The document describes a sensor day event hosted by Games for Health in 2011. The event schedule includes several presentations and panels on the topics of games, sensors, and personal health records. Presenters include representatives from companies like Continua Health Alliance, Dossia Service Corporation, A&D Medical, ANT Wireless, and Elbrys Networks. The document also shares information on sensor design challenges and opportunities. It promotes connecting sensor data to applications and games to improve health and support sustained user engagement. Overall, the event aimed to advance the use of sensors and games to measure health and motivate positive behavior change.
WellPlay Health is developing engaging health games and telehealth solutions to improve outcomes for conditions like stroke rehabilitation. It is seeking funding to build a prototype online platform with games and therapist tools. Initial focus is on neurological rehab leveraging existing gaming technology and partnerships with clinical experts and technologists. Success depends on motivating more rehab practice through enjoyable games and leveraging growing telehealth and gaming trends. Funding would support prototype testing before further developing the platform and multi-site pilot.
Health: to insure or to ensure? Welcome in the new normalKoen Vingerhoets
Slideset about health and how it affects our culture. With the increasing pace of change, new business models emerge. They're supported by new technological evolutions (healthtech), enabling new companies to challenge incumbent insurance companies.
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.
The document discusses Alzheimer's disease and opportunities for digital innovation in managing the condition. It describes how Alzheimer's is a progressive brain disorder that destroys memory and thinking skills, and how current drug trials have largely failed. It then outlines several digital solutions being developed, including passive wearable monitors that track location and activity, interactive monitors and apps, tools for cognitive assessment and stimulation, and platforms to better connect patients and caregivers. The document emphasizes the need to look beyond drug therapies alone and consider a broader ecosystem of digital tools and services to help manage Alzheimer's.
Innovation in Physical Therapy - 12 Inspiring StartupsBruno Rakotozafy
Almost everyone will experience a physical injury during his life, either light or heavy. Thanks to sensors, 3D-printing or digital solutions some innovators are changing the way physical rehabilitation are performed.
Redesigning healthcare, biohacking our lives (IMEC ITF2014)Koen Kas
On our way to redesign healthcare, we will learn to combine different layers of our biological code (now in reading but soon in writing mode), data from visible and invisible sensors, and the connected Internet of Bodies/Things. These guardian angels will open up unseen opportunities for the way we deal with ourselves in health and disease. With DNA soon becoming the new software, combining biology, electronics, attractive design & smart communication will provide the tools to (bio)hack our lives.
Appropriate use of different (nano)technologies will convert us into health consumers, with our doctors as (virtual) coaches. This will move us away from current curative healthcare to precise, preventive and even augmented healthcare. But smart technologies and the data they generate, are just a tool. When not trusted by the established care provider, when not integrated and available in a personal data platform, healthcare will only be pseudo modernized. The real magic happens when these tools allow you to engage and change behaviour. But even in a rapidly automating world, we can’t automate such change. Or can we?
WellPlay Health is developing engaging health games and telehealth solutions to improve outcomes for conditions like stroke rehabilitation. It is seeking funding to build a prototype online platform with games and therapist tools. Initial focus is on neurological rehab leveraging existing gaming technology and partnerships with clinical experts and technologists. Success depends on motivating more rehab practice through enjoyable games and leveraging growing telehealth and gaming trends. Funding would support prototype testing before further developing the platform and multi-site pilot.
Health: to insure or to ensure? Welcome in the new normalKoen Vingerhoets
Slideset about health and how it affects our culture. With the increasing pace of change, new business models emerge. They're supported by new technological evolutions (healthtech), enabling new companies to challenge incumbent insurance companies.
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.
The document discusses Alzheimer's disease and opportunities for digital innovation in managing the condition. It describes how Alzheimer's is a progressive brain disorder that destroys memory and thinking skills, and how current drug trials have largely failed. It then outlines several digital solutions being developed, including passive wearable monitors that track location and activity, interactive monitors and apps, tools for cognitive assessment and stimulation, and platforms to better connect patients and caregivers. The document emphasizes the need to look beyond drug therapies alone and consider a broader ecosystem of digital tools and services to help manage Alzheimer's.
Innovation in Physical Therapy - 12 Inspiring StartupsBruno Rakotozafy
Almost everyone will experience a physical injury during his life, either light or heavy. Thanks to sensors, 3D-printing or digital solutions some innovators are changing the way physical rehabilitation are performed.
Redesigning healthcare, biohacking our lives (IMEC ITF2014)Koen Kas
On our way to redesign healthcare, we will learn to combine different layers of our biological code (now in reading but soon in writing mode), data from visible and invisible sensors, and the connected Internet of Bodies/Things. These guardian angels will open up unseen opportunities for the way we deal with ourselves in health and disease. With DNA soon becoming the new software, combining biology, electronics, attractive design & smart communication will provide the tools to (bio)hack our lives.
Appropriate use of different (nano)technologies will convert us into health consumers, with our doctors as (virtual) coaches. This will move us away from current curative healthcare to precise, preventive and even augmented healthcare. But smart technologies and the data they generate, are just a tool. When not trusted by the established care provider, when not integrated and available in a personal data platform, healthcare will only be pseudo modernized. The real magic happens when these tools allow you to engage and change behaviour. But even in a rapidly automating world, we can’t automate such change. Or can we?
The Power of Sensors in health & healthcareD3 Consutling
In a series of reports we explore key digital health trends and related opportunities for technology companies, healthcare providers and patients-consumers. We take both an international and Flemish perspective, the latter based on interviews with local stakeholders. In this report we focus on sensor-based applications.
What if there is no killer app for wearables?Valencell, Inc
There are likely to be hundreds use cases for wearables across many different industries and markets that wearables will enable. The form factors, data, and user interfaces will likely be very different, but the key is to understand that the wearable devices are one part of a comprehensive user experience that supports achieving specific goals or objectives. Even the most common current use case - fitness and activity tracking - is being vastly underserved by the offerings in the market today because they lack a compelling user experience. And it’s critical we get those objectives and user experiences right if the wearables market is going to realize the massive growth that many are predicting in the next few years.
Emerging technologies in physical therapy and rehabilitation: 10 opportunitie...Healthstartup
New technology solutions that integrate multiple sensors (such as body tracking), interfaces (virtual reality) and games promise to fundamentally transform, if not disrupt the field of physical therapy and rehabilitation. This presentations shows 10 opportunities for startups and clinicians to make a difference today.
