TRACK 5(4) | MENTAL HEALTH PART1 | DAY 2 - 1 NOV 2016
Simon McCallum, Associate Professor at NTNU (NOR)
Hanne Fagerjord Karlsen | IT Adviser | Sykehuspartner (NOR)
Games for Health Europe 2016
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
The document discusses Sudoku, a logic game involving placing numbers in a grid according to certain rules. It describes Sudoku's features such as generating new puzzles and checking solutions. It also outlines the technical aspects of designing a Sudoku game application including using packages like java.awt and javax.swing, and challenges faced like implementing the game's logic and designing the main frame. Suggested improvements include enhancing the design, adding levels and sounds, and making the logic more efficient.
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
This document discusses the development of an app called SPIRIT to help treat obsessive compulsive disorder (OCD). Exposure and response prevention (ERP) therapy is the most effective OCD treatment but has problems with high dropout rates and infrequent engagement with therapeutic exercises. SPIRIT uses gamification elements like narrative, goals, and fast feedback to empower OCD patients to regularly complete exposure exercises. The developers plan to test SPIRIT in a clinical trial with 200 OCD patients to evaluate outcomes compared to treatment without the app.
When Therapists and Researchers Collaborate to Innovate and Offer a Future to...Games for Health Europe
S'TIM is a serious game developed through collaboration between medical specialists, rehabilitation therapists, and multimedia developers to rehabilitate patients with dysexecutive syndrome resulting from frontal lobe damage. The game runs on a touchscreen table and focuses on exercises for attention, inhibition, strategy, planning, and other executive functions. Initial results found the game improved patients' self-confidence, metacognition, and ability to transfer skills to daily life. Therapists also saw new collaborative dynamics develop between themselves and their patients.
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
The document discusses Sudoku, a logic game involving placing numbers in a grid according to certain rules. It describes Sudoku's features such as generating new puzzles and checking solutions. It also outlines the technical aspects of designing a Sudoku game application including using packages like java.awt and javax.swing, and challenges faced like implementing the game's logic and designing the main frame. Suggested improvements include enhancing the design, adding levels and sounds, and making the logic more efficient.
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
This document discusses the development of an app called SPIRIT to help treat obsessive compulsive disorder (OCD). Exposure and response prevention (ERP) therapy is the most effective OCD treatment but has problems with high dropout rates and infrequent engagement with therapeutic exercises. SPIRIT uses gamification elements like narrative, goals, and fast feedback to empower OCD patients to regularly complete exposure exercises. The developers plan to test SPIRIT in a clinical trial with 200 OCD patients to evaluate outcomes compared to treatment without the app.
When Therapists and Researchers Collaborate to Innovate and Offer a Future to...Games for Health Europe
S'TIM is a serious game developed through collaboration between medical specialists, rehabilitation therapists, and multimedia developers to rehabilitate patients with dysexecutive syndrome resulting from frontal lobe damage. The game runs on a touchscreen table and focuses on exercises for attention, inhibition, strategy, planning, and other executive functions. Initial results found the game improved patients' self-confidence, metacognition, and ability to transfer skills to daily life. Therapists also saw new collaborative dynamics develop between themselves and their patients.
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
Dr. Roland Goetgeluk will present on LifeCyclR 1.0, a game-based rehabilitation system that motivates both healthy and unhealthy individuals to do 30 minutes of daily exercise via rehab and training on a bike. It aims to boost therapy compliance and reduce costs for conditions like cerebral palsy. Specialists input rehab programs that are translated into game landscapes by software. The system was positively tested attracting various patient groups and is now undergoing clinical trials to evaluate its effectiveness for rehab conditions like cerebral palsy and for elderly populations.
This document discusses using motion-controlled video games for rehabilitation of children with cerebral palsy and other movement disorders. It notes the struggles of traditional outpatient therapy and introduces reFit Gamo as a digital therapy system that uses games to motivate patients, provide instant biofeedback on exercises, and allow continuous evaluation of progress by patients, therapists, and parents. Examples of games are provided that target hand, full body, and cardiac rehabilitation through repetitive motions, coordination, and cognitive challenges.
