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.
MobileKids: mHealth Tools to Increase Children's Physical AcvtivityYTH
Leah Robertson of the University of British Colombia introduces a mHealth game targeting youth to increase levels of physical activity. Inclusion of youth in research process, design, development and dissemination. Presented at YTH Live 2014 session "What to Wear? Wearables for Health.
Narrative and Nurturing study, Lieberman, Games for Health 5-9-08Debra Lieberman
Presents posttest-only preliminary findings from an experiment comparing three versions of a health game with high versus low amounts of dramatic narrative. It contrasts high narrative versions of the game with a low narrative version that puts more focus on game-play challenges instead of story line.
Growth in organizations is hard. Individuals, teams, and organizations can increase transparency and finish fast by thinking in fractals and building strong agreements.
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
MobileKids: mHealth Tools to Increase Children's Physical AcvtivityYTH
Leah Robertson of the University of British Colombia introduces a mHealth game targeting youth to increase levels of physical activity. Inclusion of youth in research process, design, development and dissemination. Presented at YTH Live 2014 session "What to Wear? Wearables for Health.
Narrative and Nurturing study, Lieberman, Games for Health 5-9-08Debra Lieberman
Presents posttest-only preliminary findings from an experiment comparing three versions of a health game with high versus low amounts of dramatic narrative. It contrasts high narrative versions of the game with a low narrative version that puts more focus on game-play challenges instead of story line.
Growth in organizations is hard. Individuals, teams, and organizations can increase transparency and finish fast by thinking in fractals and building strong agreements.
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
Games for Health: Past, Present, and Future?Alan Au
This 5 minute talk is not meant to be a comprehensive review. Instead, it is an exploration of how technological trends influence the way we combine play with health-related content.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
This presentation from the 7th Annual Games for Health Conference details some evolved thinking of possible ways to target the space for advancement with a series of specific games on large-scale health topics.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
This set of slides was presented at the Games for Health Conference in Baltimore MD, 2008. Food Fury is a game to teach kids about nutrition. http://www.playnormous.com/game_foodfury.cfm
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
Accessible Games for Health and K-12 Education: Lessons from the ClassroomLynn Marentette
This is an overview of game accessibility and K-12 issues related to health education and the use of games. The slides contain links to resources, often in the notes section. If you download these slides, please mention me as your source, and keep the links and citations.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
How Long do Children Play Wii Active Video
Games: An Experiment
Presented at 2011 Games for Health Conference by Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA
The Serious Sports Digital Game is a new, free, online “Coaching Game” The game is designed to help support the learning process of developing good basketball coaching principles in areas such as fitness training, skills training and tactics and strategies through a number of in-game activities and is available for piloting. The Serious Sports project aimed to develop a digital sports game and reusable framework that will offer sports/fitness coaches the opportunity to simulate the physical conditioning, training content and structure in different (training) seasons for a European-wide sparring sport.
Furthermore, it provided the VET system with a ‘good practice’ guide that is scalable, applicable and transferable in training courses for initial and continuous professional development and a reusable framework that will be used to populate the digital game with other disciplines thus expanding the scope of the project to benefit a wider variety of trainers.
Games for Health: Past, Present, and Future?Alan Au
This 5 minute talk is not meant to be a comprehensive review. Instead, it is an exploration of how technological trends influence the way we combine play with health-related content.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
This presentation from the 7th Annual Games for Health Conference details some evolved thinking of possible ways to target the space for advancement with a series of specific games on large-scale health topics.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
This set of slides was presented at the Games for Health Conference in Baltimore MD, 2008. Food Fury is a game to teach kids about nutrition. http://www.playnormous.com/game_foodfury.cfm
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
Accessible Games for Health and K-12 Education: Lessons from the ClassroomLynn Marentette
This is an overview of game accessibility and K-12 issues related to health education and the use of games. The slides contain links to resources, often in the notes section. If you download these slides, please mention me as your source, and keep the links and citations.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
How Long do Children Play Wii Active Video
Games: An Experiment
Presented at 2011 Games for Health Conference by Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA
The Serious Sports Digital Game is a new, free, online “Coaching Game” The game is designed to help support the learning process of developing good basketball coaching principles in areas such as fitness training, skills training and tactics and strategies through a number of in-game activities and is available for piloting. The Serious Sports project aimed to develop a digital sports game and reusable framework that will offer sports/fitness coaches the opportunity to simulate the physical conditioning, training content and structure in different (training) seasons for a European-wide sparring sport.