The Power of Play: Future Directions, 1-12-11Debra Lieberman
Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
The document discusses using interactive technology to reduce stress and anxiety. It describes research showing that video games designed with "flow" in mind, where challenge matches player skill, can provide cognitive benefits. One study found that children who played video games before surgery had lower anxiety than those who did not. Another study showed that participants who played an anxiety-reducing mobile app gave less anxious speeches afterwards. The document argues that interactive technologies should be further explored and developed for mental health applications like anxiety management.
This document discusses the use of mHealth apps to improve health and medicine. It notes that smart mobile devices, cloud computing, social networking, and big data analytics will transform global healthcare. Many fitness trackers and mHealth apps have been developed, and the mHealth app market is projected to reach $26 billion by 2017. Examples of exergames, location-based apps, and gamified wellness programs are provided. Several startups in the health and wellness sector that have received funding are also listed. The document concludes that mHealth apps have potential to motivate lifestyle changes through enjoyable and socially supportive experiences.
Transformative Tech, NeuroTech, and Biohacking - Fundraising in 2020 and 2021 Wesley King
Market size and overview from health technology, wellness services, mental health applications, and telehealth solutions. Fundraising advice for first-time entrepreneurs. Call to action to VCs and Family Offices to consider investments in the next generation of impactful health devices. Wesley King @biohackingbanker CEO, Coherent Capital (www.coherentcap.com)
This document discusses a new wearable device called FitTrack that allows users to receive messages from their body. FitTrack measures various body activities, vitals and sleep patterns through a bracelet or earpiece connected via the internet to a doctor. The document then presents logo design concepts, social media marketing plans and website wireframes for FitTrack.
Pervasive Neurotechnology: The Digital Revolution Meets the Human BrainSharpBrains
Slidedeck from June 30th, 2015 webinar, with Alvaro Fernandez and Nikhil Sriraman. to discuss the key take-aways from the new market report Pervasive Neurotechnology: A Groundbreaking Analysis of 10,000+ Patent Filings Transforming Medicine, Health, Entertainment and Business. To learn more: http://sharpbrains.com/pervasive-neurotechnology/
Agenda:
1–1.20pm ET: Five Key Trends Driving Neurotechnology to Become Pervasive
1.20–1.40pm ET: How Nielsen, Advanced Neuromodulation Systems, Medtronic, Microsoft and Brainlab emerged as leading IP Holders
1.40-2pm ET: Q&A
Virtual Reality Technology, Machine Learning, Biosensing Converging to Transf...Stanford University
Virtual Reality Technology, Machine Learning, Biosensing
Converging to Transform Healthcare
By Walter Greenleaf
The oncoming wave of Virtual Reality and Augmented Reality technology will impact medicine, clinical care, and personal health and wellness.
Although entertainment, social connection, and gaming will drive the initial adoption of VR and AR technology, the deepest and most significant impact of the next generation of
VR/AR technology will be to enhance clinical care and to improve personal health and wellness. VR and AR technology will also help facilitate the shift of medicine to direct
personal care.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery, and Physical Rehabilitation, to name just a few.
VR technology can also improve clinical measurements and assessments by making them more objective and functional, and improve medical training such as surgical skill
training and procedure planning by applying simulation-based learning principles.
Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
I do not have a personal opinion on whether individuals should try brain hacking devices. There are reasonable arguments on both sides of this issue. Ultimately it is a complex debate involving personal autonomy, health risks, and the lack of long-term research. Regulators will need to carefully consider ethical issues around safety, informed consent, and truth in advertising as this technology continues to develop.
This document discusses quantified self-tracking and biohacking. It introduces quantified self as self-knowledge through tracking metrics like physical activity, sleep, and other biomarkers. Wearable devices that track this data are growing in popularity. Some individuals called quantified biohackers use self-experimentation and small interventions to optimize their health. As more devices connect to the Internet of Everything, sharing data could help individuals change behaviors but also presents privacy and information overload challenges. The document frames these issues as part of a larger movement toward self-knowledge and improvement through technology.
Please cite as: Kamel Boulos MN. Creating self-aware and smart healthy cities. Invited plenary keynote address followed by sub-plenary round table at WHO 2014 International Healthy Cities Conference, Athens, Greece, 25 October 2014. http://www.healthycities2014.org/ehome/89657/192014/?&
PPT updated in May 2015.
Oct 2017: See also https://www.slideshare.net/sl.medic/how-the-internet-of-things-and-people-can-help-improve-our-health-wellbeing-and-quality-of-life
The Power of Social in health and healthcareD3 Consutling
This document summarizes key points about the power of social networks in health and healthcare. It discusses how social media is increasingly important for patients and providers. Patients are using social platforms to find support from others experiencing similar health issues and to learn about new treatments. Some healthcare providers are effectively using social media to engage patients and share medical expertise. The document also describes several digital health startups that are connecting patients, caregivers, and medical professionals through social platforms to improve health outcomes.
This document summarizes a presentation about managing chronic diseases through mobile apps. It discusses how chronic diseases are the leading causes of mortality worldwide and are largely preventable. There has been an explosion of healthcare apps available, but little evidence about which ones are effective. The document reviews several studies that analyzed the content and functionality of thousands of health apps. Many apps aim to track exercise, diet, and weight but few support actual disease management. More research is needed to evaluate app quality and provide guidance to patients and healthcare professionals on appropriate clinical app use.
Teemu Arina is an author and biohacker who discusses optimizing the body and mind through biological and technological tools. He talks about biohacking being the art and science of optimizing the body and mind with tools that provide insight into human physiology and nutrition. Some key topics discussed include hacking habits, stress management, sleep, nutrition, and creating an optimal workstation and bedroom environment. The overall message is that through science, technology, and nature one can achieve better living.
The Impact of VR and AR on Medical Research and HealthcareStanford University
The Impact of VR and AR Technologies on Medical Research and Healthcare
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
This presentation will provide an overview of how VR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
The DayOne Conference 2019 was held on September 9th at FHNW in Muttenz. The one-day conference focused on shaping the future of health and included panels with patients and industry professionals, sessions on ethics, financing innovation, and a workshop. There were over 450 participants, including 30 projects/entrepreneurs, 40 volunteers, and a keynote from digital health futurist Maneesh Juneja. The conference was organized by the DayOne team and supported various partners to bring together over 1500 healthcare innovators in the Basel area.