Wii Fit balance training was compared to conventional balance therapy in outpatients with subacute stroke. Patients were randomly assigned to 30 minutes of either Wii Fit balance games under supervision twice a week for 8 weeks, or conventional balance exercises, both with additional home practice. The Berg Balance Scale and Dynamic Gait Index assessed balance and fall risk at baseline and post-intervention. Secondary measures included walking speed, fatigue, and independence in daily activities. The study hypothesized that Wii Fit balance training would be more effective for improving balance after stroke compared to conventional therapy in an outpatient setting.
Noreena Liu presented on using an "advergame" strategy to raise awareness and support for dementia carers. The advergame would use social media platforms to get people's attention and influence communities to help address problems carers face like a lack of communication, knowledge about dementia, and available services. It would be interactive advertising that delivers information while allowing users to provide feedback. Existing games for dementia and its carers can be used for social support, education to enhance knowledge about dementia, and health by helping carers better manage their situation.
Gwen Dziwenko developed the Glenrose Grocery Game at the Glenrose Rehabilitation Hospital in Edmonton, Alberta. The game is used by occupational therapists to engage clients with cognitive impairments in tasks related to grocery shopping and meal preparation. It assesses skills like attention, problem solving, memory, and budgeting. Players choose a character and celebrity to shop for, then must accurately collect all ingredients for a recipe within budget and time limits. The game tracks progress and provides an appropriate challenge level. Future plans include releasing the game as an iOS and Android app to distribute to other hospitals.
The document discusses a presentation called "ParkinsonGaming" given at the Games for Health Europe Conference 2018 by Peter David Faasse and Lianne de Haan from Radboud University. It describes using gaming to help the 55,000 people in the Netherlands with Parkinson's disease work on motor skills and exercise, which can slow progression of the disease. Previous studies found Parkinson's patients enjoyed using the Kinect for retraining movements at home. The presenters want to develop a simple home game using criteria like few colors and short rounds to help patients achieve exercise goals and motivate continued physical activity. They are looking for investors to help create the game.
Detlef La Grand discusses how virtual reality can make healthcare training more engaging and effective by allowing trainees to learn through experience in virtual environments. VR provides opportunities for storytelling, hands-on learning, and practicing skills anywhere by simulating real-world healthcare scenarios. It can also help foster empathy by allowing people to experience healthcare from others' perspectives through immersive VR tours and simulations.
This document discusses stress and mindsets. It summarizes research showing that an optimistic mindset is associated with better health outcomes and longer life. Additionally, those who view stress as enhancing rather than harmful are more likely to respond adaptively to stress. The document then outlines a pilot study showing that the VR game Stressjam was effective in changing players' mindsets to view stress positively, was highly engaging to play, and helped a broad range of people.
This document discusses trends in rehabilitation and the role of technology. It notes an increasing prevalence of chronic disorders and rising healthcare costs. Rehabilitation aims to help people adapt and self-manage their conditions. Technology such as robotics, virtual reality, and assistive devices can help regain function and autonomy. The ability to adapt is key for both patients and rehabilitation technology. Technology should be affordable and support self-reliance and participation.
This document discusses appropriate innovation and gamification in healthcare. It notes several urgent issues driving change, such as aging populations, increasing care demands, and rising costs. Gamification could help address workforce shortages and access issues if applied properly. Key criteria for determining what innovations are appropriate include whether they target individual health needs effectively and efficiently without overtreatment. Gamification must improve quality from a patient-centered perspective and be evidence-based, affordable, and sustainable to qualify for basic insurance coverage under the Dutch system. Overall, healthcare innovations require understanding problems, analyzing demands and processes, measuring impacts, and developing solutions centered on quality improvement.
Rabobank wants to invest in communities to address healthcare challenges. Healthcare expenses in the Netherlands are projected to double by 2040 due to issues like an aging population and rising obesity rates. There is a need for cooperation between healthcare providers, investors, and entrepreneurs to develop innovative solutions that help people live healthier lives and reduce costs. One example is a initiative called "Sarah" that brought these groups together to support the needs of an individual.
The document describes the BLISS project which aims to develop a behavior-based language-interactive speaking system to help elderly people with health problems like dementia remain independent at home. The system will use natural language processing techniques on big data like text, speech, and video from interviews to build a personalized model of individual clients and facilitate their self-management of health, well-being, and happiness. It will be evaluated on a large scale to assess how well it can increase client health outcomes.
