. It discusses the possibilities and limitations of using the Internet to make information available and also to support families coping with dementia. It covers topics relevant to persons considering whether and how to use the Internet. These include content creation approaches and criteria, and how to increase the reach of online resources and services. The talk also covers aspects like community building, maintenance of online material, and how online resources can complement other modalities used for awareness and support. The presentation briefly discusses how organizations can approach the project of developing online resources.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This document discusses the diffusion of exergaming innovations such as the Xertrainer. It provides an overview of exergaming, noting that it uses active video game experiences to provide fun and sustainable solutions to fight childhood obesity. The document then discusses the history and development of exergaming from its early attempts in the 1980s to its increasing popularity today. Benefits of the Xertrainer are outlined, such as engaging full body exercise and delivering a cardiovascular workout in a game format. Factors that influence the adoption of innovations like the Xertrainer are also examined.
Martial Arts as tool towards Inclusion - project presentationKarel Van Isacker
The project has as main objective to train sports teachers in schools in remote/rural areas as well as those that have a lot of socially disadvantaged pupils to introduce Martial Arts to stimulate the inclusion of socially disadvantaged youth, regardless of age, race, gender or ability, and have Martial Arts become a lever to strengthen self confidence, control violence and strengthen community aspects. There is no reason why Martial Arts can’t be practiced by everyone with, if necessary, the right adaptation to the individual.
The project is proposing a range of innovative techniques to stimulate and facilitate the uptake of inclusive martial arts sport trainings, using a mobile and online training and community platform.
The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
http://inclusivemartialarts.eu/
Martial Arts as tool towards Inclusion - 2017-1-BG01-KA201-036353
AFFINITY - Bone Health in the Park - 29th April 2014anne spencer
The Bone Health in the Park (BHIP) program was developed as a collaborative falls prevention and bone health education program. It was created in response to an audit that found two-thirds of attendees at a healthy aging clinic had reduced bone density and little awareness of bone health. The program included two phases - "I am not falling for you!" and "Forever Autumn 2" - that provided education resources for both healthcare professionals and the public. An evaluation found a 15-33% reduction in falls at participating facilities after implementing the Forever Autumn program. BHIP aims to continue providing bone health and falls prevention education through an online community of practice.
GAETSS Gamification and Enabling Technologies August 2014 NewsletterDavid Wortley
In GAETSS August Newsletter
• UKTI Digital Gaming International Festival - Liverpool
• The CRe-AM Creative Industries Community Project
• propels Diabetes Study – Education and Exercise Tracking
• APAN Healthcare Webcast on Enabling Technologies to Empower the Disabled
• i-CREATe 2014 Singapore Conference on Assistive Technologies
• Global Health Education TimeTag TV Portal
• BBC Radio Leicester Interview on Lifestyle Technology and Gamification Institute
• PERA LEAP Programme for Funding Innovation
• World Innovation Summit on Education (WISE) Accelerator Initiative
• BankTech Asia 2014
• IFTTT Applications and the Internet of Things
• Upcoming Conferences and Seminars Listing
• Slideshare Archives
Eiftw project information sheet long versionKilian Fisher
The E-FIT-W project aims to:
1) Transfer resources developed by the UNESCO Chair in Inclusive PE, Sport, Fitness and Recreation at the Institute of Technology Tralee to equip fitness professionals with skills to work with people with disabilities.
2) Pilot the training program in Ireland, UK, Spain, France and Czech Republic to ensure it meets the needs of each country.
3) Create an awareness campaign to promote inclusion of people with disabilities in fitness environments across Europe in line with the UN Convention on the Rights of Persons with Disabilities.
The ambition of the eWALL project is to develop an interactive, wall-mounted electronic device that helps older users have an active old age with the greatest possible independence.
This presentation is part of the Remote Care Nearby course, taught by Prof. Dr. Miriam Vollenbroek-Hutten withing the Creative Technology bachelor studies at the University of Twente, Enschede, the Netherlands.
