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.
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Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and Charité Universitätsmedizin Berlin.
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Pollution is one of the biggest problems today and comes in many forms, especially air and water pollution. Air pollution is caused by factories and cars releasing smoke into the air, making cities unhealthy places to live. Water pollution occurs when factories dump chemicals and waste into rivers and seas, or when oil spills into water, poisoning it and killing fish. Everyone must work to reduce pollution to protect human health and the environment.
Gamification designs in Wearable Enhanced Learning for Healthy AgeingIlona Buchem
Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and Charité Universitätsmedizin Berlin.
This document describes a brain-computer interface (BCI) design that uses electroencephalogram (EEG) signals from a single mental task. The method extracts spectral power from 4 brainwave bands (delta/theta, alpha, beta, gamma) across 6 electrode channels. It then uses the power and power differences as features for a neural network classifier to detect the mental task versus a resting state. Testing on 4 subjects performing 4 tasks showed classification accuracy up to 97.5% was possible when using each subject's most suitable task. The proposed BCI could potentially be used to move a cursor or select letters to allow communication.
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Le schede con cui il Prof. Pietro Ichino ha voluto illustrare gli aspetti principali della Riforma della Costituzione che siamo chiamati ad approvare con il Referendum del 4 Dicembre.
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This document discusses adult talent agreements. Talent agreements are legal contracts between adult performers and production companies that outline the terms and conditions of their work. The agreements protect both the performer and company by establishing expectations and responsibilities up front.
Lions Gate Productions would be a suitable distributor for the film. Lions Gate is a major independent film and television distribution company in North America that has distributed several similar films and TV shows to the filmmaker's target audience. These include The Hunger Games, Cabin in the Woods, and Friends with Kids. The standard process for film distribution would involve Lions Gate making a licensing deal with theaters, distributing copies of the film, and the theaters showing it for a set engagement period.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Dokumen tersebut membahas faktor-faktor kepelbagaian dalam terjemahan, termasuk banyaknya jenis bahan yang diterjemahkan, tujuan bahan tersebut, keperluan pembaca, jenis teks, serta tujuan penulis asal dan penterjemah. Faktor-faktor ini mempengaruhi teknik terjemahan yang digunakan.
PEGASO: A Personalised and Motivational ICT System to Empower Adolescents To...Eloisa Vargiu
This document outlines the PEGASO project, which aims to develop an ICT system to prevent overweight and obesity in adolescents. The system will generate self-awareness, enhance motivation, and encourage behavior change towards healthy lifestyles. It will profile users based on physical, social, and behavioral attributes collected from sensors, questionnaires, and apps. Data mining will recognize short and long-term trends to provide personalized feedback. Motivation mechanisms like games and health education seek to influence behaviors long-term. The goal is to empower adolescents to actively manage their wellness through an engaging digital platform.
Selected Summit Sponsors and Partners showcase their most promising brain health & enhancement initiatives and solutions.
8.30-10am. At the frontier with Neuroscape, VR/ AR and Photobiomodulation
*Adam Gazzaley, UCSF Professor of Neurology, presents Neuroscape
*Dr. Walter Greenleaf, Medical VR/ AR Expert at Stanford Virtual Human Interaction Lab, provides an overview of health applications of virtual & augmented reality (VR/AR)
*Dr. Lew Lim, Founder & CEO of Vielight, discusses photobiomodulation as a new way to enhance brain function
contact information.
10.30-11am. Dr. Bob Schafer, Director of Research at Lumos Labs, presents their expanding vision for brain training, including mindfulness.
*Álvaro Fernández, CEO and Editor-in-Chief of SharpBrains
*Sarah Lenz Lock, Senior Vice President for Policy at AARP and Executive Director of the Global Council on Brain Health (GCBH)
*Dr. April Benasich, Director of the Baby Lab at the Rutgers Center for Molecular and Behavioral Neuroscience
*Chaired by: Dr. Cori Lathan, Co-Chair of the World Economic Forum’s Council on the Future of Human Enhancement
Slidedeck supporting session held during the 2017 SharpBrains Virtual Summit: Brain Health & Enhancement in the Digital Age (December 5-7th). Learn more at: https://sharpbrains.com/summit-2017/
Subject: eHealth Forum “Big Data and Healthcare Reform Analytics”
Speaker: Manuel Heuer, COO of dacadoo
Location: Athens, May 12th, 2014
Turn health & wellbeing fun and engaging with big data and mhealth. Visit http://www.dacadoo.com
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
Intelligent Assistive Technologies can help seniors with daily tasks and maintain independence. Assistive technologies address major senior problems like vision/hearing loss, mobility issues, and cognitive decline. Smart homes automate tasks to allow independent living. Gamification and memory/cognition apps make therapy engaging. Telehealth expands access to care. Recommendations include monitoring systems, low-cost devices, and public awareness of technologies that can aid seniors.
