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.
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.
The document discusses GameUp, an exergame solution that uses games to provide strength, balance, flexibility, and endurance training for senior citizens aged 65 and older. The games target those with a history of falls or at risk of falling, recent illness or surgery, or impaired strength or balance. GameUp is intended to motivate exercise through fun and social elements, and includes personalized game exercises developed by physiotherapists. It can be used via a coaching portal or for standalone home use. The benefits include motivating exercise in a fun way and allowing professionals and family to track users' progress.
This document discusses the GameUp project, which aims to use serious games and persuasive technologies to encourage physical activity and mobility among senior citizens. The project has several partners across Europe from business, research, and user organizations. As part of the project, they are developing a step counting app, a professional portal for therapists, and Kinect-based exergames focused on flexibility, strength, balance, and coordination. The goal is to motivate seniors through gamification and social elements.
Mastery journey timeline Javier Montiel Instructional Design and Technology. ...jmontielstudio
The document outlines a 12-month plan for a student to develop skills and experience in instructional design and technology. Each month focuses on a different topic area and lists objectives, strategies, and industry mentors or resources to support learning and portfolio development goals. The plan aims to help the student gain practical skills, complete certifications, and build relationships to facilitate career opportunities in the instructional technology field.
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.
The document discusses principles of geriatrics and gerontological nursing. It covers topics like comprehensive geriatric assessment, health promotion and disease prevention in older adults, legal and ethical issues around care of older patients, and the nurse's role in assessment, education and care of geriatric patients. The primary focus is on performing systematic evaluations of older patients' functional abilities and independence through interdisciplinary assessment and identifying biopsychosocial factors that influence health in aging.
A Practical Measure of Balance, Gait, and Muscular Power in Older Adults: The...Kyle Menkosky
This document describes the Short Physical Performance Battery (SPPB), which is a validated test used to assess physical function in older adults. The SPPB examines balance, gait, and lower body strength through tests of standing balance, walking speed, and repeated chair stands. It provides an overall score of 0-12 based on performance in each test. Studies have shown SPPB scores predict disability, nursing home admission, and mortality in older adults. The document argues the SPPB is a practical test that can be used in cardiac and pulmonary rehabilitation to safely identify frailty and guide exercise interventions to improve outcomes in older patients.
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.
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.
The document discusses GameUp, an exergame solution that uses games to provide strength, balance, flexibility, and endurance training for senior citizens aged 65 and older. The games target those with a history of falls or at risk of falling, recent illness or surgery, or impaired strength or balance. GameUp is intended to motivate exercise through fun and social elements, and includes personalized game exercises developed by physiotherapists. It can be used via a coaching portal or for standalone home use. The benefits include motivating exercise in a fun way and allowing professionals and family to track users' progress.
This document discusses the GameUp project, which aims to use serious games and persuasive technologies to encourage physical activity and mobility among senior citizens. The project has several partners across Europe from business, research, and user organizations. As part of the project, they are developing a step counting app, a professional portal for therapists, and Kinect-based exergames focused on flexibility, strength, balance, and coordination. The goal is to motivate seniors through gamification and social elements.
Mastery journey timeline Javier Montiel Instructional Design and Technology. ...jmontielstudio
The document outlines a 12-month plan for a student to develop skills and experience in instructional design and technology. Each month focuses on a different topic area and lists objectives, strategies, and industry mentors or resources to support learning and portfolio development goals. The plan aims to help the student gain practical skills, complete certifications, and build relationships to facilitate career opportunities in the instructional technology field.
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.
The document discusses principles of geriatrics and gerontological nursing. It covers topics like comprehensive geriatric assessment, health promotion and disease prevention in older adults, legal and ethical issues around care of older patients, and the nurse's role in assessment, education and care of geriatric patients. The primary focus is on performing systematic evaluations of older patients' functional abilities and independence through interdisciplinary assessment and identifying biopsychosocial factors that influence health in aging.
A Practical Measure of Balance, Gait, and Muscular Power in Older Adults: The...Kyle Menkosky
This document describes the Short Physical Performance Battery (SPPB), which is a validated test used to assess physical function in older adults. The SPPB examines balance, gait, and lower body strength through tests of standing balance, walking speed, and repeated chair stands. It provides an overall score of 0-12 based on performance in each test. Studies have shown SPPB scores predict disability, nursing home admission, and mortality in older adults. The document argues the SPPB is a practical test that can be used in cardiac and pulmonary rehabilitation to safely identify frailty and guide exercise interventions to improve outcomes in older patients.
