Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function presented at ISAGA Conference, Singapore, 2009
Technology & Games For Stroke RehabilitationJames Burke
A short presentation provided for a talk with the young members of IET (The Institution of Engineering and Technology) in Belfast.
The talk mainly focused on our current work with webcam games (background had been covered by a colleague in a previous presentation), as well as the Wii remote, which members of the IET had shown interest in.
This document proposes a long-term goal management system called The Goal Buddy System (GBS) that uses an experiential approach through gameplay, social interaction, and tangible interaction to encourage goal achievement. The GBS connects two friends, called goal buddies, who use a handheld device linked to a desktop app. They meet regularly to discuss progress, commit to tasks, and provide challenges for each other. The system aims to amplify the goal process rather than compress it. It incorporates three principles: inquiry through goal assessment questions, accountability through discussions between goal buddies, and activity through assigned tasks and challenges. The document outlines the system's structure, cycle, and design investigations that embody the principles through tangible
This document summarizes a research study that aimed to develop a mobile game prototype to assist with stroke rehabilitation exercises. Through observations and interviews at a rehabilitation clinic, the researchers identified common rehabilitation tasks and needs of stroke patients. Two prototypes were created and tested, which led to design improvements. The final prototype is a multi-level, interactive game involving tasks like pronation and supination that can be adapted to patients' skill levels. It is meant to make rehabilitation exercises more motivating. Feedback from therapists helped refine the design to better match patients' physical capabilities following a stroke.
This document describes research into developing fully adaptive bots for first-person shooter games using machine learning techniques. It outlines experiments using both continuous learning and reinforcement learning to create bots that can learn and adapt their behavior through gameplay experience. Initial experiments focused on inferring static models for tank control in the game BZFlag using machine learning. These models were then extended using continuous learning to allow the tanks to adapt to the playstyles of other players. Reinforcement learning was also explored as a way to generate bots that learn individual behaviors solely through trial and error starting from no experience.
This study examined the effects of exergame play on flow experience, enjoyment, and mood. 14 subjects played 6 different exergames and an exercise bike for around 6 minutes each. Their heart rate, perceived exertion, game difficulty, enjoyment, and mood were measured after each bout. While most exergames raised heart rate to 100-115 bpm, one game called Kinetic Sidewinder raised it higher. Enjoyment appeared related to games involving punching, hitting, or striking objects. Several exergames and biking increased tension. Exergames scored higher than norms on two flow state scales, suggesting they provide a more engaging experience than conventional exercise. However, increased tension requires more research. Overall, exergames seem to have
UKUPA Mar 10 William Hudson: The Psychological Basis Of Nerdiness and it's Im...UXPA UK
This talk is based on William’s short paper to the CHI and British HCI conferences in 2009 about his large-scale study of IT workers.
The application of empathizing-systemizing tests found that technologists have substantially reduced empathizing skills and consequently have real difficulty in appreciating that others do not understand technology in the same way they do.
This will not come as a surprise to anyone who has worked in the IT industry for any length of time, but it does serve as justification for many of the activities undertaken in user-centred design.
The document provides biographical information and publication details for Professor Young-Woo HEO. It includes a brief biography noting his educational background and position as a professor at Kyungpook National University in Korea researching transparent oxide semiconductors and devices and sensors. It also lists 5 of his selected publications between 2005-2016 related to materials science topics like gas sensing properties of metal oxide thin films and transistors.
Technology & Games For Stroke RehabilitationJames Burke
A short presentation provided for a talk with the young members of IET (The Institution of Engineering and Technology) in Belfast.
The talk mainly focused on our current work with webcam games (background had been covered by a colleague in a previous presentation), as well as the Wii remote, which members of the IET had shown interest in.
This document proposes a long-term goal management system called The Goal Buddy System (GBS) that uses an experiential approach through gameplay, social interaction, and tangible interaction to encourage goal achievement. The GBS connects two friends, called goal buddies, who use a handheld device linked to a desktop app. They meet regularly to discuss progress, commit to tasks, and provide challenges for each other. The system aims to amplify the goal process rather than compress it. It incorporates three principles: inquiry through goal assessment questions, accountability through discussions between goal buddies, and activity through assigned tasks and challenges. The document outlines the system's structure, cycle, and design investigations that embody the principles through tangible
This document summarizes a research study that aimed to develop a mobile game prototype to assist with stroke rehabilitation exercises. Through observations and interviews at a rehabilitation clinic, the researchers identified common rehabilitation tasks and needs of stroke patients. Two prototypes were created and tested, which led to design improvements. The final prototype is a multi-level, interactive game involving tasks like pronation and supination that can be adapted to patients' skill levels. It is meant to make rehabilitation exercises more motivating. Feedback from therapists helped refine the design to better match patients' physical capabilities following a stroke.