The document summarizes various projects undertaken by the Department of Health Care Science, including evaluating head-mounted computer controls, using virtual reality for gait training and cognitive therapy, measuring balance with a digital tablet, quantifying changes in daily living activities, and developing new reporting methods and a cognitive technology clinic to promote innovation. It outlines 42 total projects addressing areas like prosthetics, orthotics, speech and language therapy, and collaborations with industry, healthcare, and academics.
Digital Mental Health: the Hurt, the Hype, the Hope + Brainnovations Session 1SharpBrains
Digital Mental Health: the Hurt, the Hype, the Hope
* Dr. Tom Insel, President and Co-Founder of Mindstrong Health
Top Brainnovation to measure Brain Health & Performance. The three Finalists were:
*Savonix— pitch by Greg Wong, VP Product Management
*HealthTech Connex — pitch by Dr. Ryan D’Arcy, President & Chief Scientific Officer
*NeuraMetrix (WINNER) — pitch by Jan Samzelius, Co-Founder & CEO
*Judged by: Dr. Adam Haim, Chief of the Small Business Innovation Research (SBIR) and Small Business Technology Transfer (STTR) Programs at the National Institute of Mental Health (NIMH); Dr. David Barash, Chief Medical Officer and ED of Global Health at GE Foundation; Dr. Edward Kliphuis, Investment Director at Merck Ventures; Dr. Karen Postal, President of the American Academy of Clinical Neuropsychology (AACN)
*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/
Rococo has shipped over 100 million royalty bearing Bluetooth phone software units and provides hosted web and phone services. Originally targeting operator applications, Rococo now offers phone services for online social networks, communities, bands and clubs. These services allow users to call the web through features like voice blogging, broadcasting, commenting on audio uploads, and sharing audio snippets with friends.
The Power of Sensors in health & healthcareD3 Consutling
In a series of reports we explore key digital health trends and related opportunities for technology companies, healthcare providers and patients-consumers. We take both an international and Flemish perspective, the latter based on interviews with local stakeholders. In this report we focus on sensor-based applications.
What if there is no killer app for wearables?Valencell, Inc
There are likely to be hundreds use cases for wearables across many different industries and markets that wearables will enable. The form factors, data, and user interfaces will likely be very different, but the key is to understand that the wearable devices are one part of a comprehensive user experience that supports achieving specific goals or objectives. Even the most common current use case - fitness and activity tracking - is being vastly underserved by the offerings in the market today because they lack a compelling user experience. And it’s critical we get those objectives and user experiences right if the wearables market is going to realize the massive growth that many are predicting in the next few years.
Emerging technologies in physical therapy and rehabilitation: 10 opportunitie...Healthstartup
New technology solutions that integrate multiple sensors (such as body tracking), interfaces (virtual reality) and games promise to fundamentally transform, if not disrupt the field of physical therapy and rehabilitation. This presentations shows 10 opportunities for startups and clinicians to make a difference today.
The Power of Play: Future Directions, 1-12-11Debra Lieberman
Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
The document discusses using interactive technology to reduce stress and anxiety. It describes research showing that video games designed with "flow" in mind, where challenge matches player skill, can provide cognitive benefits. One study found that children who played video games before surgery had lower anxiety than those who did not. Another study showed that participants who played an anxiety-reducing mobile app gave less anxious speeches afterwards. The document argues that interactive technologies should be further explored and developed for mental health applications like anxiety management.
This document discusses the use of mHealth apps to improve health and medicine. It notes that smart mobile devices, cloud computing, social networking, and big data analytics will transform global healthcare. Many fitness trackers and mHealth apps have been developed, and the mHealth app market is projected to reach $26 billion by 2017. Examples of exergames, location-based apps, and gamified wellness programs are provided. Several startups in the health and wellness sector that have received funding are also listed. The document concludes that mHealth apps have potential to motivate lifestyle changes through enjoyable and socially supportive experiences.
Transformative Tech, NeuroTech, and Biohacking - Fundraising in 2020 and 2021 Wesley King
Market size and overview from health technology, wellness services, mental health applications, and telehealth solutions. Fundraising advice for first-time entrepreneurs. Call to action to VCs and Family Offices to consider investments in the next generation of impactful health devices. Wesley King @biohackingbanker CEO, Coherent Capital (www.coherentcap.com)
This document discusses a new wearable device called FitTrack that allows users to receive messages from their body. FitTrack measures various body activities, vitals and sleep patterns through a bracelet or earpiece connected via the internet to a doctor. The document then presents logo design concepts, social media marketing plans and website wireframes for FitTrack.
Pervasive Neurotechnology: The Digital Revolution Meets the Human BrainSharpBrains
Slidedeck from June 30th, 2015 webinar, with Alvaro Fernandez and Nikhil Sriraman. to discuss the key take-aways from the new market report Pervasive Neurotechnology: A Groundbreaking Analysis of 10,000+ Patent Filings Transforming Medicine, Health, Entertainment and Business. To learn more: http://sharpbrains.com/pervasive-neurotechnology/
Agenda:
1–1.20pm ET: Five Key Trends Driving Neurotechnology to Become Pervasive
1.20–1.40pm ET: How Nielsen, Advanced Neuromodulation Systems, Medtronic, Microsoft and Brainlab emerged as leading IP Holders
1.40-2pm ET: Q&A
Virtual Reality Technology, Machine Learning, Biosensing Converging to Transf...Stanford University
Virtual Reality Technology, Machine Learning, Biosensing
Converging to Transform Healthcare
By Walter Greenleaf
The oncoming wave of Virtual Reality and Augmented Reality technology will impact medicine, clinical care, and personal health and wellness.
Although entertainment, social connection, and gaming will drive the initial adoption of VR and AR technology, the deepest and most significant impact of the next generation of
VR/AR technology will be to enhance clinical care and to improve personal health and wellness. VR and AR technology will also help facilitate the shift of medicine to direct
personal care.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery, and Physical Rehabilitation, to name just a few.
VR technology can also improve clinical measurements and assessments by making them more objective and functional, and improve medical training such as surgical skill
training and procedure planning by applying simulation-based learning principles.
Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
I do not have a personal opinion on whether individuals should try brain hacking devices. There are reasonable arguments on both sides of this issue. Ultimately it is a complex debate involving personal autonomy, health risks, and the lack of long-term research. Regulators will need to carefully consider ethical issues around safety, informed consent, and truth in advertising as this technology continues to develop.