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 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.
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.
Eiftw project information sheet short versionKilian Fisher
The E-FIT-W project will refine and transfer resources for vocational education and training (VET) trainers to equip fitness professionals with the knowledge, skills, and competence to work with people with disabilities. The project will exemplify an inclusive fitness framework and provide guidance to fitness center managers. Bringing together a sector skills alliance and knowledge alliance across multiple European countries, the project aims to maximize impact, ensure responsiveness to labor market needs, and transfer an inclusive fitness training program to Europe. Resources will be piloted and tailored to meet sector needs in Ireland, the UK, Spain, France, and the Czech Republic. The goal is to enable more fitness instructors to work inclusively with people with disabilities and for
Brain Health in the Pervasive Neurotechnology EraSharpBrains
This document summarizes presentations from a conference on brain health and neurotechnology. It discusses how digital tools and neuroplasticity can be used to enhance work and life. Several speakers presented on their research and programs. Posit Science discussed cognitive training programs that reduced car crash rates in older adults. eMindful discussed their live, online mindfulness programs and research showing benefits like decreased stress and improved brain function. Applied Cognitive Engineering discussed their cognitive simulation training programs and case studies showing benefits for sports performance, including USA hockey winning several international titles after adopting their program.
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.
This presentation addressed following topics:
- "Why" mobility?
- Work of the Mobility Team
- Practical Guidelines for Mobility
- Inventory on Experience with Eramus+ within NICE
- Initiatives for mobility & peer learning
The 2014/2015 More Able and Talented Programme identified talented primary school pupils in Rhondda Cynon Taf through physical tests. 842 pupils from 29 schools participated in tests of balance, strength, speed and agility. Their scores identified the top 10% of performers for additional coaching and the bottom 10% for skills workshops. Test data showed females averaged higher scores than males. The highest scoring school averaged 77 points per pupil. The $2,000 programme budget was managed within budget by University of South Wales student volunteers led by Aaron Northmore and Matt Alexander.
Enabling People With Disabilities To Access Health And Safety Assistance Via ...Global Risk Forum GRFDavos
This document discusses research into enabling people with disabilities, specifically the visually impaired, to access health and safety information via mobile technology. The research focuses on designing accessible mobile applications through user-centered design and field testing with visually impaired users. The research aims to address the challenge that most mainstream mobile devices have visual interfaces that are not accessible. By iteratively involving visually impaired users and improving features like screen readers and haptic feedback, the studies demonstrated an improved user experience and ability to complete tasks through mobile applications. The research concludes that refining common mobile device features can help compensate for sensory impairments and ensure access to important health information for the visually impaired population.
The document discusses the development of a web-based visual training platform called EVIN. The platform aims to stimulate visual development for people with visual impairments or difficulties through adaptive games. It allows visual stimulation exercises to be tailored to individual students and provides assessment and user/resource management tools. Currently the platform includes 5 games targeting different visual functions. The developers are working to expand the game library and apply artificial intelligence to better adapt exercises to each student's abilities.
MOVE Congress 2019 presentation by Mark Tremblay, Active Healthy Kids Global Alliance, in the track 'Discovering new perspectives on physical activity promotion among school children' on 18 October.
Game-based IT solutions for active & healthy agingMario Drobics
At the GameDays 2014 conference at TU Darmstadt, Germany, Mario Drobics, Thematic Coordinator "Health Information Systems" at AIT Safety & Security Department, gave a keynote about game-based IT solutions for active & healthy aging.
Game-based approaches can be used to support traditional intervention schemes which enable older adults in staying active & healthy for a longer time. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention. TV-based games are often oriented along traditional video games. External sensors like video cameras can be incorporated to provide direct feedback on the activities of the user. This information can also be utilized to reassess the status of the user and monitor his/her training progress. Mobile devices and the large range of available body worn sensors offer the opportunity to design games around daily and outdoor activities. By adding a social level to the games, competition and group efforts can be initiated, giving further motivation to reach a certain goal.