This document summarizes research into using brain-computer interfaces (BCI) to treat addiction. In an initial trial, researchers gave 14 addicted subjects BCI training to control craving-inducing images, finding they developed better ability to resist than controls. However, desire levels did not change. Researchers now aim to develop the treatment into a serious video game combining BCI, transcranial direct current stimulation and virtual/augmented reality to further reduce craving and involve subjects. They will seek Horizon 2020 funding to create a prototype for wider network testing.
This document discusses how to engage players in health games. It begins by defining what a game is, noting that games have goals, rules, feedback, and voluntary participation. It then discusses two models of player typology: Bartle's taxonomy of achievers, explorers, killers and socializers, and BrainHex's seeker, survivor, daredevil, mastermind, conqueror, socializer and achiever types. The document defines health games and categorizes them into those where gaming is the primary feature with some health impact, those focused on health goals integrated with gaming, and those where health is the primary goal supplemented with gamification. It stresses the importance of defining goals, understanding the core audience and what they value
This document summarizes Tako Dojo, a game app designed to help kids with diabetes learn about managing their condition. The app includes 6 games in the Dojo area to engage kids and motivate them. It is connected to glucose meters so kids can earn points by checking blood glucose levels, which are recorded in the House monitoring area. The Library information area contains short videos about diabetes. The Square social area allows kids to connect and compete with friends. The app was created in partnership with a diagnostics company to help improve diabetes education and treatment adherence for children.
LGBTQ+ Adults: Unique Opportunities and Inclusive Approaches to CareVITASAuthor
This webinar helps clinicians understand the unique healthcare needs of the LGBTQ+ community, primarily in relation to end-of-life care. Topics include social and cultural background and challenges, healthcare disparities, advanced care planning, and strategies for reaching the community and improving quality of care.
Dr. Roland Goetgeluk will present on LifeCyclR 1.0, a game-based rehabilitation system that motivates both healthy and unhealthy individuals to do 30 minutes of daily exercise via rehab and training on a bike. It aims to boost therapy compliance and reduce costs for conditions like cerebral palsy. Specialists input rehab programs that are translated into game landscapes by software. The system was positively tested attracting various patient groups and is now undergoing clinical trials to evaluate its effectiveness for rehab conditions like cerebral palsy and for elderly populations.
This document discusses using motion-controlled video games for rehabilitation of children with cerebral palsy and other movement disorders. It notes the struggles of traditional outpatient therapy and introduces reFit Gamo as a digital therapy system that uses games to motivate patients, provide instant biofeedback on exercises, and allow continuous evaluation of progress by patients, therapists, and parents. Examples of games are provided that target hand, full body, and cardiac rehabilitation through repetitive motions, coordination, and cognitive challenges.
Wii Fit balance training was compared to conventional balance therapy in outpatients with subacute stroke. Patients were randomly assigned to 30 minutes of either Wii Fit balance games under supervision twice a week for 8 weeks, or conventional balance exercises, both with additional home practice. The Berg Balance Scale and Dynamic Gait Index assessed balance and fall risk at baseline and post-intervention. Secondary measures included walking speed, fatigue, and independence in daily activities. The study hypothesized that Wii Fit balance training would be more effective for improving balance after stroke compared to conventional therapy in an outpatient setting.
Noreena Liu presented on using an "advergame" strategy to raise awareness and support for dementia carers. The advergame would use social media platforms to get people's attention and influence communities to help address problems carers face like a lack of communication, knowledge about dementia, and available services. It would be interactive advertising that delivers information while allowing users to provide feedback. Existing games for dementia and its carers can be used for social support, education to enhance knowledge about dementia, and health by helping carers better manage their situation.
Gwen Dziwenko developed the Glenrose Grocery Game at the Glenrose Rehabilitation Hospital in Edmonton, Alberta. The game is used by occupational therapists to engage clients with cognitive impairments in tasks related to grocery shopping and meal preparation. It assesses skills like attention, problem solving, memory, and budgeting. Players choose a character and celebrity to shop for, then must accurately collect all ingredients for a recipe within budget and time limits. The game tracks progress and provides an appropriate challenge level. Future plans include releasing the game as an iOS and Android app to distribute to other hospitals.
The document discusses a presentation called "ParkinsonGaming" given at the Games for Health Europe Conference 2018 by Peter David Faasse and Lianne de Haan from Radboud University. It describes using gaming to help the 55,000 people in the Netherlands with Parkinson's disease work on motor skills and exercise, which can slow progression of the disease. Previous studies found Parkinson's patients enjoyed using the Kinect for retraining movements at home. The presenters want to develop a simple home game using criteria like few colors and short rounds to help patients achieve exercise goals and motivate continued physical activity. They are looking for investors to help create the game.