Web designing and it advocacy workshop report1savisthri
The document summarizes a 3-day capacity building program for Savisthri staff on IT advocacy and blog designing. The program was organized by the Rule of Law Forum from August 24-26, 2011. The first day focused on IT advocacy and covered strategies for online advocacy, mechanisms for advocacy, and designing online campaigns. The second day covered blog designing and taught participants how to design, manage, and maintain blogs. The third day provided training on video editing and allowed participants hands-on practice editing and publishing videos. The program helped enhance the IT knowledge and skills of participants in areas like online advocacy, blogging, and multimedia that can benefit both their personal and professional work.
This document discusses the Association of Anaesthetists of Great Britain and Ireland's (AAGBI) efforts to increase access to educational content by recording live events and making them available online through their "Learn@AAGBI" platform. Initial feedback on the platform was positive, with high ratings for videos. Over time, usage increased significantly as evidenced by rising visitor numbers and page views. While costly to develop and maintain, members found it extremely valuable. The AAGBI is exploring monetization opportunities and mobile apps to offset costs and further promote education.
Games for Health - Tiina Arpola - Games for Health Finland ExperienceGames for Health Europe
Kuopio Innovation is a business developer in Kuopio, Finland that combines ideas, experts and new ways of thinking to open opportunities for innovative organizations. It was established in 2008 and has 17 employees, with an annual business volume of 2.4 million euros. Games for Health Finland is a program run by Kuopio Innovation that uses gaming for health promotion and supports entrepreneurship in this area through events and collaborations between different sectors. Examples are provided of games being used for health purposes with patients and to increase physical activity in children.
Thinking ahead – plans for e-SENS sustainability - Katrin Weigende-SENS project
WP3 of the e-SENS project aims to pave the way for long-term sustainability and governance of e-SENS building blocks. Key activities include assessing building block maturity, developing a common business case to prove value, and proposing a governance structure. The governance structure aims to be public sector-driven while engaging stakeholders, focus on generic building blocks, and create an interoperable ecosystem over time through aligned standards.
This document summarizes a presentation about good business support practices for internationalization. It discusses targeting both domestic private sectors and foreign investors, and activating entrepreneurial and investment potential. Examples provided include regions in Germany, France, Austria, and agencies in Italy, Belgium, and Singapore. The presentation emphasizes collaboration, networking, partnering and clustering; converting information to knowledge and intelligence; and monitoring trends. It provides questions about adapting systems to future trends and the role of governments and organizations in preparing businesses. The document concludes with information about the presenting organization WOTRA and its areas of specialization and activities in strategic management, internationalization, and developing business and regional support services.
The document discusses the IA4SI project which aims to develop a methodology and online tools to assess the socio-political, economic, and environmental impact of digital social innovation initiatives. The objectives are to map factors supporting wider adoption of these initiatives, assess their impacts at project and domain levels, and develop recommendations to improve impact. Workshops will gather feedback on draft tools and methods. The tools will help projects evaluate impact and get input from citizens. The project expects impacts such as increased awareness of impacts, use of impact assessment methods, and engagement of citizens in assessment.
The document summarizes a presentation on financial literacy in Portugal. It discusses the current state of financial literacy and identifies gaps. It outlines the objectives of developing an online curriculum and platform to improve EU citizens' financial competencies. A survey was conducted that found citizens lack basic math skills and financial planning habits. There is also a lack of free online courses on financial literacy. The project aims to address these gaps by developing 8 online modules covering topics like digital literacy, budgeting, and consumer rights.
WHO Healthy Cities - Games for Health – Innovative Ways to Promote HealthGames for Health Finland
Presentation of abstract Games for Health – Innovative Ways to Promote Health at WHO Internation Healthy Cities Conference, Athens, Greece 22/OCT/2014, Arto Holopainen, Tiina Arpola, Jyri Wuorisalo, Kuopio Innovation Ltd.
IMCL2014 Presentation – Success Factors of Online Learning VideosSafak Korkut
Abstract— Videos have emerged as a dominant medium for educational purposes in many Massive Open Online Course (MOOC) platforms. Online learning videos are visual components of the online learning platforms. They are particularly interesting for students who are visual learners and who learn best by watching the short format engaging videos rather than by just reading or listening to course materials. The paper focuses on the categorization of factors that are responsible for the success/popularity of online learning videos. The research is based on the literature review and video observations of the MOOC platforms, in particular of the Khan Academy and Coursera. In this paper, we propose a tabular and a spider graph as a condensed overview of categories that should commonly be utilized by the online learning video production to make them successful.