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
Sergio Desefanis - Measuring skills supply and demand - The OECD LEED diagnos...OECD CFE
This document summarizes a presentation on measuring skills supply and demand using an OECD diagnostic tool. The tool classifies local labor markets into four categories based on the balance of skills supply and demand: skills shortages, high skills equilibrium, low skills equilibrium, and skills surplus. The presentation provides examples of applying the tool in Italy, the US, and Ireland. It also discusses factors that influence a region's classification and highlights some best practices for addressing skills imbalances.
Heller lowe use of technology to motivate active ageingAHP_SHU
This document discusses using technology to motivate physical activity in older adults. It describes how sensors can measure physical activity and how virtual worlds can motivate exercise. The document outlines a workshop on this topic, including an introduction to active aging, the role of technology, using sensors to measure physical activity, and using virtual worlds like exercise games to motivate physical activity. It then discusses measuring physical activity in older adults using direct methods like sensors and indirect methods like questionnaires. The document proposes using a virtual garden world and gesture interfaces to motivate older adults to do rehabilitation exercises through an engaging virtual experience.
Improving the disability assessment and social protection system in Italy - P...OECD CFE
Presentation by Sílvia Garcia-Mandicó, Labour Market Economist, Directorate for Employment, Labour and Social Affairs, OECD at the kick-off meeting of the OECD-EC project "Improving the disability assessment and social protection system in Italy" on 6 December 2021.
For more info https://www.oecd.org/cfe/leed/dgref-disability-italy.htm
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.
Cell Therapy Expansion and Challenges in Autoimmune DiseaseHealth Advances
There is increasing confidence that cell therapies will soon play a role in the treatment of autoimmune disorders, but the extent of this impact remains to be seen. Early readouts on autologous CAR-Ts in lupus are encouraging, but manufacturing and cost limitations are likely to restrict access to highly refractory patients. Allogeneic CAR-Ts have the potential to broaden access to earlier lines of treatment due to their inherent cost benefits, however they will need to demonstrate comparable or improved efficacy to established modalities.
In addition to infrastructure and capacity constraints, CAR-Ts face a very different risk-benefit dynamic in autoimmune compared to oncology, highlighting the need for tolerable therapies with low adverse event risk. CAR-NK and Treg-based therapies are also being developed in certain autoimmune disorders and may demonstrate favorable safety profiles. Several novel non-cell therapies such as bispecific antibodies, nanobodies, and RNAi drugs, may also offer future alternative competitive solutions with variable value propositions.
Widespread adoption of cell therapies will not only require strong efficacy and safety data, but also adapted pricing and access strategies. At oncology-based price points, CAR-Ts are unlikely to achieve broad market access in autoimmune disorders, with eligible patient populations that are potentially orders of magnitude greater than the number of currently addressable cancer patients. Developers have made strides towards reducing cell therapy COGS while improving manufacturing efficiency, but payors will inevitably restrict access until more sustainable pricing is achieved.
Despite these headwinds, industry leaders and investors remain confident that cell therapies are poised to address significant unmet need in patients suffering from autoimmune disorders. However, the extent of this impact on the treatment landscape remains to be seen, as the industry rapidly approaches an inflection point.
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 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.
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.
Eiftw project information sheet short versionKilian Fisher
The E-FIT-W project will refine and transfer resources for vocational education and training (VET) trainers to equip fitness professionals with the knowledge, skills, and competence to work with people with disabilities. The project will exemplify an inclusive fitness framework and provide guidance to fitness center managers. Bringing together a sector skills alliance and knowledge alliance across multiple European countries, the project aims to maximize impact, ensure responsiveness to labor market needs, and transfer an inclusive fitness training program to Europe. Resources will be piloted and tailored to meet sector needs in Ireland, the UK, Spain, France, and the Czech Republic. The goal is to enable more fitness instructors to work inclusively with people with disabilities and for
Brain Health in the Pervasive Neurotechnology EraSharpBrains
This document summarizes presentations from a conference on brain health and neurotechnology. It discusses how digital tools and neuroplasticity can be used to enhance work and life. Several speakers presented on their research and programs. Posit Science discussed cognitive training programs that reduced car crash rates in older adults. eMindful discussed their live, online mindfulness programs and research showing benefits like decreased stress and improved brain function. Applied Cognitive Engineering discussed their cognitive simulation training programs and case studies showing benefits for sports performance, including USA hockey winning several international titles after adopting their program.
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.
This presentation addressed following topics:
- "Why" mobility?
