This document discusses the potential for video games to be used as a serious health technology. It notes that while video games have received criticism for negative health impacts, they may help with rehabilitation and independent living for older adults. Specifically, video games are discussed as a way to address falls, stroke recovery, and cognitive decline. Building an industry around games for health in Australia is also mentioned.
Michael Jackson was an American musician known as the King of Pop. He rose to fame as the lead singer of The Jackson 5 and went on to have tremendous solo success, particularly with his album Thriller which revolutionized music, fashion, dance, and music videos. Michael Jackson had a troubled childhood and personal life but was one of the most successful entertainers of all time commercially and in influence before his death in 2009 at age 50.
Meghan Clusserath is a senior health science major applying to physical therapy graduate programs. She has researched careers in physical therapy and different programs. Her presentation outlines the career description, graduate program requirements, history of physical therapy, salary and growth outlook, qualifications, and relevant academics. Physical therapists help prevent and rehabilitate injuries through exercises and hands-on therapy to improve mobility. Meghan has over 600 hours of clinical experience and believes her strong academic performance and characteristics make her a good candidate for acceptance into a program.
The document summarizes and analyzes three music videos:
1) Michael Jackson's "Thriller" from 1984, noting its 14-minute runtime and relationship between lyrics and visuals depicting horror themes.
2) Christina Aguilera's "Dirrty" from 2002, which featured sexually suggestive content and changed her image from "girl next door."
3) Beyonce's "Listen" from 2006 for the film Dreamgirls, showing her emotional performance and use of scenes from the film intercut with her choreography.
Manual muscle testing is used to evaluate muscle strength and function. It involves resisting the movement of a limb or body part while the patient exerts force. Grades from 0 to 5 are used to assess strength, where 0 is no contraction and 5 is normal strength. Functional tests also evaluate muscles performing daily tasks. Dynamometry objectively measures force production but requires special equipment. While manual muscle testing is inexpensive and quick, functional tests better indicate ability to perform activities.
Complete physio - Simple sports nutrition for the everyday runnerComplete Physio
Rick Miller Clinical and Sports Dietitian looks at Simple sports nutrition for the everyday runner
Eating well so I can run better
Hydration for maximum performance
Training versus competing, what should I eat?
Carb loading: the when, the why and the how
The document summarizes the structure and function of the three main types of muscle tissue - skeletal, smooth and cardiac muscle. It describes the key components of skeletal muscle including muscle fibers, sarcomeres and myofilaments. The sliding filament model of muscle contraction is explained, whereby interaction between the thick and thin myofilaments causes sarcomeres to shorten and muscles to contract.
This document provides information on assessing the knee joint, including subjective and objective examination components. It outlines collecting demographic data and details on the patient's chief complaint, history of present illness, and mechanism of injury. Key aspects of the history of present illness include onset of pain, progression, location of pain, swelling, giving way, locking, and functional ability. The objective examination includes observation, palpation, range of motion testing, muscle length and strength assessments, and reflex testing.
Michael Jackson was an American musician known as the King of Pop. He rose to fame as the lead singer of The Jackson 5 and went on to have tremendous solo success, particularly with his album Thriller which revolutionized music, fashion, dance, and music videos. Michael Jackson had a troubled childhood and personal life but was one of the most successful entertainers of all time commercially and in influence before his death in 2009 at age 50.
Meghan Clusserath is a senior health science major applying to physical therapy graduate programs. She has researched careers in physical therapy and different programs. Her presentation outlines the career description, graduate program requirements, history of physical therapy, salary and growth outlook, qualifications, and relevant academics. Physical therapists help prevent and rehabilitate injuries through exercises and hands-on therapy to improve mobility. Meghan has over 600 hours of clinical experience and believes her strong academic performance and characteristics make her a good candidate for acceptance into a program.
The document summarizes and analyzes three music videos:
1) Michael Jackson's "Thriller" from 1984, noting its 14-minute runtime and relationship between lyrics and visuals depicting horror themes.