This document discusses quantified self-tracking and biohacking. It introduces quantified self as self-knowledge through tracking metrics like physical activity, sleep, and other biomarkers. Wearable devices that track this data are growing in popularity. Some individuals called quantified biohackers use self-experimentation and small interventions to optimize their health. As more devices connect to the Internet of Everything, sharing data could help individuals change behaviors but also presents privacy and information overload challenges. The document frames these issues as part of a larger movement toward self-knowledge and improvement through technology.
Please cite as: Kamel Boulos MN. Creating self-aware and smart healthy cities. Invited plenary keynote address followed by sub-plenary round table at WHO 2014 International Healthy Cities Conference, Athens, Greece, 25 October 2014. http://www.healthycities2014.org/ehome/89657/192014/?&
PPT updated in May 2015.
Oct 2017: See also https://www.slideshare.net/sl.medic/how-the-internet-of-things-and-people-can-help-improve-our-health-wellbeing-and-quality-of-life
The Power of Social in health and healthcareD3 Consutling
This document summarizes key points about the power of social networks in health and healthcare. It discusses how social media is increasingly important for patients and providers. Patients are using social platforms to find support from others experiencing similar health issues and to learn about new treatments. Some healthcare providers are effectively using social media to engage patients and share medical expertise. The document also describes several digital health startups that are connecting patients, caregivers, and medical professionals through social platforms to improve health outcomes.
This document summarizes a presentation about managing chronic diseases through mobile apps. It discusses how chronic diseases are the leading causes of mortality worldwide and are largely preventable. There has been an explosion of healthcare apps available, but little evidence about which ones are effective. The document reviews several studies that analyzed the content and functionality of thousands of health apps. Many apps aim to track exercise, diet, and weight but few support actual disease management. More research is needed to evaluate app quality and provide guidance to patients and healthcare professionals on appropriate clinical app use.
Teemu Arina is an author and biohacker who discusses optimizing the body and mind through biological and technological tools. He talks about biohacking being the art and science of optimizing the body and mind with tools that provide insight into human physiology and nutrition. Some key topics discussed include hacking habits, stress management, sleep, nutrition, and creating an optimal workstation and bedroom environment. The overall message is that through science, technology, and nature one can achieve better living.
The Impact of VR and AR on Medical Research and HealthcareStanford University
The Impact of VR and AR Technologies on Medical Research and Healthcare
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
This presentation will provide an overview of how VR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
The DayOne Conference 2019 was held on September 9th at FHNW in Muttenz. The one-day conference focused on shaping the future of health and included panels with patients and industry professionals, sessions on ethics, financing innovation, and a workshop. There were over 450 participants, including 30 projects/entrepreneurs, 40 volunteers, and a keynote from digital health futurist Maneesh Juneja. The conference was organized by the DayOne team and supported various partners to bring together over 1500 healthcare innovators in the Basel area.
The document summarizes various projects undertaken by the Department of Health Care Science, including evaluating head-mounted computer controls, using virtual reality for gait training and cognitive therapy, measuring balance with a digital tablet, quantifying changes in daily living activities, and developing new reporting methods and a cognitive technology clinic to promote innovation. It outlines 42 total projects addressing areas like prosthetics, orthotics, speech and language therapy, and collaborations with industry, healthcare, and academics.
Digital Mental Health: the Hurt, the Hype, the Hope + Brainnovations Session 1SharpBrains
Digital Mental Health: the Hurt, the Hype, the Hope
* Dr. Tom Insel, President and Co-Founder of Mindstrong Health
Top Brainnovation to measure Brain Health & Performance. The three Finalists were:
*Savonix— pitch by Greg Wong, VP Product Management
*HealthTech Connex — pitch by Dr. Ryan D’Arcy, President & Chief Scientific Officer
*NeuraMetrix (WINNER) — pitch by Jan Samzelius, Co-Founder & CEO
*Judged by: Dr. Adam Haim, Chief of the Small Business Innovation Research (SBIR) and Small Business Technology Transfer (STTR) Programs at the National Institute of Mental Health (NIMH); Dr. David Barash, Chief Medical Officer and ED of Global Health at GE Foundation; Dr. Edward Kliphuis, Investment Director at Merck Ventures; Dr. Karen Postal, President of the American Academy of Clinical Neuropsychology (AACN)
*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/
Rococo has shipped over 100 million royalty bearing Bluetooth phone software units and provides hosted web and phone services. Originally targeting operator applications, Rococo now offers phone services for online social networks, communities, bands and clubs. These services allow users to call the web through features like voice blogging, broadcasting, commenting on audio uploads, and sharing audio snippets with friends.
Esta presntaci'on tiene como objetivo asistir a los estudiantes de la UPR en Carolina a crear una cuenta en RefWorks y exportar busquedas desde la base e atos de Ebsco.
This document provides 20 ideas for using mobile phones to support second language learning both inside and outside the classroom. The ideas focus on developing the four skills of speaking, listening, reading and writing using features of mobile phones like text messaging, cameras, voice recorders, and social media. Some key ideas include using text messaging to practice vocabulary and circular writing, recording conversations for listening practice, taking photos of language samples, and keeping blogs or using social media to encourage writing. The document discusses both the benefits of mobile phones for language learning as well as some potential drawbacks to consider.
Estrategias para promover la sociedad de la informatica en paraguaymaizquierdo
El documento propone estrategias para promover la sociedad de la información en Paraguay. Plantea que Paraguay tiene algunos elementos positivos como una sólida tradición educativa y una infraestructura técnica moderna. El Comité Nacional para la Sociedad de la Información convocará a la sociedad paraguaya para desarrollar un proyecto global que utilice masivamente los medios electrónicos para difundir información.
Este documento introduce las presentaciones audiovisuales, definiéndolas como combinaciones de contenido visual y auditivo que son útiles para expresar ideas e información. Explica las ventajas de las presentaciones audiovisuales como guías para los oradores y formas atractivas de mostrar información. También describe algunas aplicaciones comunes como dar presentaciones en clases o conferencias.
This document provides instructions for folding origami into a Santa figure in 12 steps. It first folds the paper into a triangle and then makes additional folds to form Santa's beard, hat, and body before turning it over to draw his face. The step-by-step directions guide the reader through folding the origami paper into the shape of Santa Claus using simple folds of the paper edges.