Detlef La Grand discusses how virtual reality can make healthcare training more engaging and effective by allowing trainees to learn through experience in virtual environments. VR provides opportunities for storytelling, hands-on learning, and practicing skills anywhere by simulating real-world healthcare scenarios. It can also help foster empathy by allowing people to experience healthcare from others' perspectives through immersive VR tours and simulations.
This document discusses stress and mindsets. It summarizes research showing that an optimistic mindset is associated with better health outcomes and longer life. Additionally, those who view stress as enhancing rather than harmful are more likely to respond adaptively to stress. The document then outlines a pilot study showing that the VR game Stressjam was effective in changing players' mindsets to view stress positively, was highly engaging to play, and helped a broad range of people.
This document discusses trends in rehabilitation and the role of technology. It notes an increasing prevalence of chronic disorders and rising healthcare costs. Rehabilitation aims to help people adapt and self-manage their conditions. Technology such as robotics, virtual reality, and assistive devices can help regain function and autonomy. The ability to adapt is key for both patients and rehabilitation technology. Technology should be affordable and support self-reliance and participation.
This document discusses appropriate innovation and gamification in healthcare. It notes several urgent issues driving change, such as aging populations, increasing care demands, and rising costs. Gamification could help address workforce shortages and access issues if applied properly. Key criteria for determining what innovations are appropriate include whether they target individual health needs effectively and efficiently without overtreatment. Gamification must improve quality from a patient-centered perspective and be evidence-based, affordable, and sustainable to qualify for basic insurance coverage under the Dutch system. Overall, healthcare innovations require understanding problems, analyzing demands and processes, measuring impacts, and developing solutions centered on quality improvement.
Rabobank wants to invest in communities to address healthcare challenges. Healthcare expenses in the Netherlands are projected to double by 2040 due to issues like an aging population and rising obesity rates. There is a need for cooperation between healthcare providers, investors, and entrepreneurs to develop innovative solutions that help people live healthier lives and reduce costs. One example is a initiative called "Sarah" that brought these groups together to support the needs of an individual.
The document describes the BLISS project which aims to develop a behavior-based language-interactive speaking system to help elderly people with health problems like dementia remain independent at home. The system will use natural language processing techniques on big data like text, speech, and video from interviews to build a personalized model of individual clients and facilitate their self-management of health, well-being, and happiness. It will be evaluated on a large scale to assess how well it can increase client health outcomes.
This document summarizes research into using brain-computer interfaces (BCI) to treat addiction. In an initial trial, researchers gave 14 addicted subjects BCI training to control craving-inducing images, finding they developed better ability to resist than controls. However, desire levels did not change. Researchers now aim to develop the treatment into a serious video game combining BCI, transcranial direct current stimulation and virtual/augmented reality to further reduce craving and involve subjects. They will seek Horizon 2020 funding to create a prototype for wider network testing.
This document discusses how to engage players in health games. It begins by defining what a game is, noting that games have goals, rules, feedback, and voluntary participation. It then discusses two models of player typology: Bartle's taxonomy of achievers, explorers, killers and socializers, and BrainHex's seeker, survivor, daredevil, mastermind, conqueror, socializer and achiever types. The document defines health games and categorizes them into those where gaming is the primary feature with some health impact, those focused on health goals integrated with gaming, and those where health is the primary goal supplemented with gamification. It stresses the importance of defining goals, understanding the core audience and what they value
This document summarizes Tako Dojo, a game app designed to help kids with diabetes learn about managing their condition. The app includes 6 games in the Dojo area to engage kids and motivate them. It is connected to glucose meters so kids can earn points by checking blood glucose levels, which are recorded in the House monitoring area. The Library information area contains short videos about diabetes. The Square social area allows kids to connect and compete with friends. The app was created in partnership with a diagnostics company to help improve diabetes education and treatment adherence for children.
LGBTQ+ Adults: Unique Opportunities and Inclusive Approaches to CareVITASAuthor
This webinar helps clinicians understand the unique healthcare needs of the LGBTQ+ community, primarily in relation to end-of-life care. Topics include social and cultural background and challenges, healthcare disparities, advanced care planning, and strategies for reaching the community and improving quality of care.