- Work of the Mobility Team
- Practical Guidelines for Mobility
- Inventory on Experience with Eramus+ within NICE
- Initiatives for mobility & peer learning
The 2014/2015 More Able and Talented Programme identified talented primary school pupils in Rhondda Cynon Taf through physical tests. 842 pupils from 29 schools participated in tests of balance, strength, speed and agility. Their scores identified the top 10% of performers for additional coaching and the bottom 10% for skills workshops. Test data showed females averaged higher scores than males. The highest scoring school averaged 77 points per pupil. The $2,000 programme budget was managed within budget by University of South Wales student volunteers led by Aaron Northmore and Matt Alexander.
Enabling People With Disabilities To Access Health And Safety Assistance Via ...Global Risk Forum GRFDavos
This document discusses research into enabling people with disabilities, specifically the visually impaired, to access health and safety information via mobile technology. The research focuses on designing accessible mobile applications through user-centered design and field testing with visually impaired users. The research aims to address the challenge that most mainstream mobile devices have visual interfaces that are not accessible. By iteratively involving visually impaired users and improving features like screen readers and haptic feedback, the studies demonstrated an improved user experience and ability to complete tasks through mobile applications. The research concludes that refining common mobile device features can help compensate for sensory impairments and ensure access to important health information for the visually impaired population.
The document discusses the development of a web-based visual training platform called EVIN. The platform aims to stimulate visual development for people with visual impairments or difficulties through adaptive games. It allows visual stimulation exercises to be tailored to individual students and provides assessment and user/resource management tools. Currently the platform includes 5 games targeting different visual functions. The developers are working to expand the game library and apply artificial intelligence to better adapt exercises to each student's abilities.
MOVE Congress 2019 presentation by Mark Tremblay, Active Healthy Kids Global Alliance, in the track 'Discovering new perspectives on physical activity promotion among school children' on 18 October.
Game-based IT solutions for active & healthy agingMario Drobics
At the GameDays 2014 conference at TU Darmstadt, Germany, Mario Drobics, Thematic Coordinator "Health Information Systems" at AIT Safety & Security Department, gave a keynote about game-based IT solutions for active & healthy aging.
Game-based approaches can be used to support traditional intervention schemes which enable older adults in staying active & healthy for a longer time. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention. TV-based games are often oriented along traditional video games. External sensors like video cameras can be incorporated to provide direct feedback on the activities of the user. This information can also be utilized to reassess the status of the user and monitor his/her training progress. Mobile devices and the large range of available body worn sensors offer the opportunity to design games around daily and outdoor activities. By adding a social level to the games, competition and group efforts can be initiated, giving further motivation to reach a certain goal.
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
Sergio Desefanis - Measuring skills supply and demand - The OECD LEED diagnos...OECD CFE
This document summarizes a presentation on measuring skills supply and demand using an OECD diagnostic tool. The tool classifies local labor markets into four categories based on the balance of skills supply and demand: skills shortages, high skills equilibrium, low skills equilibrium, and skills surplus. The presentation provides examples of applying the tool in Italy, the US, and Ireland. It also discusses factors that influence a region's classification and highlights some best practices for addressing skills imbalances.
Heller lowe use of technology to motivate active ageingAHP_SHU
This document discusses using technology to motivate physical activity in older adults. It describes how sensors can measure physical activity and how virtual worlds can motivate exercise. The document outlines a workshop on this topic, including an introduction to active aging, the role of technology, using sensors to measure physical activity, and using virtual worlds like exercise games to motivate physical activity. It then discusses measuring physical activity in older adults using direct methods like sensors and indirect methods like questionnaires. The document proposes using a virtual garden world and gesture interfaces to motivate older adults to do rehabilitation exercises through an engaging virtual experience.
Improving the disability assessment and social protection system in Italy - P...OECD CFE
Presentation by Sílvia Garcia-Mandicó, Labour Market Economist, Directorate for Employment, Labour and Social Affairs, OECD at the kick-off meeting of the OECD-EC project "Improving the disability assessment and social protection system in Italy" on 6 December 2021.
For more info https://www.oecd.org/cfe/leed/dgref-disability-italy.htm
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.