This document describes research into developing fully adaptive bots for first-person shooter games using machine learning techniques. It outlines experiments using both continuous learning and reinforcement learning to create bots that can learn and adapt their behavior through gameplay experience. Initial experiments focused on inferring static models for tank control in the game BZFlag using machine learning. These models were then extended using continuous learning to allow the tanks to adapt to the playstyles of other players. Reinforcement learning was also explored as a way to generate bots that learn individual behaviors solely through trial and error starting from no experience.
This study examined the effects of exergame play on flow experience, enjoyment, and mood. 14 subjects played 6 different exergames and an exercise bike for around 6 minutes each. Their heart rate, perceived exertion, game difficulty, enjoyment, and mood were measured after each bout. While most exergames raised heart rate to 100-115 bpm, one game called Kinetic Sidewinder raised it higher. Enjoyment appeared related to games involving punching, hitting, or striking objects. Several exergames and biking increased tension. Exergames scored higher than norms on two flow state scales, suggesting they provide a more engaging experience than conventional exercise. However, increased tension requires more research. Overall, exergames seem to have
UKUPA Mar 10 William Hudson: The Psychological Basis Of Nerdiness and it's Im...UXPA UK
This talk is based on William’s short paper to the CHI and British HCI conferences in 2009 about his large-scale study of IT workers.
The application of empathizing-systemizing tests found that technologists have substantially reduced empathizing skills and consequently have real difficulty in appreciating that others do not understand technology in the same way they do.
This will not come as a surprise to anyone who has worked in the IT industry for any length of time, but it does serve as justification for many of the activities undertaken in user-centred design.
The document provides biographical information and publication details for Professor Young-Woo HEO. It includes a brief biography noting his educational background and position as a professor at Kyungpook National University in Korea researching transparent oxide semiconductors and devices and sensors. It also lists 5 of his selected publications between 2005-2016 related to materials science topics like gas sensing properties of metal oxide thin films and transistors.
[HUBDAY] Uber, Les marques sont elles en capacité de rivaliser avec les pure ...HUB INSTITUTE
Il est difficile aujourd’hui d’imaginer sa stratégie digitale sans le mobile. La mobilité offre une opportunité inédite pour proposer de nouvelles expériences de marque aux consommateurs. Nombreux sont les acteurs entrant qui ont saisi cette opportunité pour s’imposer sur le marché du mobile. Alors, comment les marques peuvent s’inspirer de ces nouveaux modèles pour optimiser l’expérience sur mobile ? Comment utiliser ces nouveaux points de contacts mobiles pour se rapprocher des utilisateurs? Réponses avec Sylvain Andrieu – Marketing Manager, Uber,
Retrouvez l'ensemble des interventions sur le Replay : http://hubinstitute.com/?p=21106
Feature Extraction for Predictive LTV Modeling using Hadoop, Hive, and Cascad...Kontagent
Description:
One of the biggest challenges for people building data products today is developing and refining features for modeling purposes (i.e. feature extraction) with the volume and variability of web scale data. In this talk, Martin will discuss some of the challenges and solutions faced by Kontagent as it built out a predictive lifetime value model for its customers. As you will learn, Hadoop is critical to this feature extraction process, and Cascading is quite handy when building out more complex features than can be readily developed in a query framework like Hive.
Speaker:
Martin Colaco, Director of Data Science for Kontagent
This document summarizes the key differences between IBM Connections Cloud and Microsoft Office 365 collaboration platforms. It notes that both platforms offer similar core features like email, collaboration, social networking, document editing, meetings and video, and mobile access. However, it argues that IBM Connections Cloud offers a more integrated, centralized and frictionless experience compared to the various disconnected services within Office 365. The document provides examples of how IBM Connections Cloud allows for better file sharing, social capabilities, analytics and cognitive features through its unified design approach.
The document outlines the eligibility requirements and criteria to become a Salesforce Master in the Partner Community program. It lists requirements such as having a Silver or above partner status, submitting projects to the Partner Community with customer satisfaction scores of 7 or higher, obtaining certifications for 5 or more consultants, and meeting sales targets in annual contract value that vary by cloud and industry. It also describes the benefits of becoming a Salesforce Master such as prominent search results display, logos to use, and press release templates.