Unlocking the Secrets to Safe Patient Handling.pdfLift Ability
Furthermore, the time constraints and workload in healthcare settings can make it challenging for caregivers to prioritise safe patient handling Australia practices, leading to shortcuts and increased risks.
R3 Stem Cell Therapy: A New Hope for Women with Ovarian FailureR3 Stem Cell
Discover the groundbreaking advancements in stem cell therapy by R3 Stem Cell, offering new hope for women with ovarian failure. This innovative treatment aims to restore ovarian function, improve fertility, and enhance overall well-being, revolutionizing reproductive health for women worldwide.
PET CT beginners Guide covers some of the underrepresented topics in PET CTMiadAlsulami
This lecture briefly covers some of the underrepresented topics in Molecular imaging with cases , such as:
- Primary pleural tumors and pleural metastases.
- Distinguishing between MPM and Talc Pleurodesis.
- Urological tumors.
- The role of FDG PET in NET.
International Cancer Survivors Day is celebrated during June, placing the spotlight not only on cancer survivors, but also their caregivers.
CANSA has compiled a list of tips and guidelines of support:
https://cansa.org.za/who-cares-for-cancer-patients-caregivers/
Comprehensive Rainy Season Advisory: Safety and Preparedness Tips.pdfDr Rachana Gujar
The "Comprehensive Rainy Season Advisory: Safety and Preparedness Tips" offers essential guidance for navigating rainy weather conditions. It covers strategies for staying safe during storms, flood prevention measures, and advice on preparing for inclement weather. This advisory aims to ensure individuals are equipped with the knowledge and resources to handle the challenges of the rainy season effectively, emphasizing safety, preparedness, and resilience.
Gemma Wean- Nutritional solution for Artemiasmuskaan0008
GEMMA Wean is a high end larval co-feeding and weaning diet aimed at Artemia optimisation and is fortified with a high level of proteins and phospholipids. GEMMA Wean provides the early weaned juveniles with dedicated fish nutrition and is an ideal follow on from GEMMA Micro or Artemia.
GEMMA Wean has an optimised nutritional balance and physical quality so that it flows more freely and spreads readily on the water surface. The balance of phospholipid classes to- gether with the production technology based on a low temperature extrusion process improve the physical aspect of the pellets while still retaining the high phospholipid content.
GEMMA Wean is available in 0.1mm, 0.2mm and 0.3mm. There is also a 0.5mm micro-pellet, GEMMA Wean Diamond, which covers the early nursery stage from post-weaning to pre-growing.
Can coffee help me lose weight? Yes, 25,422 users in the USA use it for that ...nirahealhty
The South Beach Coffee Java Diet is a variation of the popular South Beach Diet, which was developed by cardiologist Dr. Arthur Agatston. The original South Beach Diet focuses on consuming lean proteins, healthy fats, and low-glycemic index carbohydrates. The South Beach Coffee Java Diet adds the element of coffee, specifically caffeine, to enhance weight loss and improve energy levels.
At Apollo Hospital, Lucknow, U.P., we provide specialized care for children experiencing dehydration and other symptoms. We also offer NICU & PICU Ambulance Facility Services. Consult our expert today for the best pediatric emergency care.
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Bringing AI into a Mid-Sized Company: A structured Approach
Games and working memory training
1. 1
Smartkuber – Tangible Augmented Reality
Cognitive Games
Simon McCallum
Norwegian University of Science and Technology,
Faculty of Informatics, Gjøvik, 2815, Norway
e-mail: simon.mcccallum@ntnu.no
Costas Boletsis
SINTEF ICT,
Networked Systems & Services, Oslo, 0373, Norway
e-mail: konstantinos.boletsis@sintef.no
2. 2
Smartkuber is a game designed to both stimulate and test cognitive ability. The game uses
wooden blocks and a mobile device as the interactive components. The game challenges
are presented on the phone, the player then constructs the answer using the blocks, and uses
the phone to check their answer, get a score and move on to the next challenge.
The game is designed to substitute for traditional paper cognitive screening tests.
Smartkuber includes games which strongly correlate with test performance in the Montreal
Cognitive Assessment tool.
The current implementation is being extended to encourage play between Elderly and
young children. The social aspects and the automatic detection of the player are important
improvements in the long term commercial prospects of the game.