Similar to are serious games promoting mobility an attractive alternative to conventional self-training for elderly people? (20)
Cell Therapy Expansion and Challenges in Autoimmune DiseaseHealth Advances
There is increasing confidence that cell therapies will soon play a role in the treatment of autoimmune disorders, but the extent of this impact remains to be seen. Early readouts on autologous CAR-Ts in lupus are encouraging, but manufacturing and cost limitations are likely to restrict access to highly refractory patients. Allogeneic CAR-Ts have the potential to broaden access to earlier lines of treatment due to their inherent cost benefits, however they will need to demonstrate comparable or improved efficacy to established modalities.
In addition to infrastructure and capacity constraints, CAR-Ts face a very different risk-benefit dynamic in autoimmune compared to oncology, highlighting the need for tolerable therapies with low adverse event risk. CAR-NK and Treg-based therapies are also being developed in certain autoimmune disorders and may demonstrate favorable safety profiles. Several novel non-cell therapies such as bispecific antibodies, nanobodies, and RNAi drugs, may also offer future alternative competitive solutions with variable value propositions.
Widespread adoption of cell therapies will not only require strong efficacy and safety data, but also adapted pricing and access strategies. At oncology-based price points, CAR-Ts are unlikely to achieve broad market access in autoimmune disorders, with eligible patient populations that are potentially orders of magnitude greater than the number of currently addressable cancer patients. Developers have made strides towards reducing cell therapy COGS while improving manufacturing efficiency, but payors will inevitably restrict access until more sustainable pricing is achieved.
Despite these headwinds, industry leaders and investors remain confident that cell therapies are poised to address significant unmet need in patients suffering from autoimmune disorders. However, the extent of this impact on the treatment landscape remains to be seen, as the industry rapidly approaches an inflection point.
Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
Integrating Ayurveda into Parkinson’s Management: A Holistic ApproachAyurveda ForAll
Explore the benefits of combining Ayurveda with conventional Parkinson's treatments. Learn how a holistic approach can manage symptoms, enhance well-being, and balance body energies. Discover the steps to safely integrate Ayurvedic practices into your Parkinson’s care plan, including expert guidance on diet, herbal remedies, and lifestyle modifications.
These lecture slides, by Dr Sidra Arshad, offer a quick overview of the physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar lead (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
6. Describe the flow of current around the heart during the cardiac cycle
7. Discuss the placement and polarity of the leads of electrocardiograph
8. Describe the normal electrocardiograms recorded from the limb leads and explain the physiological basis of the different records that are obtained
9. Define mean electrical vector (axis) of the heart and give the normal range
10. Define the mean QRS vector
11. Describe the axes of leads (hexagonal reference system)
12. Comprehend the vectorial analysis of the normal ECG
13. Determine the mean electrical axis of the ventricular QRS and appreciate the mean axis deviation
14. Explain the concepts of current of injury, J point, and their significance
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. Chapter 3, Cardiology Explained, https://www.ncbi.nlm.nih.gov/books/NBK2214/
7. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
Promoting Wellbeing - Applied Social Psychology - Psychology SuperNotesPsychoTech 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!
Histololgy of Female Reproductive System.pptxAyeshaZaid1
Dive into an in-depth exploration of the histological structure of female reproductive system with this comprehensive lecture. Presented by Dr. Ayesha Irfan, Assistant Professor of Anatomy, this presentation covers the Gross anatomy and functional histology of the female reproductive organs. Ideal for students, educators, and anyone interested in medical science, this lecture provides clear explanations, detailed diagrams, and valuable insights into female reproductive system. Enhance your knowledge and understanding of this essential aspect of human biology.
Osteoporosis - Definition , Evaluation and Management .pdfJim Jacob Roy
Osteoporosis is an increasing cause of morbidity among the elderly.
In this document , a brief outline of osteoporosis is given , including the risk factors of osteoporosis fractures , the indications for testing bone mineral density and the management of osteoporosis
Adhd Medication Shortage Uk - trinexpharmacy.comreignlana06
The UK is currently facing a Adhd Medication Shortage Uk, which has left many patients and their families grappling with uncertainty and frustration. ADHD, or Attention Deficit Hyperactivity Disorder, is a chronic condition that requires consistent medication to manage effectively. This shortage has highlighted the critical role these medications play in the daily lives of those affected by ADHD. Contact : +1 (747) 209 – 3649 E-mail : sales@trinexpharmacy.com
Does Over-Masturbation Contribute to Chronic Prostatitis.pptxwalterHu5
In some case, your chronic prostatitis may be related to over-masturbation. Generally, natural medicine Diuretic and Anti-inflammatory Pill can help mee get a cure.