Preparing for Lightning: Replacing URL Hacks with ActionsMike White
Common URL hacks used in Salesforce Classic are not available in the new Lightning Experience. Learn how to leverage Quick Actions to replace these URL hacks and develop Lightning ready replacements for your users on Classic, Lightning and Salesforce1.
La dixième édition du TrendReport proposée par #LeLuxeEstVivant : un florilège des meilleures campagnes de communication luxe, les études et insights à ne pas manquer et les grandes tendances luxe & digital
Khép lại một năm hoạt động tổ chức các sự kiện chuyên đề về tâm lý trị liệu và khởi động cho một năm mới 2016 với những sự kiện mới ngày một nâng cao hơn của Câu lạc bộ Trăng Non, Tp.HCM, Việt Nam.
CNX16 - Connecting the Cloud: Marketing Cloud ConnectCloud_Services
Discover how to optimize the Marketing Cloud Connect features in order to better leverage data across Salesforce Marketing, Sales, and Services Clouds in our Cloud Services hands on workshop.
For more information around Cloud Services, visit our website:
http://sforce.co/1ZuutDV
Raj Kishore Singh is seeking opportunities in human resources management where his 2 years of experience as an HR Executive can enhance a company's strategic goals. He has a background in recruitment, staffing, payroll, training, and employee relations. His responsibilities have included recruiting, conducting interviews, managing employee records, training and development, and employee engagement events. He has an MBA with a focus on marketing, HR, and entrepreneurship. His career includes positions as an HR Recruiter, Front Office Executive, and current role as HR Executive where he has worked since 2013.
Serious games for upper limb rehabilitation following strokeJames Burke
This document discusses the development of serious games for upper limb rehabilitation following stroke. The researchers at the University of Ulster created virtual reality and webcam-based games that can be played with inexpensive off-the-shelf hardware like the Nintendo Wii remote. Their goal was to develop engaging rehabilitation games that motivate patients and can be used at home or in clinical settings. An initial usability study found patients enjoyed the games and found the feedback and adaptivity to be effective. Further clinical studies are planned to evaluate the games' effects on motor function recovery.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
This document discusses using games for upper-limb stroke rehabilitation. It provides background on stroke and traditional therapy, then explores how technology-based games could address limitations in motivation and access to therapy. The authors developed webcam-based and augmented reality games for evaluation. They propose a framework for designing stroke rehabilitation games based on mapping game design principles like meaningful play and challenge to rehabilitation goals. Evaluation of their initial webcam games with able-bodied and stroke users showed potential for engagement, enjoyment and improving motor function. Ongoing work involves developing the design framework and further augmented reality games.
The document discusses defining experience requirements for video games. It proposes using emotional, gaming, sensory, and cognitive requirements to differentiate new games from existing ones like Flappy Bird. These experience requirements can be translated into testable functional requirements for elements like gameplay mechanics, challenge progression, and inducing intended emotions in players. A test plan is outlined to evaluate functional requirements through experiments with users to measure user experience factors like difficulty, stress, and enjoyment. The conclusion covers opportunities to further develop methods for testing multidimensional, non-functional requirements.
The document describes a project to develop an interface using a Kinect sensor and Unity game engine to motivate neurorehabilitation through a game. The game aims to quantify irregular hand movements in patients by having them grab and move objects. Prior work showed games can aid rehabilitation but marker-based systems have downsides. The project captures motion markerless using Kinect to track arm movements navigating a ball into targets of varying sizes for adaptive difficulty. Future work includes analyzing data to track patient progress.
Generating 3 d model in virtual reality and analyzing its performanceijcsit
In this paper is presented an virtual environment of a real model. Here are given all analyzes for
making and vizualization of virtual environment in Quest3D. All analyzes of performance of the system in
real time is presented.We described advantages and disadvantages of interactions in virtual environment
and made a critical analysis on a rendering speed and quality on different machines
The document describes using games and technology, such as robotics therapy and the Nintendo Wii, for stroke rehabilitation. Robotics therapy provides intensive arm practice through games while supporting the arm. The Wii is engaging but may overload patients cognitively. Both integrate principles of motor learning and neuroplasticity. Considerations for their use include a patient's physical, cognitive, and psychological status. Games motivate practice and learning in a sensory-rich environment. Adapting games for individual deficits could expand their rehabilitation potential.