The document discusses recent developments at the BHF National Centre for physical activity and health (BHFNC). It provides updates on several BHFNC projects focused on promoting physical activity among different groups. Specifically, it mentions that the Flames program for young people has received national approval, a new exercise referral toolkit for primary care was launched, and evaluations of walking initiatives are underway. It also previews upcoming UK physical activity guidelines.
The document describes ISIP (Innovation Strategic Initiatives Platform for SME in children’s product industries), an EU-funded project to develop an online platform. The platform will help SME managers develop innovation strategic plans by providing tools like training, consultancy, and competitive intelligence. A consortium of partners from several European countries will carry out work packages to gather requirements, design models and tools, develop the platform, test and validate it, and disseminate information about ISIP. The overall goal is to enhance innovation capabilities and foster an innovation culture among European SMEs in the children's products sector.
Use of the Internet to spread dementia awareness and to support dementia care...Swapna Kishore
The Internet is a powerful tool to reach people. Internet usage is growing in every country, especially because of Internet on the smartphone. Unfortunately, this tool is often neglected or underutilized by volunteers and professionals working in the dementia awareness and caregiving domain. Our current methods of reaching out families affected by dementia are unable to cover many segments of society, and the Internet is a tool we cannot afford to neglect any more.
This presentation was made in the Asia Pacific Regional Conference of Alzheimer’s Disease International, held on 7-9 November, 2014, India Habitat Centre, New Delhi, India. It discusses the possibilities and limitations of using the Internet to make information available and also to support families coping with dementia. It covers topics relevant to persons considering whether and how to use the Internet. These include content creation approaches and criteria, and how to increase the reach of online resources and services. The talk also covers aspects like community building, maintenance of online material, and how online resources can complement other modalities used for awareness and support. The presentation briefly discusses how organizations can approach the project of developing online resources.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
Mastering the Concepts Tested in the Databricks Certified Data Engineer Assoc...SkillCertProExams
• For a full set of 760+ questions. Go to
https://skillcertpro.com/product/databricks-certified-data-engineer-associate-exam-questions/
• SkillCertPro offers detailed explanations to each question which helps to understand the concepts better.
• It is recommended to score above 85% in SkillCertPro exams before attempting a real exam.
• SkillCertPro updates exam questions every 2 weeks.
• You will get life time access and life time free updates
• SkillCertPro assures 100% pass guarantee in first attempt.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
Collapsing Narratives: Exploring Non-Linearity • a micro report by Rosie WellsRosie Wells
Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
'Collapsing Narratives: Exploring Non-Linearity' is a micro report from Rosie Wells.
Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
Please download this presentation to enjoy the hyperlinks!
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...
GameUp aal forum 2014 side event
1. GAME-BASED MOBILITY TRAINING AND MOTIVATION OF SENIOR CITIZENS
GameUp project is cofunded by the AAL Joint Programme (AAL-2011-4-090)
GAME-BASED MOBILITY TRAINING AND MOTIVATION OF SENIOR CITIZENS
PARTNERSCOFUNDING
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
User Forum and workshop for
exergames in AAL
AAL Forum 2014
Palace of the Parliament
Bucharest, Romania
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Agenda
• Overview GAMEUP Project
– Antonio Remartinez (Ibernex)
• Mobility and fall prevention Apps
– Viviane Hasselmann (K. Valens)
• User-centric design
– Ellen Brox (Norut)
• Rehabilitation Games
– Luis Luque (Norut/USE)
• Panel discussion
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Overview GAMEUP Project:
Exergames for enhanced
mobility
Antonio Remartinez
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
GameUp Main Objective
The main objective is to sustain mobility of senior citizens, prolonging
the time they can live autonomously in their home environment and
consequently enhance quality of life
Done by:
Developing an ecosystem of personalized social and motivational
exercise games to reduce physical and motivational barriers of elderly
people’s mobility
General Overview
User Interface Coaching Portal
TV with SetTopBox
PC with
keyboard
Indoor motion sensor
Outdoor motion
sensor/
pedometer
personalized exergames
with motivational and
social elements
User is the
controller
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Example Games
• Strength games
• Balance games
• Walking games
• Flexibility games
• Games with several levels
• Levels in each game depending
on abilities
• Personal safety while playing is considered important
General Overview
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Exercises
• Chosen exercises are recognized as important for mobility of elderly,
focusing on leg strength and balance.