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kol...rightmanforbloodline
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kolb, Ian Q. Whishaw, Verified Chapters 1 - 16, Complete Newest Versio
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kolb, Ian Q. Whishaw, Verified Chapters 1 - 16, Complete Newest Version
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kolb, Ian Q. Whishaw, Verified Chapters 1 - 16, Complete Newest Version
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kol...
are serious games promoting mobility an attractive alternative to conventional self-training for elderly people?
1. GAME-BASED MOBILITY TRAINING AND MOTIVATION OF SENIOR CITIZENS
GameUp project is cofunded by the AAL Joint Programme (AAL-2011-4-090)
COFUNDING PARTNERS
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
ARE SERIOUS GAMES PROMOTING
MOBILITY AN ATTRACTIVE
ALTERNATIVE TO CONVENTIONAL
SELF-TRAINING FOR ELDERLY
PEOPLE?
VIVIANE HASSELMANN MAS PT, PETER OESCH, PhD PT
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Context
Percentage of the
population over 65 in
Europe in 2010
Based on data from the CIA World Factbook.
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Recommendations
• Adults > 65 should practice aerobic physical activity for at least
150 minutes of moderate intensity or 75 minutes of high intensity
per week (WHO, 2010)
However, the compliance of elderly people to
execute self-exercise programs varies
considerably. These programs are often
• Self-training programs:
prematurely stopped.
– improve significantly physical capacities, likewise therapist-assisted
sessions (Olney, Nymark et al., 2006).
(Phillips, Schneider et al., 2004; Burdea, 2002; Robertson et al., 2010; Rego et al., 2010).
– serve as a proven efficient and cost-effective mean for
inpatient rehabilitation settings.
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
5. • Valens Rehabilitation Clinic had already positive experiences
manipulation of the Nintendo Wii® console (Wollersheim et al., 2010; Theng et
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Background
with the use of serious games promoting mobility.
• In a feasibility study, stroke patients were highly motivated to
use Nintendo Wii® for training balance (Schnurr and Oesch, 2012).
• However, some constraints and difficulties arose during the
al., 2009; Anderson et al, 2010; Chao et al., 2013).
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Study objectives
• To determine whether elderly people in rehabilitation
setting show higher adherence to self-exercise
programs when using computer-based games than
when performing conventional exercises.
• To analyze mobility improvement according to the
mode of exercising.
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Study design
• single blind, randomized controlled trial with two
parallel-groups (conventional self-training exercises vs
exergame self-training exercises).
• double-site conducted study
Valens Rehabilitation Clinics
(Switzerland)
O+Berri Instituto Vasco de
Innovacion Sanitaria (Spain)
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
8. hampering the practice of
computer-based games.
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Participants’ inclusion
Inclusion Criteria
• + 65 years old.
• Ability to walk independently
over 20 meters, with or without
walking aids.
• Self-training prescribed by the
doctor.
• Informed signed consent form.
Exclusion Criteria
• Cognitive impairment
(MMSE score <26).
• Other limiting disorders
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Bias reduction
• Stratification: participants are stratified in 4 groups
according to their balance capacities (Berg Balance Score ≤
44 or ≥ 45) and according to their computer skills (computer
experience yes or no).
• Randomization: Within the strata, patients are randomly
assigned to one of the 2 groups (intervention vs control) with
Microsoft Excel.
• Single blinding: examiner is not informed of the group
allocation. Independent dynamic mobility measurements.
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Study flow
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Outcome measures
1. Primary outcome:
Intensity of the performed self-training program is collected in
a logbook during the whole intervention phase.
• frequency (quantity in number of sessions)
• duration (time in minutes) of self- training sessions
2. Secondary outcomes:
Mobility capacities are tested at pre- and post-intervention.
• The Berg Balance Scale (BBS)
• self-perceived Fall Efficacy Scale (FES-I)
• ActiGraph
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Measurement methods - 1
• pro forma logbook
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
13. • Falls Efficacy Scale measures the subjective level of
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Measurement methods - 2
• Berg Balance Scale measures the objective balance
capabilities of the patient. It also serves as baseline
for the exercise level. It tests the ability to keep
balance in various standard activities (Berg et al., 1992).
concern about falling during social and physical
activities (Lomas-Vega et al., 2012; Dias et al., 2006).