The document discusses a 2011 event focused on using games and sensors to improve health outcomes. It notes the potential of crowdsourcing health data from users and sensors to gain insights and help drive behavior change through game play. It also addresses challenges around adoption of personal health records and realizing the full potential of sensor data, and calls for developers to create games that integrate sensors and personal health records.
Rock Report: Fitness Technology for Athletes by @Rock_HealthRock Health
Swifter, higher, stronger: Fitness technology for athletes explores how apps and sensors are transforming athletic training and performance. It discusses trends like gamification, social connectivity, and health food apps. Case studies profile companies like Skimble, FlexxCoach, and Cardiio that are developing innovative sensor and software solutions. Experts in fields like sports medicine, coaching, and athletics provide insights on small changes, designing for athletes, and the future of digital health in sports. The report examines growth in the health and fitness app market and revenue models. It also covers trends in heart rate monitors, pedometers, displays, and video analysis tools that are helping athletes track and improve their performance.
Best practices to assess and enhance brain function via mobile devices and ...SharpBrains
The document discusses best practices for assessing and enhancing brain function using mobile devices and wearables. It summarizes presentations from several speakers at a conference on this topic. Corinna Lathan discussed a mobile reaction time testing system called DANA that can help detect neurocognitive impairment. Eddie Martucci discussed his company Akili's approach of making medicine more engaging through digital games. Alex Doman talked about how wearables can provide personalized sleep reporting. Joan Severson presented on her company's BrainBaseline platform, which integrates cognitive performance measures with lifestyle data to track brain health over time.
A review of the health sensor market estimated at 400M devices and worth $4B by 2014, including 36 companies offering devices across the wellness, chronic, diagnostic and monitoring markets. Purchase the report here: https://gumroad.com/l/Khrd
This document discusses the growing market for connected health and games using sensors. It notes key drivers in the healthcare industry pushing this area like rising costs, technology advances, and consumerism. Connected health solutions are classified based on their use of sensors and data flow. The document also outlines elements consumers are willing to pay for and potential business models in this space, including roles for consumers, employers, and providers. It concludes by announcing a developer challenge to create games using health sensors and personal health records.
Virtual Reality and Healthcare - The Past, the Present, and the FutureStanford University
A presentation about Virtual Reality, Augmented Reality and Healthcare -
The history of the field, the current status, and a perspective about future directions.
Technology forecast in healthcare industrySafina Shaikh
The use of technologies such as social networks, smartphones, internet applications and more is not only changing the way we communicate, but is also providing ground-breaking ways for us to monitor our health and well-being and giving us better access to information. Together these advancements are leading to a convergence of information, technology,people, and connectivity to improve health outcomes and health care.
Carenet is a mobile health and lifestyle app that aims to make healthy living easy and fun by connecting wireless biosensors to track user data. The app provides users with real-time feedback on their health metrics to encourage positive behavior changes. Carenet believes that by giving users access to personal health data, they can take control of their wellness and longevity through small actions. The app includes a proprietary health score, social features to connect with friends and family, and a marketplace for additional sensors and services to further users' health goals.
The document discusses the state of nutrition games today. It provides a history of nutrition games from the 1990s to present day, including various games developed for websites, consoles, smartphones and more. It also discusses who develops nutrition games, common game architectures, opportunities and barriers to further developing the genre. The goal of nutrition games is to promote behavioral change around nutrition through an engaging gaming format.
Virtual reality and healthcare - the past, the present, and the futureStanford University
This presentation provides an overview of how VR and AR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR/ AR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR/AR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Keynote Presentation for the 2019 VR Health Symposium
20130226 impact van zorg 2 0 op onze samenlevingD3 Consutling
1. The document summarizes Frank Boermeester's presentation on the impact of digital technologies and Health 2.0 on healthcare.
2. It discusses how digital health is converging wireless sensors, genomics, social networking, mobile connectivity, imaging, health information systems, the internet, and computing power.
3. The presentation contrasts eHealth which focuses on large technology for providers, with digital health and Health 2.0 which utilizes lighter consumer technologies and social networks to engage patients as active participants in their own care.
20130226 impact van zorg 2 0 op onze samenlevingAnn Huygelier
1. The document summarizes Frank Boermeester's presentation on the impact of digital health/Health 2.0 on society.
2. It discusses how digital technologies like wireless sensors, genomics, social networking, mobile connectivity and computing power are converging to transform healthcare.
3. The presentation outlines barriers to digital health like reimbursement models, but argues drivers like international competition and patient demand will push the industry to provide more remote, personalized care through technologies that empower individuals.
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/
Virtual Reality, Machine Learning, Biosensing - Converging to Transform Healt...Stanford University
Walter Greenleaf PhD discusses the convergence of virtual reality, machine learning, and biosensing technologies and their potential to transform healthcare. Recent cost reductions and accessibility improvements have made clinical VR/AR systems more affordable and widespread adoption is on the horizon. VR/AR can be used for functional training, objective assessments, improved interventions, and facilitated treatment adherence. The global VR/AR healthcare market is projected to grow substantially in coming years.
Digital Therapeutics, XR, AI, Precision Medicine The Future of Sensor-Driven ...Stanford University
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
This presentation will provide an overview of how VR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
September 2014 | Social Media and Mobile Tech Paige Rasid
Early-stage companies pitch their ideas and businesses at CVG's Second Thursday Social Media and Mobile Tech event. Followed by a presentation by SocialFly, focused on trends in social media and how they impact your business.
20130314 health market-analysis_trends_and_statisitcsEmpatika
The document discusses trends in health and self-tracking in the United States. It finds that 81% of Americans use the internet for health information, with 70% consulting doctors for serious issues and 60% turning to friends and family. Additionally, 7 out of 10 Americans track health indicators like weight, diet and exercise, though often informally without technology. The document also explores the growing market for self-tracking devices and the potential for wearable technology to disrupt people's lives through personal data collection.
GENOMIC INTELLIGENCE
Applying biological information, scientific data and technological capability to develop personalised and precise health solutions.
Suisse Life Science is a biological big data analytics company that has developed a knowledge-discovery platform to extract cause-effect relationships directly from genetic interpretation – and at scale – linking them to lifestyle data from consumer devices in real time to provide actionable recommendations.