2) Christina Aguilera's "Dirrty" from 2002, which featured sexually suggestive content and changed her image from "girl next door."
3) Beyonce's "Listen" from 2006 for the film Dreamgirls, showing her emotional performance and use of scenes from the film intercut with her choreography.
Manual muscle testing is used to evaluate muscle strength and function. It involves resisting the movement of a limb or body part while the patient exerts force. Grades from 0 to 5 are used to assess strength, where 0 is no contraction and 5 is normal strength. Functional tests also evaluate muscles performing daily tasks. Dynamometry objectively measures force production but requires special equipment. While manual muscle testing is inexpensive and quick, functional tests better indicate ability to perform activities.
Complete physio - Simple sports nutrition for the everyday runnerComplete Physio
Rick Miller Clinical and Sports Dietitian looks at Simple sports nutrition for the everyday runner
Eating well so I can run better
Hydration for maximum performance
Training versus competing, what should I eat?
Carb loading: the when, the why and the how
The document summarizes the structure and function of the three main types of muscle tissue - skeletal, smooth and cardiac muscle. It describes the key components of skeletal muscle including muscle fibers, sarcomeres and myofilaments. The sliding filament model of muscle contraction is explained, whereby interaction between the thick and thin myofilaments causes sarcomeres to shorten and muscles to contract.
This document provides information on assessing the knee joint, including subjective and objective examination components. It outlines collecting demographic data and details on the patient's chief complaint, history of present illness, and mechanism of injury. Key aspects of the history of present illness include onset of pain, progression, location of pain, swelling, giving way, locking, and functional ability. The objective examination includes observation, palpation, range of motion testing, muscle length and strength assessments, and reflex testing.
This document summarizes key findings from a Cochrane review on the effects of exercise programs in reducing fall rates among older adults. It finds that exercise programs can effectively reduce fall rates, with the greatest relative effects seen in programs that involve high dosages of at least 50 hours or twice per week for 25 weeks. Video games are suggested as a means to help ensure compliance with exercise programs by making them more engaging for older adults.
This proposal discusses long term care in senior citizen rehabilitation. It outlines the biological, psychological, and social factors affecting rehabilitation for the elderly. It then discusses the process of rehabilitation and common chronic disabilities seen in different age groups. Key aspects of geriatric rehabilitation are described such as preventing secondary disabilities. Models for providing long term care in both institutional and community settings are proposed. The document concludes with care studies from the author's experience and recommendations for integrated planning of comprehensive healthcare for the elderly in India.
The document discusses using videogame technology to deliver healthcare services to rural and remote areas of Australia. It proposes using games like Dance Dance Revolution and Nintendo Wii games to monitor factors related to falls risk, cognitive function, and social connectivity in older adults. The games could measure things like stepping reaction time and choice stepping over time to assess fall risk. This data could then be shared with older individuals and their support networks to provide health information and feedback. The goal is to facilitate independent living for older adults using existing videogame and television technology.
iDDNA®_HealthcareProfessional_BrochureSara Ferrari
This document discusses using a person's DNA to provide personalized anti-aging treatments. It describes iDDNA, a company that analyzes a patient's genetic code to develop individualized anti-aging programs targeting the causes of aging at a genetic level. The document outlines several Nobel Prize-winning discoveries in genetics that form the foundation of iDDNA's approach. It also discusses how environmental factors and DNA damage contribute to the aging process and how iDDNA aims to slow aging by mitigating molecular damage and supporting DNA repair mechanisms.
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.
The Effect of 6-Weeks Active Video Games on Body Mass Index and Physical Acti...Richard Coshott
The aim of this presentation is to outline a recent pilot intervention using Nintendo Wii during lunch breaks in a school in the Midlands of England
Uploaded on behalf of Michael J Duncan, School of Science, University of Derby, UK
for the Interactive Fitness and Exergame Seminar at LIW, Sept 24th.