Kuopio Innovation organized health game jams to bring together experts in health, technology, and gaming to develop new digital health games. The document discusses how games can motivate rehabilitation and healthy behaviors. It provides examples of games created at past jams, such as games using electromyography sensors to control games with muscle movement or breathing exercises to control an avatar. The goal is to support collaboration and develop digital games addressing real healthcare needs.
Manuel Heuer - Turn health & wellbeing fun and engaging with big data and m-h...Thearkvalais
The document discusses turning health and well-being into engaging activities using big data and mobile health technologies. It notes that inactivity is a global health concern and lifestyle changes can improve outcomes. Building engaging digital health solutions requires measuring health with a single score, making it fun through gamification and social features, and ensuring solutions are personalized, contextual and interoperable. The presentation provides insights into building successful health promotion programs and engaging individuals to adopt healthier lifestyles.
The document discusses the Fizzees project which aims to encourage physical activity in 8-12 year olds. Fizzees are a wearable technology combining sensors, a processor and screen that shows a virtual pet. The pet's health depends on the wearer's activity levels measured by the sensors. It provides motivational feedback in a playful context to address issues like rising childhood obesity. The website allows sharing progress and interacting with experts. The project was designed with educational experts to effectively promote healthy lifestyles through applied understanding.
mICF Barcelona 002 - Welcome and introductions to mICF partnership workshopStefanus Snyman
Proceedings of the mICF PARTNERSHIP WORKSHOP held on 9-10 October 2014 in Barcelona, Spain. This is an international collaborative of the Functioning and Disability Reference Group of the World Health Organisation’s Family of International Classifications (WHO-FIC) developing a mobile application for the International Classification for Functioning, Disability and Health
Studying and Using Social Media in Academic Research_Paton_Chrisyan_stanford
The document discusses using social media in academic research. It provides examples of studies using technologies like iPods, Twitter, Facebook and Skype for data collection and communication. It raises questions about developing research methods for studying social media given its rapid evolution. It also discusses establishing a research agenda for IMIA to explore leveraging social tools and implications at the intersection of health, informatics and social media.
The e-Mental Health Conference discussed leveraging mobile technologies for mental health. Kendall Ho presented on using mobile apps and devices to deliver mental health services. He discussed how technologies like SMS, social media, and biometrics can be used for conditions like smoking cessation, diabetes management, and stress relief. Ho also reviewed literature showing tele-mental health can increase access and engagement, though more research is still needed. Strategies were presented for using technologies to motivate behavioral change through improving attitudes, knowledge, skills and competence. The conclusion was that health professionals should support public use of mobile mental health tools and work with the public to co-create their future.
This document provides an overview of an introductory health informatics course (HI 201) taught by Dr. Iris Thiele Isip Tan at the University of the Philippines. The course covers various topics related to health informatics including global health, eHealth, health information systems, electronic health records, personal health records, and more. Interactive teaching methods are used, such as driving questions, digital artifacts, blogging, and social media engagement. The goal is to make learning visible and encourage participation, collaboration, and knowledge sharing among students.
Modern communication systems (Web 1.0, Web 2.0, Web 3.0 and cloud computing) and mobile wireless technologies (smartphones, iPads, monitoring devices) have, as with all industries, progressed in healthcare over recent years from being a minor, to being a very significant component of the environment. This presentation will discuss how advancements in social media, information technology, wireless communication systems and sensor technology have provided new opportunities concerning practices in healthcare delivery. This presentation will also address future software and how, combined with Web 2.0 / 3.0 and cloud computing, has the potential to produce the ultimate architecture of participation - wireless monitoring. Understanding the benefits of such systems, devices and their increasing emergence and connection with modern healthcare settings, is vital for implementing future successful e-health solutions.