[HUBDAY] Uber, Les marques sont elles en capacité de rivaliser avec les pure ...HUB INSTITUTE
Il est difficile aujourd’hui d’imaginer sa stratégie digitale sans le mobile. La mobilité offre une opportunité inédite pour proposer de nouvelles expériences de marque aux consommateurs. Nombreux sont les acteurs entrant qui ont saisi cette opportunité pour s’imposer sur le marché du mobile. Alors, comment les marques peuvent s’inspirer de ces nouveaux modèles pour optimiser l’expérience sur mobile ? Comment utiliser ces nouveaux points de contacts mobiles pour se rapprocher des utilisateurs? Réponses avec Sylvain Andrieu – Marketing Manager, Uber,
Retrouvez l'ensemble des interventions sur le Replay : http://hubinstitute.com/?p=21106
Feature Extraction for Predictive LTV Modeling using Hadoop, Hive, and Cascad...Kontagent
Description:
One of the biggest challenges for people building data products today is developing and refining features for modeling purposes (i.e. feature extraction) with the volume and variability of web scale data. In this talk, Martin will discuss some of the challenges and solutions faced by Kontagent as it built out a predictive lifetime value model for its customers. As you will learn, Hadoop is critical to this feature extraction process, and Cascading is quite handy when building out more complex features than can be readily developed in a query framework like Hive.
Speaker:
Martin Colaco, Director of Data Science for Kontagent
This document summarizes the key differences between IBM Connections Cloud and Microsoft Office 365 collaboration platforms. It notes that both platforms offer similar core features like email, collaboration, social networking, document editing, meetings and video, and mobile access. However, it argues that IBM Connections Cloud offers a more integrated, centralized and frictionless experience compared to the various disconnected services within Office 365. The document provides examples of how IBM Connections Cloud allows for better file sharing, social capabilities, analytics and cognitive features through its unified design approach.
The document outlines the eligibility requirements and criteria to become a Salesforce Master in the Partner Community program. It lists requirements such as having a Silver or above partner status, submitting projects to the Partner Community with customer satisfaction scores of 7 or higher, obtaining certifications for 5 or more consultants, and meeting sales targets in annual contract value that vary by cloud and industry. It also describes the benefits of becoming a Salesforce Master such as prominent search results display, logos to use, and press release templates.
Preparing for Lightning: Replacing URL Hacks with ActionsMike White
Common URL hacks used in Salesforce Classic are not available in the new Lightning Experience. Learn how to leverage Quick Actions to replace these URL hacks and develop Lightning ready replacements for your users on Classic, Lightning and Salesforce1.
La dixième édition du TrendReport proposée par #LeLuxeEstVivant : un florilège des meilleures campagnes de communication luxe, les études et insights à ne pas manquer et les grandes tendances luxe & digital
Khép lại một năm hoạt động tổ chức các sự kiện chuyên đề về tâm lý trị liệu và khởi động cho một năm mới 2016 với những sự kiện mới ngày một nâng cao hơn của Câu lạc bộ Trăng Non, Tp.HCM, Việt Nam.
CNX16 - Connecting the Cloud: Marketing Cloud ConnectCloud_Services
Discover how to optimize the Marketing Cloud Connect features in order to better leverage data across Salesforce Marketing, Sales, and Services Clouds in our Cloud Services hands on workshop.
For more information around Cloud Services, visit our website:
http://sforce.co/1ZuutDV
Raj Kishore Singh is seeking opportunities in human resources management where his 2 years of experience as an HR Executive can enhance a company's strategic goals. He has a background in recruitment, staffing, payroll, training, and employee relations. His responsibilities have included recruiting, conducting interviews, managing employee records, training and development, and employee engagement events. He has an MBA with a focus on marketing, HR, and entrepreneurship. His career includes positions as an HR Recruiter, Front Office Executive, and current role as HR Executive where he has worked since 2013.