The document discusses research on the use of active video games, also known as exergames, to increase energy expenditure and potentially help address obesity issues. It summarizes several studies that found exergames involving dancing, boxing, tennis and other full-body motions can boost calorie burning to a moderate physical activity level. However, the long-term impact of exergames on reducing obesity prevalence requires more research. Continued development of new, engaging exergames that significantly increase energy expenditure may help determine if they can make a difference.
This document discusses the potential for using video games to promote health-related behavior change in children. It summarizes 27 articles on 25 video games that have been used experimentally to teach nutrition, increase physical activity, and address other health topics. Many of these games combine storytelling, interactivity, and behavior change techniques. The document argues that further research is needed to understand how best to design game stories, fantasy elements, interactivity, and behavior change features to maximize health impacts. It also notes the large amounts of time children spend playing video games, representing an opportunity to engage them around health through this entertaining medium.
1. The document discusses how people with disabilities experience greater health inequalities and socioeconomic disadvantage compared to those without disabilities.
2. It finds that both women and men with disabilities are more likely to experience low income, unemployment, low education levels, and other disadvantages. However, women with disabilities generally face slightly higher odds of disadvantage than men.
3. Within impairment types, the gender differences in socioeconomic outcomes are smaller than for non-disabled peers. Younger women are also more likely than men to have psychological or severe disabilities.
The document summarizes the KOLLECT virtual reality rehabilitation system for youth with cerebral palsy. It discusses how the prototype was developed with input from patients, caregivers, and clinicians. Initial testing with two youth and their parents provided positive feedback on features. Physical therapists also rated most features as good to excellent. The next steps are to expand testing to further refine the system and make it more accessible, engaging and clinically useful as a remote rehabilitation tool.
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.
Health condition: musculoskeletal conditions and arthritis
Prevalence in Australia as per 2012 data
Roles of health professionals & services
Impacts on patient & the family
Preventions
A randomized controlled trial tested the effectiveness of environmental enrichment for treating autism symptoms in children aged 3-12. The enriched group received daily sensory stimulation exercises targeting olfaction and touch, while the control group received no enrichment. Testing showed the enriched group experienced significantly greater improvement on measures of autism severity and cognition compared to controls. Specifically, 42% of the enriched group versus 7% of controls showed clinically significant autism symptom improvement, and the enriched group's cognitive scores improved 11.3 points more on average. The majority of parents also reported overall symptom improvement for children in the enriched versus control group. Thus, environmental enrichment appears to be an effective treatment for ameliorating autism symptoms in children.
The document discusses dynamic gait index and its use in evaluating walking ability and fall risk among people with multiple sclerosis during rehabilitation. It describes a study involving 81 participants that used the dynamic gait index, which consists of 8 tasks scored on a scale of 0-3, with a maximum total score of 24. The study found the test results were reliable and valid, with lower scores correlated with individuals previously classified as fallers. The dynamic gait index was determined to provide useful information for rehabilitation planning for people with multiple sclerosis.
The COTSS - Older people Conference keynote presentation by Dr Dawn Skelton PhD Reader in Ageing and Health, HealthQWest, Glasgow Caledonian University coordinator of Prevention of Falls Network Europe Chair, Organising Committee, and World Congress on Active Ageing 2012. COT Annual Conference 2010 (22-25 June 2010)
The document outlines a study that aims to determine if abnormal sensory re-weighting in fall-prone older adults is due to peripheral vestibular loss or central processing deficits, by comparing the postural control and sensory weighting of healthy young adults, healthy older adults, and fall-prone older adults during visual and somatosensory perturbations of varying amplitudes. The study will measure postural sway and gain responses to determine if fall-prone older adults demonstrate heightened sensitivity to visual and somatosensory cues regardless of vestibular function.