Furthermore, it provided the VET system with a ‘good practice’ guide that is scalable, applicable and transferable in training courses for initial and continuous professional development and a reusable framework that will be used to populate the digital game with other disciplines thus expanding the scope of the project to benefit a wider variety of trainers.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Your Facilities. Their Programs. Your Responsibility.Kate Nematollahi
Slides from a presentation by John Engh, COO of the National Alliance for Youth Sports and Ted Lockamon, Recreation Supervisor of the City of Henderson (NV). Presentation is geared toward public recreation departments that permit their facilities to private youth sports organizations.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
CDC NPIN In the Know: Gaming & Mobile for Public Health Webcast PresentationCDC NPIN
This is the third of six interactive webcasts in the series, In the Know: Social Media for Public Health. Each webcast focuses on a different social media channel and provides basic information, tips, success stories, and discussion on how best to use social media to promote public health and expand outreach initiatives.
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
- 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
- Link to NephroTube social media accounts: https://nephrotube.blogspot.com/p/join-nephrotube-on-social-media.html
Tom Selleck Health: A Comprehensive Look at the Iconic Actor’s Wellness Journeygreendigital
Tom Selleck, an enduring figure in Hollywood. has captivated audiences for decades with his rugged charm, iconic moustache. and memorable roles in television and film. From his breakout role as Thomas Magnum in Magnum P.I. to his current portrayal of Frank Reagan in Blue Bloods. Selleck's career has spanned over 50 years. But beyond his professional achievements. fans have often been curious about Tom Selleck Health. especially as he has aged in the public eye.
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Introduction
Many have been interested in Tom Selleck health. not only because of his enduring presence on screen but also because of the challenges. and lifestyle choices he has faced and made over the years. This article delves into the various aspects of Tom Selleck health. exploring his fitness regimen, diet, mental health. and the challenges he has encountered as he ages. We'll look at how he maintains his well-being. the health issues he has faced, and his approach to ageing .
Early Life and Career
Childhood and Athletic Beginnings
Tom Selleck was born on January 29, 1945, in Detroit, Michigan, and grew up in Sherman Oaks, California. From an early age, he was involved in sports, particularly basketball. which played a significant role in his physical development. His athletic pursuits continued into college. where he attended the University of Southern California (USC) on a basketball scholarship. This early involvement in sports laid a strong foundation for his physical health and disciplined lifestyle.
Transition to Acting
Selleck's transition from an athlete to an actor came with its physical demands. His first significant role in "Magnum P.I." required him to perform various stunts and maintain a fit appearance. This role, which he played from 1980 to 1988. necessitated a rigorous fitness routine to meet the show's demands. setting the stage for his long-term commitment to health and wellness.
Fitness Regimen
Workout Routine
Tom Selleck health and fitness regimen has evolved. adapting to his changing roles and age. During his "Magnum, P.I." days. Selleck's workouts were intense and focused on building and maintaining muscle mass. His routine included weightlifting, cardiovascular exercises. and specific training for the stunts he performed on the show.
Selleck adjusted his fitness routine as he aged to suit his body's needs. Today, his workouts focus on maintaining flexibility, strength, and cardiovascular health. He incorporates low-impact exercises such as swimming, walking, and light weightlifting. This balanced approach helps him stay fit without putting undue strain on his joints and muscles.
Importance of Flexibility and Mobility
In recent years, Selleck has emphasized the importance of flexibility and mobility in his fitness regimen. Understanding the natural decline in muscle mass and joint flexibility with age. he includes stretching and yoga in his routine. These practices help prevent injuries, improve posture, and maintain mobilit
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
micro teaching on communication m.sc nursing.pdfAnurag Sharma
Microteaching is a unique model of practice teaching. It is a viable instrument for the. desired change in the teaching behavior or the behavior potential which, in specified types of real. classroom situations, tends to facilitate the achievement of specified types of objectives.
NVBDCP.pptx Nation vector borne disease control programSapna Thakur
NVBDCP was launched in 2003-2004 . Vector-Borne Disease: Disease that results from an infection transmitted to humans and other animals by blood-feeding arthropods, such as mosquitoes, ticks, and fleas. Examples of vector-borne diseases include Dengue fever, West Nile Virus, Lyme disease, and malaria.
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.