The document summarizes a review of 30 years of technology use in workplace health interventions. It categorizes the uses of technology into education, information, counseling, supporting physical activity, and environmental changes. Most common uses were for education, information distribution, and counseling. There was little reflection on how technologies contributed. The review suggests future projects could develop new types of games and technologies to link multiple settings of people's lives and create new settings for health promotion.
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The document summarizes a review of 30 years of technology use in workplace health interventions. It categorizes the uses of technology into education, information, counseling, supporting physical activity, and environmental changes. Most common uses were for education, information distribution, and counseling. There was little reflection on how technologies contributed. The review suggests future projects could develop new types of games and technologies to link multiple settings of people's lives and create new settings for health promotion.
1. The document discusses Fizzees, a proposed wearable technology that combines sensors, a processor, battery and screen to display a virtual pet. The virtual pet's health depends on the wearer's physical activity levels measured by the sensors.
2. It is intended to encourage 8-12 year olds to be more physically active and develop an understanding of healthy lifestyles. Activity levels from the heart rate monitor and accelerometer directly impact the appearance and health of the virtual pet.
3. A supporting website would allow users to further engage with the virtual pet, track progress, and interact with peers through social elements and games. The goal is to motivate physical activity by linking it to caring for the virtual
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Game-based IT solutions for active & healthy aging
1. Game-based IT solutions
for active & healthy aging
Fostering Independent & Healthy Living
Dr. Mario Drobics
Thematic Coordinator
Safety & Security Department
AIT Austrian Institute of Technology GmbH
mario.drobics@ait.ac.at
+43 50 550 4810
http://www.ait.ac.at/ehealth
2. Overview
1. Who am I and why am I here?
2. Why do games for older adults matter?
3. How can games for older adults be designed?
4. Examples of recent game-based approaches at AIT
210.04.2014
3. 3
AIT Austrian Institute of Technology
BMVIT 50,46%
Industry 49,54%
~ 1000 Employees
Budget 40:30:30
Budget: 120 Mio€
4. Health
Areas of Application
410.04.2014
Prevention
• Lifestyle Management
• Health Prevention
Intervention
• Care Support
• Detection of Critical Situations
Therapy
• Therapy Support
Comfort Mobility
Smart
Homes
Mobility
Support
Mobility
Optimi-
zation
• Lifestyle Management
• Health Prevention
6. Enabling independent and healthy aging
.. by promoting regular physical activity
Reduce relative risk of death (20%-35%)
Reduce risk / affects of chronic diseases
• cardiovascular diseases, diabetes mellitus, cancer,
osteoporosis, arthritis, etc.
Reduce risk of physical decline
(accidents, falls, frailty, etc.)
Reduce risk for decline in cognitive function, depression,
etc.
610.04.2014
Nutrition
Social
Interaction
Activity
Health
Safety
7. Challenges
Good concepts and advanced technology are not sufficient
to ensure a high effectivety of the proposed interventions
People tend to fall back to their previous (unhealthy)
behavior easily
We need to ensure adherence over a long timeframe
710.04.2014
We need to motivate the users to do the exercises and
maintain a healthy lifestyle
9. Psychological model of self-regulation
1) Goals about what to accomplish
2) Self-monitoring of personal behavior and relation to goals
3) Feedback and information about progress
4) Self-evaluation about progress toward each goal
5) Corrective behavior to more effective movement towards
goals
910.04.2014
10. Support Strategies
Serious Games
games with a specific aim (education, training, etc.)
Gamification
application of game-based elements in non-game contexts
Persuasion Strategies
change attitudes or behaviors of the users through persuasion
and social influence
1010.04.2014
11. Challenges for ICT Applications for Health
Keep user motivated over a long period
Story-telling
Integration in daily activities
Shift focus
Social networks / blended training
Address a broad range of diverse users
Self-adapting difficulty
Provide a set of motivators and
adopt individually
Provide feedback on execution
Include people with limited or no
ICT experience
1110.04.2014
12. Common Preconceptions
Older adults are just lacy.
Older adults are afraid of computers.
Older adults don‘t play (on the computer).
1210.04.2014
Older adults are just lacy.
Not more than you!
Older adults are afraid of computers.