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Measurement methods - 3
• ActiGraph Mobility Tracker
assesses mobility by a tri-axial
accelerometer measuring
Local Dynamic Stability (Wollerheim et
al., 2010).
• It has been advocated as an
early indicator of risk for falls
(Hilfiker et al., 2013).
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Time flow of interventions
Entry
1 day
after
entry
2 days for
instructions
Week 1 Week 2
1 2 3 4 5 6 7 8 9 10 End
I 1
I 2
I 1
I 2
Test 1
T1 T2
Check
inclusion
criteria
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
Test 2
Serious games promoting mobility
Conventional self-training
Logbook (from day 1 to day 10)
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
SENIOR CITIZENS
Level 1 self-training
• Berg Balance Scale score < 45
• Exercises performed in sitting position
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Level 2 self-training
• Berg Balance Scale score between 45 and 56
• Exercises performed in standing position
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Level 3 exercises
• Berg Balance Scale score = 56
• Exercises performed in standing and walking
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Discussion
• To our knowledge this study is the first to compare
conventional self-training programs with serious games
among elderly persons.
• Results of this study will provide insight into the
effectiveness of serious games promoting mobility and
contribute to our understanding of the motivational potential
of serious games in elderly people.
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
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GAME-BASED MOBILITY TRAINING AND MOTIVATION OF
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Thank you very much
for your attention
Questions?
Project Number: AAL-2011-4-090 AAL Forum Bucarest September 2014
Editor's Notes
This presentation will describe the study protocol of the clinical trial performed as part of our GameUp project.
The European population is getting older.
Due to these demographic changes, the need for adapted medical services for this specific age group has become critical.
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. Moreover, elderly people should perform strengthening exercises minimum twice a week and balance exercises minimum thrice a week.
In this manner, to increase therapy intensity and thus independence in activities of daily living, older patients admitted to rehabilitation are often instructed customized self-training exercises. These self-training programs, likewise therapist-assisted sessions, improve significantly physical capacities, and thus serve as a proven efficient and cost-effective mean for rehabilitation settings.
However, the compliance of elderly people to execute self-exercise programs varies considerably. These programs are often considered as tedious and boring, hence prematurely stopped.
An alternative to increase patient’s motivation for self-exercising is using serious games promoting mobility.
Some studies indicated constraints and difficulties during the manipulation of the commercial Nintendo Wii®:
games are designed for the young and healthy audience and so older users need a lot of technical help,
motions and interactions through a console make it more difficult to manipulate,
scores and progress measurements are too generic for rehabilitation use.
Due to their lack of computer skills, serious games intended for elderly people should reproduce as much as possible activities of daily living (Gerling, Livingston et al., 2012) with little simultaneous information and few options but with enough time for assimilation (Burmeister, 2010). These requirements are usually not met by standard commercial serious games.
Hence these questions emerge:
do elderly people train more frequently with serious games promoting mobility than with conventional self-training exercises?
and thereby achieve a greater improvement in balance and mobility capacities?
Therefore the primary objective of our clinical trial is to determine whether elderly people in rehabilitative settings show higher adherence to self-training when using serious learning games than when performing conventional exercises. Secondly it explores balance and mobility performances according to the mode of self-training.
In this presentation, I will focus on the study protocol.
Inclusion Criteria
• + 65 years old
• Ability to walk independently over 20 meters, with or without walking aids
• Self-training is prescribed by the doctor
• Sufficient written and spoken knowledge of German to fill out the questionnaires, with or without help.
• Informed signed consent form.
Exclusion Criteria
• Cognitive impairment, defined as a Mini Mental State Examination (MMSE) score <26
• Other limiting disorders hampering the practice of computer-based games (e.g. visual impairment, numbness, vertigo)
Based on our observations from the Wii® study, we assume that serious games promoting mobility lead to higher motivation and therefore patients tend to train more often and longer. We assume a statistical power of 0.80 and a medium effect size (d = 0.5). With this magnitude of the effect of interest in the population, a sample size of 64 subjects per group is necessary to prove any statistical significance.
Stratification: participants are stratified in 4 groups according to their balance capacities (Berg Balance Score ≤ 44 or ≥ 45) and according to their computer skills (computer experience or no computer experience). This stratification is important to reduce bias in relation to the primary study question: firstly, it should be avoided that more computer experienced participants are included in the Kinect group and secondly participants with poor balanced capacities should be equally distributed in both groups.