• Research shows that Long-lasting and high-intensive
multicomponent exercise programs have a positive effect on
Activities of Daily Living.
• A coach portal will enable instructors to follow progress
General Overview
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Technologies
• Will use Kinect sensor for detecting movement
• Will use Fitbit pedometer for outdoor walking
• Must be very easy to use with
as little buttons and remotes
as possible
• Price is important
• Will use TV and Small PC
connected to internet
General Overview
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Mobility and Fall Prevention Apps:
the role of rehabilitation clinics
Viviane Hasselmann, MAS PT
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Context
Percentage of the
population over 65 in
Europe in 2010
Based on data from the CIA World Factbook.
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
Age structure of patients in Valens
Clinics (2013)
-14
20-24
30-34
40-44
50-54
60-64
70-74
80-84
90+
150 100 50 n Patients 50 100 150
FemaleMale
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
WHO Recommendations
• Adults aged over 65 should practice aerobic physical activity
for at least 150 minutes of moderate intensity or 75 minutes
of high intensity per week (WHO, 2010).
• elderly people should perform strengthening exercises
minimum twice a week and balance exercises minimum
thrice a week (NIH, 2013).
• Sitting and lying should be reduced at maximum (WHO, 2010).
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Rehabilitation programs for elderlies
• Rehabilitation programs are highly effective for geriatric
patients (Daniels et al., 2008; Seematter-Bagnoud et al.,2013).
• Specific inpatient rehabilitative programs increase physical
abilities of elderlies and thus reduce institutional placement
and mortality (Bachmann et al., 2010).
→ Unsufficient available data to properly define all the features
of the most successful and efficient rehabilitation program.
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
Therapies offered in Valens Clinics
1. Chest physiotherapy 2. Exercises
3. Hydrotherapy 4. Gait training and ADL
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
Therapies -2
5. Outdoor activities 6. Armeo® robotic
rehabilitation
7. Wii® game console
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Self-training to improve mobility
• Self-training programs improve significantly physical
capacities, likewise therapist-assisted sessions
(Olney, Nymark et al., 2006).
serves as a proven efficient and cost-effective mean for
inpatient rehabilitation settings.However, the compliance of elderly people to
execute self-exercise programs varies
considerably. These programs are often
prematurely stopped.
(Phillips, Schneider et al., 2004; Burdea, 2002; Robertson et al., 2010; Rego et al., 2010).
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Exergames as an alternative to
increase patient’s motivation
• Valens Clinics had already positive experiences with the
use of exergames promoting mobility.
• Feasibility study demonstrated that stroke patients were
highly motivated to use Nintendo Wii® game console for
training balance exercises (Schurr and Oesch, 2012).
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Roles of rehabilitation clinics
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
1. Ensure users’ involvement in the
game design
• Group discussions
• Semi-structured interviews
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
2. Know users’ physical / medical
requirements
• Clinical observations
• Focus group discussion with
physiotherapits and
occupational therapists
• Development of adapted
exercises
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
3. Test prototypes: usability study
Clinics Valens (CH)
O+Berri (E)
Tromsøysund Menighet (N)
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
4. Pilot clinical trial: for evidence-
based recommendations
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
5. Ensure exploitation and
dissemination
• Health professionals (MD, PT, OT, sport therapists).
• Rehabilitation centers, clinics and hospitals.
• Interface between industry and community-dwelling
older population.
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Rehabilitation clinics‘ perspective
• provide insight into the effectiveness of exergames
promoting mobility within a inpatient rehabilitation.
• contribute to our understanding of the motivational potential
of exergames in elderly people.
→ Game technology can be of high importance to tackle the
low adherence of patients to self-training, so increasing the
effectiveness of rehabilitation programs.
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Thank you for your attention
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
User-centric design
experience in Tromsø
(Norway)
Ellen Brox
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
User involvement
• Users involved from the start
• A steady group
• Regular exercise gatherings
• Testing, discussing
– Games
– Colours
– Graphics
– Menus
– Step counter
– Etc.