Exergames for Older Adults an adaptive and cooperative approachAmado Velazquez
This document discusses the design of exergames to promote physical activity for older adults. It describes four iterations of an action research study to test exergame designs with older adult participants. The goal was to design games that adapt to participants' varying physical capabilities and promote social engagement. Key lessons learned include the need to classify players based on physical abilities and adapt gameplay accordingly, use cooperative rather than competitive gameplay, and design for spectators to encourage participation. Future work involves further refining classification of players and developing prototype exergames that apply these design principles.
ITS 833 – INFORMATION GOVERNANCEChapter 7Dr. Omar Mohamed.docxdonnajames55
This chapter discusses information governance and the challenges of managing unstructured data. It describes how injury to the buccal branch of the facial nerve, which contains predominantly motor neurons, can induce neuropathic pain in rats. Specifically, chronic constriction injury of the buccal branch caused long-lasting allodynia unilaterally. Tracing studies found the tracer was transported to the facial nucleus but not the trigeminal ganglion, indicating this nerve branch contains motor but not sensory neurons. Intracisternal injection of an interleukin-1 receptor antagonist reversed the allodynia, implicating the role of the pro-inflammatory cytokine interleukin-1 in maintaining the neuropathic pain induced by facial nerve injury.
This document describes the development of CPLAY2, a touchscreen game system designed to assess attention deficits and improve motor skills in children with cerebral palsy. CPLAY2 features a bubble popping game in three levels of increasing difficulty. It tracks player performance metrics and generates reports for therapists. A pilot study was conducted with four healthy participants who played with intentional disabilities. CPLAY2 showed potential to measure focus and motion ability, with scores calculated based on hits, misses and escaped bubbles. Results are stored in a database to facilitate user profiling over time.
This document summarizes key findings from a Cochrane review on the effects of exercise programs in reducing fall rates among older adults. It finds that exercise programs can effectively reduce fall rates, with the greatest relative effects seen in programs that involve high dosages of at least 50 hours or twice per week for 25 weeks. Video games are suggested as a means to help ensure compliance with exercise programs by making them more engaging for older adults.
This proposal discusses long term care in senior citizen rehabilitation. It outlines the biological, psychological, and social factors affecting rehabilitation for the elderly. It then discusses the process of rehabilitation and common chronic disabilities seen in different age groups. Key aspects of geriatric rehabilitation are described such as preventing secondary disabilities. Models for providing long term care in both institutional and community settings are proposed. The document concludes with care studies from the author's experience and recommendations for integrated planning of comprehensive healthcare for the elderly in India.
The document discusses using videogame technology to deliver healthcare services to rural and remote areas of Australia. It proposes using games like Dance Dance Revolution and Nintendo Wii games to monitor factors related to falls risk, cognitive function, and social connectivity in older adults. The games could measure things like stepping reaction time and choice stepping over time to assess fall risk. This data could then be shared with older individuals and their support networks to provide health information and feedback. The goal is to facilitate independent living for older adults using existing videogame and television technology.
iDDNA®_HealthcareProfessional_BrochureSara Ferrari
This document discusses using a person's DNA to provide personalized anti-aging treatments. It describes iDDNA, a company that analyzes a patient's genetic code to develop individualized anti-aging programs targeting the causes of aging at a genetic level. The document outlines several Nobel Prize-winning discoveries in genetics that form the foundation of iDDNA's approach. It also discusses how environmental factors and DNA damage contribute to the aging process and how iDDNA aims to slow aging by mitigating molecular damage and supporting DNA repair mechanisms.
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.
The Effect of 6-Weeks Active Video Games on Body Mass Index and Physical Acti...Richard Coshott
The aim of this presentation is to outline a recent pilot intervention using Nintendo Wii during lunch breaks in a school in the Midlands of England
Uploaded on behalf of Michael J Duncan, School of Science, University of Derby, UK
for the Interactive Fitness and Exergame Seminar at LIW, Sept 24th.