Our goal is to leverage these capabilities to transform health from an expert-driven field – with poor predictive power and large gaps in its fundamental understanding of human biology – and transforming it into a data-driven predictive science that makes it as easy as possible for individuals of all ages to take a more active role in managing their health.
TRANSFORMING THE DELIVERY OF GENETIC SERVICES
MAKE DNA DATA ACTIONABLE
Suisse Life Science’s Genomic Intelligence technology uncovers specific health & wellness recommendations from DNA and connects them to living data from consumer devices — after intelligent, personalised analysis of the cause and effect relationships from the most validated scientific literature available — to make DNA actionable for both lasting, behavioural population health intervention and personalised insights.
Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
TEST BANK For Community Health Nursing A Canadian Perspective, 5th Edition by...Donc Test
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Ozempic: Preoperative Management of Patients on GLP-1 Receptor Agonists Saeid Safari
Preoperative Management of Patients on GLP-1 Receptor Agonists like Ozempic and Semiglutide
ASA GUIDELINE
NYSORA Guideline
2 Case Reports of Gastric Ultrasound
These simplified slides by Dr. Sidra Arshad present an overview of the non-respiratory functions of the respiratory tract.
Learning objectives:
1. Enlist the non-respiratory functions of the respiratory tract
2. Briefly explain how these functions are carried out
3. Discuss the significance of dead space
4. Differentiate between minute ventilation and alveolar ventilation
5. Describe the cough and sneeze reflexes
Study Resources:
1. Chapter 39, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 34, Ganong’s Review of Medical Physiology, 26th edition
3. Chapter 17, Human Physiology by Lauralee Sherwood, 9th edition
4. Non-respiratory functions of the lungs https://academic.oup.com/bjaed/article/13/3/98/278874
Recomendações da OMS sobre cuidados maternos e neonatais para uma experiência pós-natal positiva.
Em consonância com os ODS – Objetivos do Desenvolvimento Sustentável e a Estratégia Global para a Saúde das Mulheres, Crianças e Adolescentes, e aplicando uma abordagem baseada nos direitos humanos, os esforços de cuidados pós-natais devem expandir-se para além da cobertura e da simples sobrevivência, de modo a incluir cuidados de qualidade.
Estas diretrizes visam melhorar a qualidade dos cuidados pós-natais essenciais e de rotina prestados às mulheres e aos recém-nascidos, com o objetivo final de melhorar a saúde e o bem-estar materno e neonatal.
Uma “experiência pós-natal positiva” é um resultado importante para todas as mulheres que dão à luz e para os seus recém-nascidos, estabelecendo as bases para a melhoria da saúde e do bem-estar a curto e longo prazo. Uma experiência pós-natal positiva é definida como aquela em que as mulheres, pessoas que gestam, os recém-nascidos, os casais, os pais, os cuidadores e as famílias recebem informação consistente, garantia e apoio de profissionais de saúde motivados; e onde um sistema de saúde flexível e com recursos reconheça as necessidades das mulheres e dos bebês e respeite o seu contexto cultural.
Estas diretrizes consolidadas apresentam algumas recomendações novas e já bem fundamentadas sobre cuidados pós-natais de rotina para mulheres e neonatos que recebem cuidados no pós-parto em unidades de saúde ou na comunidade, independentemente dos recursos disponíveis.
É fornecido um conjunto abrangente de recomendações para cuidados durante o período puerperal, com ênfase nos cuidados essenciais que todas as mulheres e recém-nascidos devem receber, e com a devida atenção à qualidade dos cuidados; isto é, a entrega e a experiência do cuidado recebido. Estas diretrizes atualizam e ampliam as recomendações da OMS de 2014 sobre cuidados pós-natais da mãe e do recém-nascido e complementam as atuais diretrizes da OMS sobre a gestão de complicações pós-natais.
O estabelecimento da amamentação e o manejo das principais intercorrências é contemplada.
Recomendamos muito.
Vamos discutir essas recomendações no nosso curso de pós-graduação em Aleitamento no Instituto Ciclos.
Esta publicação só está disponível em inglês até o momento.
Prof. Marcus Renato de Carvalho
www.agostodourado.com
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
2. www.gamesforhealth.org
Games for Health 2011
Sensor Day
12:00 - 12:30PM - Games, Sensors & PHRs : Gameplay Meets Measurement
Brigitte Piniewski, MD. , Chief Medical Officer, PeaceHealth Laboratories, Oregon
12:30pm - 1:45PM - Topical Lunch w/Continua
Chuck Parker, Executive Director, Continua Health Alliance
1:45pm - 2:45PM - PHRs and Games : Back to the Drawing Board
Steven Munini, Chief Operating Officer – Dossia Service Corporation
3:00 - 4:00 PM - The Pervasive Sensor World : Obstacles & Opportunities
Ed Siemens, Director, Marketing, A&D Medical
Mike Paradis, Global Sales Manager, ANT Wireless
4:40pm - 5:30PM - Games with Sensors : From Experiments to Ubiquitous Health Gaming
Jim Burns, Senior Software Architect , Elbrys Networks
5:40pm - 6:15PM - Business Models for Games for Sensors
7. www.gamesforhealth.org
Anthony Delli Colli
VP, Marketing
Elbrys
Mike Paradis
Direct, Sales
Ant+ Alliance
Ed Siemens
Marketing & Sales
Director
A&D Medical
Brigitte Piniewski, MD
Chief Medical Officer
PeaceHealth Laboratories
The Pervasive Sensor World :
Obstacles & Opportunities
8. www.gamesforhealth.org
30 year semiconductor veteran
Global Sales Manager for ANT Wireless
Japan, Europe and the US have been key
focus areas
Mike Paradis
Global Sales Manager
Ant+ Alliance
The Pervasive Sensor World :
Obstacles & Opportunities
9. www.gamesforhealth.org
Wholly Owned Subsidiary of Garmin
Ltd, first incorporated 1998
Location, Cochrane, AB, Canada
Expertise
Sport and Wellness Activity
Monitoring Technology
Ultra Low Power Wireless
Technology
Dynastream History
10. www.gamesforhealth.org
Dynastream incorporated in 1998
First product to Nike shipped in 2000
ANT developed with Suunto in 2004
First single chip released in 2005
Purchased by Garmin 2006
ANT+ alliance formed 2007
1ST
million units shipped 2007
5TH
million unit shipped 2009
Second Silicon Partner added 2010
16+ millionth node shipped by April 2011
Run rate of 1,000,000 per month
ANT History
11. www.gamesforhealth.org
Sensor Design Obstacles
Obstacles
Data Size Budgets
Battery Life
Interoperability
Connectivity
Cost