Randomization: These tables were then randomized in Microsoft Excel (with the Random function), so that each patient is randomly assigned to one of the 2 groups.
Blinding: The examiner reports after the stratification process to an independent body which possesses the randomization tables. On the basis of these 4 stratification tables, patients are randomly assigned to one of the 2 groups (serious games or conventional exercises).
The examiner is not informed in which group the patient is finally allocated. Whereas the physiotherapist is aware of it in order to be able to instruct the appropriate self-training program to the patient.
Primary outcome:
The primary outcome measures the intensity in which the patient performs self-training exercises individually and without being asked. The intensity is based on the frequency (quantity) and duration (time in minutes) of self- training sessions, and is recorded in a logbook by the patient.
2. Secondary outcomes:
Secondary outcomes are the balance improvement, which are measured with a pre- and post-test method. The used assessment tools are the Berg Balance Scale (BBS) and the self-perceived Fall Efficacy Scale-International version (FES-I) and the ActiGraph.
Logbook measures the intensity of the performed self-training exercises (for both groups).
Before the intervention phase, each participant receives a pro forma logbook from the physiotherapist. The participant records himself daily frequency and duration of each performed self-training session. Data collected are: date, total number of sessions performed, duration in minutes of each self-training, Number of steps and floors walked and motivation. The logbook contains predefined fields to fill out.
- The Berg Balance Scale (BBS) is collected in a pre/post-test method, and measures the balance capabilities of the patient performed by the examiner. It also serves as baseline for the exercise level. The BBS measures the ability to keep balance in 14 standard activities. The assessment is divided into the following 3 subcategories: stability, postural reactions and equilibrium reactions. These three categories are divided into 14 items. The items are organized following a progression from the simplest ("free sitting " ) to the most difficult (" standing on one leg "). For each item, the score is evaluated on a five-point scale, ranging from 0-4. “0” indicates the lowest level of function and “4” the highest level of function or in other words, from “not possible” to “independent”. The maximum total score is 56. The higher the score, the better are balance capabilities. The BBS is considered the gold standard for assessment of balance.
- The Falls Efficacy Scale - International Version (FES -I) is used as a structured self-administered questionnaire filled by the patient at pre- and post-intervention. The FES-I is a short, easy to administer tool that measures the subjective level of concern about falling during social and physical activities inside and outside the home whether or not the person actually does the activity. It consists of 16 Items and the level of concern is measured on a four-point scale (1=not at all concerned to 4=very concerned).
Actigraph Mobility Tracker assesses mobility by a tri-axial accelerometer measuring Local Dynamic Stability. LSD is a non-linear gait stability index quantified by calculating Lyapunov exponent. It has been advocated as an early indicator of risk for falls.The triaxial accelerometer is attached to the lower back at the level of the third lumbar vertebra and measured trunk acceleration in mediolateral (ML), vertical (V) and anteroposterior (AP) directions.
Lyapunov Exponent definition (Wikipedia): Dans l'analyse d'un système dynamique l'exposant de Lyapunov permet de quantifier la stabilité ou l'instabilité de ses mouvements1. Un mouvement instable a un exposant de Lyapunov positif, un mouvement stable, un exposant de Lyapunov négatif. Les mouvements bornés d'un système linéaire ont un exposant de Lyapunov nul. L'exposant de Lyapunov peut servir à étudier la stabilité (ou l'instabilité) des points d'équilibre des systèmes non linéaires.
Participants are entitled to 2 time-slots à 30min per day, from Monday to Friday, dedicated to self-training in addition to the usual rehabilitation services, and this during the 10 days of the intervention period. Self-training programs are instructed by a trained physiotherapist and appropriate balance exercises are selected according to the patient’s balance capacities. BBS is used as a cutoff point:
A BBS score < 45 indicates a risk of falling, and thus patients scoring less than 45 points perform the balance exercises in sitting position only.
Patients scoring between 45 and 56 points perform the balance exercises in static standing position,
whereas patients reaching the maximum score of 56 points perform exercises in dynamic standing position.
During the instruction, patients are told the following: "From Monday to Friday, you can use every available free time to carry out the self-training program. Perform the self-training exercises as intensively as possible, and as often as you want.” Additionally patients are encouraged to walk and climb stairs instead of using the lift, in order to improve their endurance.