The document discusses research on the use of active video games, also known as exergames, to increase energy expenditure and potentially help address obesity issues. It summarizes several studies that found exergames involving dancing, boxing, tennis and other full-body motions can boost calorie burning to a moderate physical activity level. However, the long-term impact of exergames on reducing obesity prevalence requires more research. Continued development of new, engaging exergames that significantly increase energy expenditure may help determine if they can make a difference.
This document discusses the potential for using video games to promote health-related behavior change in children. It summarizes 27 articles on 25 video games that have been used experimentally to teach nutrition, increase physical activity, and address other health topics. Many of these games combine storytelling, interactivity, and behavior change techniques. The document argues that further research is needed to understand how best to design game stories, fantasy elements, interactivity, and behavior change features to maximize health impacts. It also notes the large amounts of time children spend playing video games, representing an opportunity to engage them around health through this entertaining medium.
1. The document discusses how people with disabilities experience greater health inequalities and socioeconomic disadvantage compared to those without disabilities.
2. It finds that both women and men with disabilities are more likely to experience low income, unemployment, low education levels, and other disadvantages. However, women with disabilities generally face slightly higher odds of disadvantage than men.
3. Within impairment types, the gender differences in socioeconomic outcomes are smaller than for non-disabled peers. Younger women are also more likely than men to have psychological or severe disabilities.
The document summarizes the KOLLECT virtual reality rehabilitation system for youth with cerebral palsy. It discusses how the prototype was developed with input from patients, caregivers, and clinicians. Initial testing with two youth and their parents provided positive feedback on features. Physical therapists also rated most features as good to excellent. The next steps are to expand testing to further refine the system and make it more accessible, engaging and clinically useful as a remote rehabilitation tool.
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.
Health condition: musculoskeletal conditions and arthritis
Prevalence in Australia as per 2012 data
Roles of health professionals & services
Impacts on patient & the family
Preventions
A randomized controlled trial tested the effectiveness of environmental enrichment for treating autism symptoms in children aged 3-12. The enriched group received daily sensory stimulation exercises targeting olfaction and touch, while the control group received no enrichment. Testing showed the enriched group experienced significantly greater improvement on measures of autism severity and cognition compared to controls. Specifically, 42% of the enriched group versus 7% of controls showed clinically significant autism symptom improvement, and the enriched group's cognitive scores improved 11.3 points more on average. The majority of parents also reported overall symptom improvement for children in the enriched versus control group. Thus, environmental enrichment appears to be an effective treatment for ameliorating autism symptoms in children.
The document discusses dynamic gait index and its use in evaluating walking ability and fall risk among people with multiple sclerosis during rehabilitation. It describes a study involving 81 participants that used the dynamic gait index, which consists of 8 tasks scored on a scale of 0-3, with a maximum total score of 24. The study found the test results were reliable and valid, with lower scores correlated with individuals previously classified as fallers. The dynamic gait index was determined to provide useful information for rehabilitation planning for people with multiple sclerosis.
The COTSS - Older people Conference keynote presentation by Dr Dawn Skelton PhD Reader in Ageing and Health, HealthQWest, Glasgow Caledonian University coordinator of Prevention of Falls Network Europe Chair, Organising Committee, and World Congress on Active Ageing 2012. COT Annual Conference 2010 (22-25 June 2010)
The document outlines a study that aims to determine if abnormal sensory re-weighting in fall-prone older adults is due to peripheral vestibular loss or central processing deficits, by comparing the postural control and sensory weighting of healthy young adults, healthy older adults, and fall-prone older adults during visual and somatosensory perturbations of varying amplitudes. The study will measure postural sway and gain responses to determine if fall-prone older adults demonstrate heightened sensitivity to visual and somatosensory cues regardless of vestibular function.