Serious games for upper limb rehabilitation following strokeJames Burke
This document discusses the development of serious games for upper limb rehabilitation following stroke. The researchers at the University of Ulster created virtual reality and webcam-based games that can be played with inexpensive off-the-shelf hardware like the Nintendo Wii remote. Their goal was to develop engaging rehabilitation games that motivate patients and can be used at home or in clinical settings. An initial usability study found patients enjoyed the games and found the feedback and adaptivity to be effective. Further clinical studies are planned to evaluate the games' effects on motor function recovery.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
This document discusses using games for upper-limb stroke rehabilitation. It provides background on stroke and traditional therapy, then explores how technology-based games could address limitations in motivation and access to therapy. The authors developed webcam-based and augmented reality games for evaluation. They propose a framework for designing stroke rehabilitation games based on mapping game design principles like meaningful play and challenge to rehabilitation goals. Evaluation of their initial webcam games with able-bodied and stroke users showed potential for engagement, enjoyment and improving motor function. Ongoing work involves developing the design framework and further augmented reality games.
The document discusses defining experience requirements for video games. It proposes using emotional, gaming, sensory, and cognitive requirements to differentiate new games from existing ones like Flappy Bird. These experience requirements can be translated into testable functional requirements for elements like gameplay mechanics, challenge progression, and inducing intended emotions in players. A test plan is outlined to evaluate functional requirements through experiments with users to measure user experience factors like difficulty, stress, and enjoyment. The conclusion covers opportunities to further develop methods for testing multidimensional, non-functional requirements.
The document describes a project to develop an interface using a Kinect sensor and Unity game engine to motivate neurorehabilitation through a game. The game aims to quantify irregular hand movements in patients by having them grab and move objects. Prior work showed games can aid rehabilitation but marker-based systems have downsides. The project captures motion markerless using Kinect to track arm movements navigating a ball into targets of varying sizes for adaptive difficulty. Future work includes analyzing data to track patient progress.
Generating 3 d model in virtual reality and analyzing its performanceijcsit
In this paper is presented an virtual environment of a real model. Here are given all analyzes for
making and vizualization of virtual environment in Quest3D. All analyzes of performance of the system in
real time is presented.We described advantages and disadvantages of interactions in virtual environment
and made a critical analysis on a rendering speed and quality on different machines
The document describes using games and technology, such as robotics therapy and the Nintendo Wii, for stroke rehabilitation. Robotics therapy provides intensive arm practice through games while supporting the arm. The Wii is engaging but may overload patients cognitively. Both integrate principles of motor learning and neuroplasticity. Considerations for their use include a patient's physical, cognitive, and psychological status. Games motivate practice and learning in a sensory-rich environment. Adapting games for individual deficits could expand their rehabilitation potential.
An introduction to the Courtois NeuroMod project - intensive brain scanning of six participants (fMRI, MEG) to help train artificial neural networks. Focus on the first data release cneuromod-2020
NeuroVR 1.5 - Open Source VR system for neuroscience and behavioral healthcareRiva Giuseppe
NeuroVR 1.5 is an open source virtual reality toolkit for researchers, psychologists and neuroscientists. Using it is possible to create custom virtual environments without any technical experience.
IRJET- Virtual Fitness Trainer with Spontaneous Feedback using a Line of Moti...IRJET Journal
This document presents a virtual fitness trainer system that provides real-time feedback on a user's exercise form using the Kinect sensor. The system tracks a user's skeleton joints and uses a random forest classifier to identify the exercise being performed and compare it to a dataset of proper form. If errors are detected, the system provides feedback to the user. The goal is to help users exercise properly at home without an in-person trainer. The system was tested on 5 basic exercises and able to accurately recognize exercises and detect form errors in real-time.
This document summarizes a presentation about the Kinect SDK 1.7. It discusses the hardware capabilities of the Kinect, including color streaming, depth streaming and skeleton streaming. It then covers the system requirements and demonstrates new features in the SDK like face tracking, Kinect interactions using gestures, and Kinect Fusion for 3D scanning and modeling. The presentation concludes with a discussion of the future of the Kinect SDK and hardware.
Learning to Reason in Round-based Games: Multi-task Sequence Generation for P...Deren Lei
Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. CounterStrike: Global Offensive (CS:GO), as a round-based game with abundant expert demonstrations, provides an excellent environment for multi-player round-based sequential reasoning. In this work, we propose a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the strategies behind the round-based purchasing decisions. We adopt few-shot learning to sample multiple rounds in a match, and modified model agnostic meta-learning algorithm Reptile for the meta-learning loop. We formulate each round as a multi-task sequence generation problem. Our state representations combine action encoder, team encoder, player features, round attribute encoder, and economy encoders to help our agent learn to reason under this specific multi-player round-based scenario. A complete ablation study and comparison with the greedy approach certify the effectiveness of our model. Our research will open doors for interpretable AI for understanding episodic and long-term purchasing strategies beyond the gaming community.