Practical solutions
Process at the sensor
Keep the radio off
Embed as much as you can
Enable Cell Phones
Keep it simple
KEEP YOUR EYE ON THE PRIZE
12. www.gamesforhealth.org
Game Sensor Design Obstacles
Obstacles
Real Time Data
Motion Artefact
Interoperability
Battery Life
Connection robustness
Cost
Practical Solutions
Real time protocol
Proven technologies
Robust Device Profiles
Keep the radio off
Pairing and re-pairing guarantee
Integrate as much as possible
KEEP YOUR EYE ON THE PRIZE
13. www.gamesforhealth.org
Health and Wellness Solution
One billion adults overweight world wide
Internet
Healthy
Family
Wellness vital sign monitoring:
Weight
Blood pressure
Glucose
Cholesterol
Activity level
Benefits:
Monitor and motivate
Achieve goals
Personal fitness information
Building social teams
Enhance coaching services
Pedometer
Blood-pressure
Cuff
Heart
Strap
Medication
Tracking
Weight
Scale
Fitness
Equipment
Phone
PC
Personal
Health
Record
Healthcare
Professionals
Weight loss
and fitness
coaching
26. www.gamesforhealth.org
Health Profiles in Development
Blood Glucose Activity Monitor
Continuous Blood
Glucose
Future Health Profile Development - SPO2, ECG
Emergency
Response Alert
(Fall Detection)
CB
G
ERA
28. www.gamesforhealth.org
Existing Potential ANT Enabled Cells
38 smart phones from seven top vendors released
with TI WiLink
• 6 released officially with ANT
• 2 others demonstrated publically
Vast majority android based
• ANT+ android API released
Cell vendors need apps motivate market release
29. www.gamesforhealth.org
Major WiLink Enabled Phones
Android based
Droid X
Droid 2
Devour
XT720
Backflip
N8 -127
C6 – S60
C7 – S60
E7 – S60
C5- S60
2710 classic
Android based
Expresso (T-Mobile myTouch)
Legend
Hero
Diamond
Symbian S60 based
Vivaz
Vivaz Pro
Android based
Xperia X10 mini
Xperia X10 mini pro
Xperia X8
ARC
Neo
Pro
Android based
Galaxy A
Oscar I7680
-
XT800
Droid Milestone
MT710
Cliq/Dext
Quench
Sage
Pearl 3G
Style 9760
Torch 9780
Playbook
31. www.gamesforhealth.org
28 years experience in the medical device
and consumer packaged goods industry
Focus - connected sensors for use in remote
patient monitoring and wellness applications
Journey to find the perfect engagement tool...
Is gaming the solution?
The Pervasive Sensor World :
Obstacles & Opportunities
Ed Siemens
Marketing & Sales
Director
A&D Medical
33. www.gamesforhealth.org
• Kahn Academy
on my Mac
What am I playing?
• Foursquare on my
iPhone and using
Dash Four on my
iPad
• Bubble Pop on
my iPhone.
• Backgammon
on my iPhone
and iPad
34. www.gamesforhealth.org
It is estimated that the U.S. health care system could
reduce cost by nearly $200 billion during the next 25
years if remote monitoring tools were utilized… 4
Why…
Eight out of ten older Americans suffer from one or
more chronic diseases.1
Chronic disease accounts for three-quarters of
America’s direct health expenditures. 2
People with chronic disease cost 3.5 times as much
to care for compared to others and account for
80% of all hospital bed days and 96% of home care
visits. 3
40. www.gamesforhealth.org
• Design a solution with the end user in mind
• User defined
• Individual with an interest in improving health
for both fitness and well being
• Target age: 40 to 60 (Aging Boomer)
• Initial sensor profile
• Blood Pressure
• Activity
• Weight
A&D BeWell Platform
41. www.gamesforhealth.org
• Create “actionable” information
• Data must be useful
• Must provide actionable information for all stake
holders (end-user, friend, associate, family,
care giver, coach, nurse, doctor, case
manager, etc.)
• Must maintain user engagement
Application Objectives
42. www.gamesforhealth.org
• Concept based on incremental improvement
behavioral theory
• Reward simple achievements
• Enhance difficulty for sustained interest
• Initial rewards virtual trophies or badges
• As developed link with partners to offer real
rewards
Game model
43. www.gamesforhealth.org
• Receive badge (A journey for a thousand
miles begins with a single step. Congratulations on the
beginning of your journey toward good health!)
• Virtual reward badges for different achievements
• Potential partner reward example
• Discount on lunch salad at Panera Bread Company for
walking 25,000 steps in 5 days. (Coupon pushed to your
phone or computer upon achieving your goal)
• Link to other partners, Chain pharmacies for example.
Reward Examples
46. www.gamesforhealth.org
Brigitte Piniewski, MD
Chief Medical Officer
PeaceHealth Laboratories
MD is currently the Chief Medical Officer at
PeaceHealth Laboratories, Springfield,
Oregon
Crowd based approaches to gathering
evidence-based health intelligence
Recent papers:
• “Empowering Healthcare Patients with Smart
Technology” (IEEE, July 2010)
• “Nudging lifestyles for better health outcomes:
crowdsourced data and persuasive technologies
for behavior change” 9JRC-IPTS EUR 24785 EN –
2011.
The Pervasive Sensor World :
Obstacles & Opportunities
50. www.gamesforhealth.org
Sleep Solution - Mobile User Interface
Analysis:
-Your most restless nights usually happen when you
go to bed more than one hour later than typical
-Your most restful nights usually happen when you
stop consuming alcohol at least 2 hours before bed
Recommendations:
- Be more consistent with your average go-to-bed
time (which is 10:30pm)
- Don’t consume any alcohol after 8:30pm
- Limit your use of Unisom to nights that you go to
bed later than usual, and never use it if you’ve
consumed alcohol after 8:30pm
53. www.gamesforhealth.org
Weight Management Solution Characteristics
Disposable credit card sized Step Counter
worn daily
Disposable Food Journal for tracking daily
food intake and choices by category
“Touch and Post” data transfer to Nokia
NFC enabled phone
Application analyzes and displays data:
Daily, weekly, monthly steps taken
Daily, weekly, monthly summary of:
Food Intake such as fruit, vegetables, fats, dairy, and proteins
Water Intake
Sodium Intake
Weight and BMI tracking
Improvement Tracking through trending over time
Capability to e-mail reports, upload to Personal Health Records,
and allow family access to data and alerts
Reminders to upload data and track overall motivation
Additional future planned upgrades include ability to upload to
social networking sites, add stress monitoring, and add
frequent motivational messages through phone, e-mail, and
text
Currently piloting in US
55. www.gamesforhealth.org
Sleep Card / Wellness Journal Integration
Touch Sleep Card against phone to transfer last nights sleep.