Exergames for Older Adults an adaptive and cooperative approachAmado Velazquez
This document discusses the design of exergames to promote physical activity for older adults. It describes four iterations of an action research study to test exergame designs with older adult participants. The goal was to design games that adapt to participants' varying physical capabilities and promote social engagement. Key lessons learned include the need to classify players based on physical abilities and adapt gameplay accordingly, use cooperative rather than competitive gameplay, and design for spectators to encourage participation. Future work involves further refining classification of players and developing prototype exergames that apply these design principles.
ITS 833 – INFORMATION GOVERNANCEChapter 7Dr. Omar Mohamed.docxdonnajames55
This chapter discusses information governance and the challenges of managing unstructured data. It describes how injury to the buccal branch of the facial nerve, which contains predominantly motor neurons, can induce neuropathic pain in rats. Specifically, chronic constriction injury of the buccal branch caused long-lasting allodynia unilaterally. Tracing studies found the tracer was transported to the facial nucleus but not the trigeminal ganglion, indicating this nerve branch contains motor but not sensory neurons. Intracisternal injection of an interleukin-1 receptor antagonist reversed the allodynia, implicating the role of the pro-inflammatory cytokine interleukin-1 in maintaining the neuropathic pain induced by facial nerve injury.
This document describes the development of CPLAY2, a touchscreen game system designed to assess attention deficits and improve motor skills in children with cerebral palsy. CPLAY2 features a bubble popping game in three levels of increasing difficulty. It tracks player performance metrics and generates reports for therapists. A pilot study was conducted with four healthy participants who played with intentional disabilities. CPLAY2 showed potential to measure focus and motion ability, with scores calculated based on hits, misses and escaped bubbles. Results are stored in a database to facilitate user profiling over time.
Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
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
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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.
- Video recording of this lecture in English language: https://youtu.be/kqbnxVAZs-0
- Video recording of this lecture in Arabic language: https://youtu.be/SINlygW1Mpc
- Link to download the book free: https://nephrotube.blogspot.com/p/nephrotube-nephrology-books.html
- Link to NephroTube website: www.NephroTube.com
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TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Kat...rightmanforbloodline
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
These lecture slides, by Dr Sidra Arshad, offer a quick overview of the physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar lead (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
6. Describe the flow of current around the heart during the cardiac cycle
7. Discuss the placement and polarity of the leads of electrocardiograph
8. Describe the normal electrocardiograms recorded from the limb leads and explain the physiological basis of the different records that are obtained
9. Define mean electrical vector (axis) of the heart and give the normal range
10. Define the mean QRS vector
11. Describe the axes of leads (hexagonal reference system)
12. Comprehend the vectorial analysis of the normal ECG
13. Determine the mean electrical axis of the ventricular QRS and appreciate the mean axis deviation
14. Explain the concepts of current of injury, J point, and their significance
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. Chapter 3, Cardiology Explained, https://www.ncbi.nlm.nih.gov/books/NBK2214/
7. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
share - Lions, tigers, AI and health misinformation, oh my!.pptxTina Purnat
• Pitfalls and pivots needed to use AI effectively in public health
• Evidence-based strategies to address health misinformation effectively
• Building trust with communities online and offline
• Equipping health professionals to address questions, concerns and health misinformation
• Assessing risk and mitigating harm from adverse health narratives in communities, health workforce and health system
Rasamanikya is a excellent preparation in the field of Rasashastra, it is used in various Kushtha Roga, Shwasa, Vicharchika, Bhagandara, Vatarakta, and Phiranga Roga. In this article Preparation& Comparative analytical profile for both Formulationon i.e Rasamanikya prepared by Kushmanda swarasa & Churnodhaka Shodita Haratala. The study aims to provide insights into the comparative efficacy and analytical aspects of these formulations for enhanced therapeutic outcomes.