The document summarizes a workshop on evaluating user experience in video games. The workshop brought together industry professionals and academics to discuss challenges in evaluating the user experience in games. The workshop format aimed to generate a shared understanding between the groups to help develop robust methods for experience evaluation. The presenter discussed defining usability for games more narrowly than traditional definitions and outlined practical considerations for evaluating usability through observation methods.
NeuroVR: Open Source VR toolkit for Behavioral Healthcare and RehabilitationRiva Giuseppe
NeuroVR is a cost-free virtual reality platform based on open-source software. It allows non-expert users to easily modify a virtual world, to best suit the needs of a clinical setting.
This document discusses human level artificial intelligence and provides an overview of key concepts. It defines AI and its goals, describes examples of today's narrow AI and visions of future human-level AI. It discusses machine learning architectures like deep reinforcement learning and enhancing models with predictive components. It also addresses assessing intelligence, comparing brain hardware to computer systems, and approaches to building human-level machine intelligence.
This document describes a side-scrolling game project developed by students Sidharth Sharma and Nikhil Ansal at Jaypee Institute of Information Technology. The objective was to develop a Flappy Bird-style game from scratch to learn about human-computer interaction principles and game design. The proposed game uses Unity3D and C# to incorporate a physics engine governing in-game objects and characters. It was tested through various methods to ensure quality, functionality, and reliability.
Similar to Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function (15)
SFX Physiology - Everything you always wanted to know about biofeedback BUT W...Alasdair Thin
The document provides an overview of a talk on physiology and biofeedback in gaming. It discusses the history of biofeedback and exergames, different categories of physiological computing like biofeedback, biocybernetic adaptation and brain-computer interfacing. It also covers potential physiological variables that can be measured, platforms and sensors used, design considerations for exergames and potential for supportive virtual environments to promote public health.
In the Game: Interactive Digital Media, Physical Activity, Health and WellbeingAlasdair Thin
The document discusses using interactive digital media like video games and mobile technologies to promote physical activity and wellness. It proposes strategies like expanding the definition of media for health interventions to include emerging technologies, and encouraging technology companies to develop products that track and promote physical activity. Overall, the document argues that interactive digital media could potentially support public health goals through persuasive experiences, immediate rewards for exercise, and by making exercise more accessible and socially inclusive.
Gaming4 Life: Eat Longer, Move Well & Live MoreAlasdair Thin
Gaming4 Life: Eat Longer, Move Well & Live More
Interactive Fitness and Exergaming Seminar September 24, 2009. Leisure Industry Week (LIW), Birmingham, UK
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertio...Alasdair Thin
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertion and Perceived Enjoyment based on an Evaluation of Three Commercial Games presented at ISAGA Conference, Singapore, 2009
Open Sound Control as Middleware for Games Accessibility and Body-movement Co...Alasdair Thin
This document provides an overview of Open Sound Control (OSC) as middleware for games accessibility and body movement controlled gaming. It discusses OSC applications and uses, including for virtual DJ software, networking performances, and video jockeying. Examples of OSC controllers are provided, such as the Lemur, Jazz Mutant, and Touch OSC. Demos are described using a Wiimote, video and audio, and an iPhone. OSC is presented as enabling middleware for integrating a variety of input devices, such as Wacom tablets, Wiimotes, balance boards, and human interface devices, with audio, video tracking, and MIDI. Future developments discussed include incorporating OSC gateways into video games and using sensors
Liberty, Equality & Fraternity - ExerGames, Social Media & HealthAlasdair Thin
This document discusses using innovative media like exergames and social media for health promotion. It suggests that exergames can provide an engaging interactive experience for exercise while social media allows for a sense of belonging, relatedness, and cooperation. Persuasive technologies leveraging social networks could help create supportive virtual environments for health behavior change at a population level.
Dr. Alasdair G Thin presents on active video games. He discusses how active video games can get people exercising through gameplay in a fun and engaging way compared to traditional exercise. Some key points include:
- Active video games played on consoles like the Nintendo Wii allow users to burn more calories than traditional sedentary video games.
- Laboratory tests show increased energy expenditure and exercise from active video games compared to sitting down.
- If designed well with persuasive messages and rewards, active video games have potential to shift paradigms and encourage sustained physical activity in players.