View trends of sleep time, time in bed, sleep efficiency and number of awakenings in Wellness Diary’s normal trend UI.
View detailed actigraph data in Cypak Sleep UI.
56. www.gamesforhealth.org
Summary Points
Home Care Cards
• suite of products and solutions
• low-cost remote testing and diagnostics
• instantaneous results and feedback
• Easy to use
• flexible platform for multiple use cases and consumer types
• Highly scalable
• Testing extremely positive with unaided articulation of potential uses
“I could see this motivating him (spouse)
to finally address his problem...nothing I
tell him seems to work”
“If I can just do something I’d
be in control. Then I can act
on the results.”
“I spend half my time talking to the doctor
about things I can barely remember...there’s got
to be a better way”
“..it’s a simple step that can facilitate a lot o
things...what a great idea. If you wanted it
it allows for more control over you.”
57. www.gamesforhealth.org
Key Takeaways
1. Sensors are pervasive and affordable
2. Standardization and interoperability is here
3. Sustainable engagement is everything
“It’s all about the application …stupid.”
58. www.gamesforhealth.org
GAMES WITH SENSORS 2011 - DEVELOPER CHALLENGE
Sensor connected health eco-systems are ready to play.
Join us to develop innovative mobile serious games with the coming
of age of health sensors connected to next generation PHRs. For
details about our Developer Challenge please register at
dev.commonsenses.com.
dev.commonsenses.com
THE
PERSONAL
HEALTH RECORD
GAME
Bio - Brigitte Piniewski,
Brigitte Piniewski, MD is currently the Chief Medical Officer at PeaceHealth Laboratories, Springfield, Oregon. For the Continua Health Alliance, Dr Piniewski acts as Co-Vice Chair for the Market Adoption Working Group. Dr Piniewski is advancing the value proposition of crowd based approaches to gathering evidence-based health intelligence. This will anchor a new scientific discipline (eScience) and enable reachability management of complex living systems. By collecting high yield health data from lightly instrumented communities through low cost scalable technology solutions, crowds will be able to pro-actively co-produce optimal and sustainable health futures. Recent papers include “Empowering Healthcare Patients with Smart Technology” IEEE
Computer Society July 2010 and a US EU collaborative technical report, “Nudging lifestyles for better health outcomes: crowdsourced data and persuasive technologies for behavior change” JRC-IPTS EUR 24785 EN – 2011. Dr Piniewski earned her medical degree from the University of British Columbia, Vancouver, B.C. and completed her internship at McGill University, Montreal, Quebec, Canada. Dr. Piniewski is a primary care specialist who has practiced for several year in both the US and Canada.
Bio - Mike Paradis
Mike Paradis is a veteran of market targeted semiconductor sales with over 30 years of experience.
Mike has been the first and only Global Sales Manager for ANT wireless for the last 5.5 years and has
been the chief evangelist during ANT’s meteoric growth. Mike has spent these 5 years travelling the world gathering market data for the health and fitness
product side of the ANT market focus. Japan, Europe and the US have been key focus areas and through
5 years of Continua membership Mike has a solid grasp on what is possible and needed in these markets
within the fast growing wireless health market.
Bio - Ed Siemens
Ed Siemens is the Director of Marketing and Sales for A&D Medical. He has 28 years experience in the medical device and consumer packaged goods industry. As part of the A&D Medical team he is working on developing connected sensors for use in remote patient monitoring and wellness applications. He and his team are on a journey to find the perfect engagement tool to keep consumers with chronic disease working toward sustained health improvement and is asking the question... Is gaming the solution?
Bio – Michael D. Clay
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Bio - Mike Paradis
Mike Paradis is a veteran of market targeted semiconductor sales with over 30 years of experience.
Mike has been the first and only Global Sales Manager for ANT wireless for the last 5.5 years and has
been the chief evangelist during ANT’s meteoric growth. Mike has spent these 5 years travelling the world gathering market data for the health and fitness
product side of the ANT market focus. Japan, Europe and the US have been key focus areas and through
5 years of Continua membership Mike has a solid grasp on what is possible and needed in these markets
within the fast growing wireless health market.
ANT+ with an average of 35% growth until 2015
Average yearly growth of 30% for ANT+ devices
Bio - Ed Siemens
Ed Siemens is the Director of Marketing and Sales for A&D Medical. He has 28 years experience in the medical device and consumer packaged goods industry. As part of the A&D Medical team he is working on developing connected sensors for use in remote patient monitoring and wellness applications. He and his team are on a journey to find the perfect engagement tool to keep consumers with chronic disease working toward sustained health improvement and is asking the question... Is gaming the solution?
Bio - Brigitte Piniewski,
Brigitte Piniewski, MD is currently the Chief Medical Officer at PeaceHealth Laboratories, Springfield, Oregon. For the Continua Health Alliance, Dr Piniewski acts as Co-Vice Chair for the Market Adoption Working Group. Dr Piniewski is advancing the value proposition of crowd based approaches to gathering evidence-based health intelligence. This will anchor a new scientific discipline (eScience) and enable reachability management of complex living systems. By collecting high yield health data from lightly instrumented communities through low cost scalable technology solutions, crowds will be able to pro-actively co-produce optimal and sustainable health futures. Recent papers include “Empowering Healthcare Patients with Smart Technology” IEEE
Computer Society July 2010 and a US EU collaborative technical report, “Nudging lifestyles for better health outcomes: crowdsourced data and persuasive technologies for behavior change” JRC-IPTS EUR 24785 EN – 2011. Dr Piniewski earned her medical degree from the University of British Columbia, Vancouver, B.C. and completed her internship at McGill University, Montreal, Quebec, Canada. Dr. Piniewski is a primary care specialist who has practiced for several year in both the US and Canada.