Here is the updated list of Top Best Ayurvedic medicine for Gas and Indigestion and those are Gas-O-Go Syp for Dyspepsia | Lavizyme Syrup for Acidity | Yumzyme Hepatoprotective Capsules etc
1. Videogames
a “serious” health
technology
Stuart Smith
Monday, 11 July 2011
2. Background
Games for fall prevention
Games for stroke rehabilitation
Building an Australian Serious
GameTech 2011
Games for Health industry
Monday, 11 July 2011
3. But before all of that......
Video games have often received
bad press with respect to health
increased aggression and violence
addiction to gameplay
increased sedentary behaviour
epileptic seizures
Wii knee, haemothorax and ruptured tendons
GameTech 2011
Monday, 11 July 2011
4. However..... games can be seriously considered
GameTech 2011
Monday, 11 July 2011
7. Ethnography
Cognitive
Social
Falls
Technology Platform
Technology Research for Independent Living
Develop technology for in-home monitoring of factors associated
with falls, cognitive function and social connectivity in older adults
GameTech 2011
Monday, 11 July 2011
8. Use of technology for monitoring health and
promoting independent living in older adults.
Regional, rural and remote areas
Australian
TRIL
GameTech 2011
Monday, 11 July 2011
9. Can existing technology
facilitate independent living in
older adults?
GameTech 2011
Monday, 11 July 2011
10. Television most familiar of all.
Everyday objects are digital
GameTech 2011
Monday, 11 July 2011
11. Can we use the television to facilitate
independent living?
GameTech 2011
Monday, 11 July 2011
12. Here’s a significant health issue
Falls are a major factor
for reduced independence
in older adults
1/3 community dwelling
older adults fall each year
Total health cost to NSW
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0*11-$%&2345$67,&8$91)#4$:#,;1#$
$
$
alone in 2006/2007 $553M
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$18,454 per hospital admission
!"#$%&'("(&")*+",$-.(/
GameTech 2011
Monday, 11 July 2011
14. Will older adults play video games?
Brand (2009) “Interactive Australia 2009”
National survey of 1614 households
1034 individuals aged 36-50, 58% play video games
912 aged 51-65 52% play video games
221 aged 65+, 51% play video games
GameTech 2011
Monday, 11 July 2011
16. Dance Dance Revolution to
reduce fall risk and increase
physical activity
GameTech 2011
Monday, 11 July 2011
17. Use DDR to measure Mrs Smith, it looks like you have
fall risk over time been a bit unsteady on your feet
lately. Is there anything we can
do for you?
Fall risk
Provide health
information feedback to
older person and their
Date
support network
Videogames as a
telehealth technology
GameTech 2011
Monday, 11 July 2011
18. Where to from here?
Instructor
during quiet stance is
the feet (normalized
d is shown to be a
ers.33 Subjects were
ossible, for 1 minute
e data from the force
uter with a sampling
ute the COP in the
ns, respectively.
detect outliers and
ted for baseline and
sttest using 1-way
GameTech 2011
as found, pairwise
ed using the July 2011
Monday, 11 Tukey
19. Video Games for Independent
Living: An NBN Technology
Older adults/ people with
DDR
health issuesCognitive
Physical
ViGIL:ANT
Social
strategy, memory logic
games
Videogame designers/
developers/publishers
casual, online games
GameTech 2011
Monday, 11 July 2011
20. A recent example
Upper limb function following
stroke is a major barrier to
independence
GameTech 2011
Monday, 11 July 2011
21. How do we build a Games for Health industry?
WTF? blah blah
blah
Game
Health
developers
researchers
GameTech 2011
Monday, 11 July 2011
22. Market size
The number of people in NSW alone aged 65
and older is estimated to be just over 931,000
Every year more than 60,000
Australians have a stroke,
The cost of strokes to the Australian economy
is in excess of $2 billion per annum
Distribution? Revenue model?
Certification?
GameTech 2011
Monday, 11 July 2011
23. Thank you
for hanging
on till the
s.smith@neura.edu.au bitter end.
GameTech 2011
Monday, 11 July 2011