Dr. Alasdair G. Thin of Heriot-Watt University in Edinburgh, Scotland researches designing body-movement controlled video games to maximize energy expenditure for exercise and health purposes. The document discusses features of effective "exergames" for exercise, coaching, rehabilitation, and mountain air physiology as well as general exercise tips and suggestions for making exercise more accessible and rewarding through gaming.
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.
8 Surprising Reasons To Meditate 40 Minutes A Day That Can Change Your Life.pptxHolistified Wellness
We’re talking about Vedic Meditation, a form of meditation that has been around for at least 5,000 years. Back then, the people who lived in the Indus Valley, now known as India and Pakistan, practised meditation as a fundamental part of daily life. This knowledge that has given us yoga and Ayurveda, was known as Veda, hence the name Vedic. And though there are some written records, the practice has been passed down verbally from generation to generation.
Breast cancer: Post menopausal endocrine therapyDr. Sumit KUMAR
Breast cancer in postmenopausal women with hormone receptor-positive (HR+) status is a common and complex condition that necessitates a multifaceted approach to management. HR+ breast cancer means that the cancer cells grow in response to hormones such as estrogen and progesterone. This subtype is prevalent among postmenopausal women and typically exhibits a more indolent course compared to other forms of breast cancer, which allows for a variety of treatment options.
Diagnosis and Staging
The diagnosis of HR+ breast cancer begins with clinical evaluation, imaging, and biopsy. Imaging modalities such as mammography, ultrasound, and MRI help in assessing the extent of the disease. Histopathological examination and immunohistochemical staining of the biopsy sample confirm the diagnosis and hormone receptor status by identifying the presence of estrogen receptors (ER) and progesterone receptors (PR) on the tumor cells.
Staging involves determining the size of the tumor (T), the involvement of regional lymph nodes (N), and the presence of distant metastasis (M). The American Joint Committee on Cancer (AJCC) staging system is commonly used. Accurate staging is critical as it guides treatment decisions.
Treatment Options
Endocrine Therapy
Endocrine therapy is the cornerstone of treatment for HR+ breast cancer in postmenopausal women. The primary goal is to reduce the levels of estrogen or block its effects on cancer cells. Commonly used agents include:
Selective Estrogen Receptor Modulators (SERMs): Tamoxifen is a SERM that binds to estrogen receptors, blocking estrogen from stimulating breast cancer cells. It is effective but may have side effects such as increased risk of endometrial cancer and thromboembolic events.
Aromatase Inhibitors (AIs): These drugs, including anastrozole, letrozole, and exemestane, lower estrogen levels by inhibiting the aromatase enzyme, which converts androgens to estrogen in peripheral tissues. AIs are generally preferred in postmenopausal women due to their efficacy and safety profile compared to tamoxifen.
Selective Estrogen Receptor Downregulators (SERDs): Fulvestrant is a SERD that degrades estrogen receptors and is used in cases where resistance to other endocrine therapies develops.
Combination Therapies
Combining endocrine therapy with other treatments enhances efficacy. Examples include:
Endocrine Therapy with CDK4/6 Inhibitors: Palbociclib, ribociclib, and abemaciclib are CDK4/6 inhibitors that, when combined with endocrine therapy, significantly improve progression-free survival in advanced HR+ breast cancer.
Endocrine Therapy with mTOR Inhibitors: Everolimus, an mTOR inhibitor, can be added to endocrine therapy for patients who have developed resistance to aromatase inhibitors.
Chemotherapy
Chemotherapy is generally reserved for patients with high-risk features, such as large tumor size, high-grade histology, or extensive lymph node involvement. Regimens often include anthracyclines and taxanes.
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
Know the difference between Endodontics and Orthodontics.Gokuldas Hospital
Your smile is beautiful.
Let’s be honest. Maintaining that beautiful smile is not an easy task. It is more than brushing and flossing. Sometimes, you might encounter dental issues that need special dental care. These issues can range anywhere from misalignment of the jaw to pain in the root of teeth.
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.