Not if done right.
Older adults don‘t play (on the computer).
No, but different!
13. Do we need „elderly“ games?
No, but it helps!
1310.04.2014
14. Special Issues when Designing Games for Older Adults
Motivation
Users might be frustrated more quickly and stop playing
Provide targeted feedback (reward/punishment) schedules
Accessibility
Provide enough time for interaction
Adjust cognitive and physical load / demands according your
target group (learning, memory, movements, etc.)
Provide the possibility to access a lower level again
Risk prevention
Prevent users from any foreseeable risk (falls, exhaustion)
1410.04.2014
15. Taxonomy of Games for Health
Physical Cognitive Social & Emotional
Health Health Health
1510.04.2014
Personal
Professional practice
Research
Public health
Preventive
Therapeutic
Assessment
Educational
Informatics
16. Opportunities of IT-based approaches
Provide tailored behavioral strategies
Combination of different intervention strategies
Individual feedback on execution of exercises & progress made
Integrate ubiquitous measurements to induce lifestyle changes
Provide a virtual social network
Provide a path from rehabilitation to independent lifestyle
1610.04.2014
18. Goals
Support social contact and interaction
Stimulate human senses (cognition & emotion)
Address common hobbies and passions
Support stimulating game-based applications
Build communities (interaction and communication)
Integrate internet-based information and services
Reduce isolation and bleakness
1810.04.2014
19. Module A:
Driving-
Simulator
Module B:
Virtual Chorus
find
new
friends
stimulate
senses
explore
new
interests
build
new
contacts
web-based content & services;
Chats, Blogs etc.
Audio- and Video-
Communication
Module C:
Dance-
& Fitness
Training
Multimedia
application
management
platform
19
Overview
20. FoSIBLE –
Fostering Social Interaction for a Better Life of Elderly
Nutrition
Social
Interaction
Activity
Health
Safety
21. Overview
Goals
Fostering social interaction
Simplified access to new media
Approach
Smart-TV as central information hub
Intelligent living-environment
Multi-modal user-interface
22. Integration of Social- and Game Elements
2210.04.2014
Screenshots kindly provided by Kaasa Solutions
23. KIT-Aktiv – Active Lifestyle Management for Elderly
Ernährung
Soziale
Interaktion
Aktivität
Gesundheit
Sicherheit
24. Motivation
Provide a service for activity support with very low costs per
user
Brings together all age groups
Establish a visible infrastructure in a community
Provide a virtual platform for different activity groups
2410.04.2014
28. Technical Concept
RFID wristbands are used to register at each pole
Information and data entry terminals at three semi-public
places
View and print information about tracks, events, own
activities, etc.
Enter health related data or measure body weight
Read out external sensors (e.g. pedometer)
Web-Interface for users, physician, care personal
Integration of users using individual text messages (eMail,
SMS)
2810.04.2014
29. iStoppFalls – ICT-based System to Predict & Prevent Falls
Nutrition
Social
Interaction
Activity
Health
Safety
30. Motivation
30% older than 65 fall at least once a year
600 million people worldwide over 65
2 billion people in 2050 (WHO)
Costs 9 billion dollars annually in the US (Davis et al. 2010)
Falls are common
Remain important
4/10/2014 30
33. Balance Games
Balance ability decline with aging
Poor balance is associated with falls
120 min./ week of balance training for fall prevention
(Sherrington et al. 2011)
iStoppFalls balance games aim to improve stability and train
muscle coordination by
(1) weight shifting
(2) knee bending and
(3) stepping
39. Strength Exercises
Strength loss associated with falls
Strength training recommended for fall prevention
(Sherrington et al. 2011)
iStoppFalls exercises aim to improve lower limb
muscle and ankle strength based on the Otago
Exercise program
40. Strength Exercises
1. Front knee strengthening
2. Back knee strengthening
3. Side hip strengthening
4. Calf raises
5. Toe raises
404/10/2014
41. Social Media Platform
Connect to other participants
Exchange messages
Share results
Form groups
42. Your Ingenious Partner!
Dr. Mario Drobics
Thematic Coordinator
Safety & Security Department
AIT Austrian Institute of Technology GmbH
mario.drobics@ait.ac.at
+43 50 550 4810
http://www.ait.ac.at/ehealth