Basavarajeeyam is an important text for ayurvedic physician belonging to andhra pradehs. It is a popular compendium in various parts of our country as well as in andhra pradesh. The content of the text was presented in sanskrit and telugu language (Bilingual). One of the most famous book in ayurvedic pharmaceutics and therapeutics. This book contains 25 chapters called as prakaranas. Many rasaoushadis were explained, pioneer of dhatu druti, nadi pareeksha, mutra pareeksha etc. Belongs to the period of 15-16 century. New diseases like upadamsha, phiranga rogas are explained.
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
2. Active Play Video Games: Future Directions for
Research, Design, and Implementation
Debra Lieberman, Ph.D.
Director, Health Games Research
University of California, Santa Barbara
www.healthgamesresearch.org
Twitter: @GamesResearch
January 13, 2011
San Francisco, CA
3. Games…
• Rule-based activities that involve challenge to reach
a goal and provide feedback on progress
• Motivating, immersive, experiential
• Networked, mobile, social
• Digital games use technology completely and/or to
support real-world activity
4. Active Play Video Games
• Innovations…
– Interfaces and technologies
– Networks
– Game design elements
– Genres
– Tools and apps
– Research methods
5. Interfaces and technologies
• Exertion interfaces
• Pads, boards, and
remote controllers
• Camera interfaces
• Gym equipment
• Mobile apps
• ARGs
• Robots
7. Game design elements
• Intuitive, natural play
• Social influence, social
norms
• Coaching
• Nurturing of characters
• Competition &
collaboration
8. Genres
• Sports challenges
• Fitness and workouts
• Dance contests
• Adventure games with
exertion interface (Orbis)
• Treasure hunt (mobile)
• Social network, rewards
(Zamzee)
9. Tools and apps
• Activity and sleep meters, accelerometers
• Web sites to track progress
• Games to motivate physical activity
• Sensors
10. Research methods
• Activity tracking (user diaries, sensor input)
• Medical devices detect immediate and long-term
health impacts (wireless scale, GSR, heart rate
monitor; a blood pressure cuff now connects to the
iPhone)
• Facial tracking detects emotions
• Data mining of usage, outcomes
12. The future:
Sensors
• More convenient
• More powerful
• More varied
• More clinical measures
• Emotions and attitudes, not just physiological data
• Sensors activate rewards and effectors (real-world
events)
13. Cardio Trainer, an Android app
• Tracks workout with
GPS, pedometer
• Tracks calories
burned
14. The future:
Convergence
• We will expect our active play video games to be
feature-rich and connected to networks
• TV and active play will converge
• Workplace will have rewards and incentives for
physical activity, including a treadmill desk
18. The future:
Socially networked
• Friends work out together
• Competitions, teams
• Dance performances
• Social support
• Social games that require activity
21. The future:
Clinically networked
• Health care providers
will prescribe active
video games
• Technology will report
usage to clinic,
medical record
• Games as ice-breakers
between patient and
clinician
23. The future:
The quantified self
• Individuals will track their physical activity data in
more sophisticated and powerful ways
• Data will lead to coaching and learning
• Data will go to personal health record and to clinic
27. The future:
A wealth of data for research
• User diaries
• Sensor data
• Usage data
• Devices to measure aerobic
effort, vital statistics
• New survey and self-report
instruments
29. The future:
Realistic exertion interfaces
• Immerse the player in the action
• Require coordination, balance, eye-hand
coordination, and other skills, not just cardio
effort
• Monitor progress, such as yoga, balance,
strength, stretch, and floor exercises
31. In the future we will also see…
• Tailored games based on player’s individual health
status, needs, interests, and abilities
• Player’s data entered into the game
• Use of avatars, nurturing of characters
• Active games integrated with other lifestyle behavior
change – nutrition, stress management, etc.
32. In the future we will also see…
• More behavioral health strategies integrated into games
(such as social influence, self-efficacy)
• More research and development – to discover principles of
active play game design to improve effectiveness of future
games
• A new standard – consumers, providers, and practitioners
will demand evidence that a game is effective
• Behavioral health specialists will be on the research team to
improve the factors that lead to motivation and behavior
change
33. Conclusions
• All of the examples are games – involving challenge
to reach a goal
• Games can stand alone or be integrated into larger
health promotion interventions or treatments
• Active play video games address a variety of
outcomes, not just cardio workouts
– A game is not a failure if it does not raise heart rate
– Let’s get the word out!
34. Thank you!
Debra Lieberman, Ph.D., Director
Health Games Research
www.healthgamesresearch.org
Twitter: @GamesResearch