These lecture slides, by Dr Sidra Arshad, offer a simplified look into the mechanisms involved in the regulation of respiration:
Learning objectives:
1. Describe the organisation of respiratory center
2. Describe the nervous control of inspiration and respiratory rhythm
3. Describe the functions of the dorsal and respiratory groups of neurons
4. Describe the influences of the Pneumotaxic and Apneustic centers
5. Explain the role of Hering-Breur inflation reflex in regulation of inspiration
6. Explain the role of central chemoreceptors in regulation of respiration
7. Explain the role of peripheral chemoreceptors in regulation of respiration
8. Explain the regulation of respiration during exercise
9. Integrate the respiratory regulatory mechanisms
10. Describe the Cheyne-Stokes breathing
Study Resources:
1. Chapter 42, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 36, Ganong’s Review of Medical Physiology, 26th edition
3. Chapter 13, Human Physiology by Lauralee Sherwood, 9th edition
5-hydroxytryptamine or 5-HT or Serotonin is a neurotransmitter that serves a range of roles in the human body. It is sometimes referred to as the happy chemical since it promotes overall well-being and happiness.
It is mostly found in the brain, intestines, and blood platelets.
5-HT is utilised to transport messages between nerve cells, is known to be involved in smooth muscle contraction, and adds to overall well-being and pleasure, among other benefits. 5-HT regulates the body's sleep-wake cycles and internal clock by acting as a precursor to melatonin.
It is hypothesised to regulate hunger, emotions, motor, cognitive, and autonomic processes.
Pharmacology of 5-hydroxytryptamine and Antagonist
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function
1. Evaluation of a Systems
Engineering Approach to
using a Virtual Reality
Game for Rehabilitation of
Motor Function
Dr Alasdair G Thin
Heriot-Watt University, Edinburgh, UK
International Simulation and Gaming Association Conference, Singapore, 2009
3. Human Motor Function
Impairment Rehabilitation
Variety of Disease Promote neural
processes plasticity
Physical Trauma Early
Aging Intensive
Repetitive
Prolonged
Poor Compliance?
4. Virtual Rehabilitation
“the combination of computers, special
interfaces, and simulation exercises used to
train patients in an engaging and motivating
way” (Burdea et al., 2007)
Call for holistic approach (Tinetti et al., 1994) to
improve both
Motor Skill
Confidence (self-efficacy)
5. Video Games
Video games are highly interactive and engaging
Potential application to rehabilitation only recently
recognized (Lange et al., 2009)
Greater realism
Correspond more closely to everyday activities
Current Game-based approaches to rehabilitation
generally very basic
Will aspiration of highly engaging game-based
approach have anticipated rehabilitation impact?
6. Systems Engineering Approach
Need to integrate physiological and psychological
aspects in an engaging game play scenario
Holistic approach is characteristic of systems
engineering
In order to assess potential of game-based rehabilitation
Counter-intuitive approach adopted
Developed Motor Deficit model to fit commercially
available body-movement controlled video game
7. Training Protocol
Session 1 2 3 4 5 6
RWT VRG VRG VRG RWT
Familiar-
Activity Pre- Training Training Training Post-
ization
Training 1 2 3 Training
Real World Task (RWT) Virtual Reality Game (VRG)
8. Real World Task Motor Skill Test
10 Practice Shots for each Stroke
Dominant Forehand (DF), Dominant Backhand (DB)
Non-Dominant Forehand (NDF), Non-Dominant Backhand (NDB)
10 Test Shots for Each Stroke
9. Virtual Reality Game Training
30 minutes each session - Drills and Match Play
Dominant and Non-Dominants Hands
10. Pre-Training Self-Efficacy
Subjects’ (n=17) ratings of their ability to hit the target were
significantly lower for both non-dominant hand strokes (NDF & NDB)
11. Pre-Training Motor Skill
Mean number of shots on target were significantly lower for
both non-dominant hand strokes (NDF & NDB)
12. Post-Training Self-Efficacy
Subjects’ (n=17) ratings of their ability to hit the target were
significantly increased after training for both non-dominant
hand strokes (NDF & NDB)
13. Post-Training Skill
Mean number of shots on target increased significantly for non-
dominant backhand (NDB) and just failed to reach statistical
significance (p=0.06) for NDF
14. Summary
Motor Deficit Model valuable research tool
Systems Engineering Approach ensured that Virtual Reality
Game closely mimicked the Real World Task:
Improvement in Motor Skill
Increase in Confidence (self-efficacy)
Engaging game play experience
Immersive nature of feedback was internalized and
operationalized
Audio “Contact” with the virtual tennis ball
Trajectory of the ball in the on screen game play
Game score
Response of Virtual Spectators
15. Conclusion
Results of study bode well for future development of
immersive and engaging interactive Virtual Reality
Games (VRGs) for Motor Rehabilitation Applications
Proviso that Systems Engineering Approach is
adopted so that VRGs are designed to closely
match the corresponding Real World Task (RWT)