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Recruiting
• Recruiting seniors is challenging
• Our group meets bi-weekly
• They always eat together
• Started with commercial Kinect games
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Basic user requirements
• From the literature
• From experience (playing commercial games)
– Wii and Kinect
– Playing Kinect over time
• Colours and contrast
• Speed
• Amount of information
• Want new things after a while
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Elderly vs young
It is amazing how difficult it is for a young
person to understand the limitations of age
• Speed
• Movements
• Information
• Small details
• Colours and fonts
• Sound
• Etc.
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Apple picking game
Some early changes:
• Lighter background
• Better contrast sky/tree
• Contrast apples / tree
• Apple signs visible
• Buckets lifted
• Head on stick man
• Moving cloud removed
• More blue, less green
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
More games
• Based on the apple picking we now
have FarmUp
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Small tests
Several small tests with interviews, questionnairs, discussions:
• Several iterations of the game – moving baskets, sounds,
changing colours etc.
• Reactions on the avatars,
colours of stars, sounds, texts,…
• Menu buttons: colours,
size, placement, etc
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Exit stategy
• The group has become important to some
• We keep telling where in the three year period the project is
• All the participants also belong to other groups in the
congregation
User-centric design
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Rehabilitation Games:
State of the Art and Business
Case
Luis Luque
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Game boom
Rehabilitation Games
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Ecosystem of Games for Rehab:
Gadgets
Rehabilitation Games
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Augmented Reality
http://www.burkazoid.com/
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Evidence
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Barriers for comercialization I
– There is no very sucessful
model for reimbursement of
home- rehabilitation
– Small clinics have problem to
cover the expenses, or have
trained professionals
http://www.creditcards.com/credit-
card-news/who-pays-expenses-
company-goes-bankrupt-1282.php
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Barriers for comercialization II
– User friendliness is not
common, and users are
still suffering
“technophobia”.
– Managers are concerned
of maitenance and
training costs
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Barriers for comercialization III
– Many new startups in
USA: very complex
legislation and ever
changing health system
– Market fragmentation in
Europe
– Emerging oportunities in
BRICS
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
How to overcome barriers
Business planning needs to be taken into
consideration at very early stage, and involve VCs,
investors, stakeholders, etc.
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Project Number: AAL-2011-4-090 AAL Forum 2014 9th September
Panel Discussion
Antonio Remartinez
Editor's Notes
The European population is getting older. The current life expectancy average is 84.7 years for women, and 80.3 years for men (BSA 2013). Due to these demographic changes the need for adapted medical services for this specific age group has become critical.
European society experiences a significant increase of the numbers of persons over 65 years of age. Aging is accompanied by a decrease of mental functions, including reduced motivation for physical activities as well as a decline in motor skills resulting in mobility problems and an increased risk of falling.
In order to improve cardiorespiratory and muscular functions, and to reduce the risk of non-communicable diseases, depression and cognitive decline, the WHO recommends that adults aged over 65 practice aerobic physical activity for at least 150 minutes of moderate intensity or 75 minutes of high intensity per week [6].
Moreover, elderly people should perform strengthening exercises minimum twice a week and balance exercises minimum thrice a week.
NIH=National Institutes of Health (in the US)
Breathing exercises (chest physiotherapy)
Exercises such as balance training (with medicine ball)
Hydrotherapy in group or in individual sessions
Gait training and ADL education
5. Sport therapy and outdoor activities
Application more and more frequent of exergames forthe rehabilitation of inpatients, such as:
6. Armeo® robotic rehabilitation for functional arm and hand therapy
7. Wii® game console therapy for balance, strengtening and coordination training
An alternative to increase patient’s motivation for self-exercising is using serious games promoting mobility.
- Clinical observations (balance problems depending on body positions)
- Focus group discussion with physiotherapits and occupational therapists in Valens Clinics
- Development of adapted exercises (strenthening and balance exercises)
User’s feedback
Physiotherapist’s (or health porfessional) feedback
Group discussion
Semi-structured questionnaires
Observation
Randomized controlled trial on «Are serious games promoting mobility an attractive alternative to conventional self-training for elderly people? »
with 2 parallel-groups:
Intervention group self-training with serious games and Fitbit pedometer
control group self-training with a conventional exercises program with handouts