Cite as: Kamel Boulos MN. On the promises, challenges and risks of Pokémon Go and similar geosocial (location-based) exergames (invited contribution). In: Proceedings of GEOMED 2017: International Conference on Spatial Statistics, Spatial Epidemiology & Spatial Aspects of Public Health, Porto, Portugal, 08 September 2017. Conference URLs: http://www.i3s.up.pt/geomed2017/speakers.html and http://www.i3s.up.pt/geomed2017/scientific_programme.html
The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Bene...Maciej Behnke
Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more likely to derive health benefits from gaming. Building upon previous studies on gamification of health behaviors, we examined whether specific gaming motives (e.g., potential health benefits) influenced Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The Pikachu Effect. We introduced health motivation as a novel component among previously established gaming motives, which reflects the ongoing gameplay transformation and increased health potential of modern games. Volunteers (N = 444) completed two measurements of Pokémon GO motivations, gaming time, physical activity, and time spent outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as health motivation and social motivation were related to health outcomes. Furthermore, we replicated previous findings indicating that individuals who spent more time playing Pokémon GO were more physical active. We also evidenced a new Pokémon GO playing behavioral benefit, i.e., increased time spent outdoors among more active players. We explored meaningful individual differences; for example, men played more and derived more benefits from Pokémon GO. These findings suggest that health motivation operates in parallel with previously identified main motives for gaming. Accounting for motivation is essential for a more accurate prediction of gaming time and gaming-related health behaviors.
IntroductionWhen doing business overseas the major factors to .docxvrickens
Introduction
When doing business overseas the major factors to consider before taking your business international is the culture difference, the legal and regulatory, and foreign government consideration. The US and Europe run their business very differently from the way they build relationships with clients to their marketing tactics. Many businesses are afraid to go international because they believe their business will not be successful. “The study of international business in services throws light on three areas of special interest. First is the process of international business, which has been often neglected in research on the manufacturing sector. (Gilbert. K, 2014) The most important aspect to running a successful business overseas is learning about the culture in that country, without learning about the customers you will be selling to you won't have much success in your business. Many companies do not learn about the culture of the country they are getting into business with and this is one major factor as to why companies have failed when going international.
Business in the US and Europe is completely different because we all grow up with different values and beliefs. However, when developing and taking the time to learn about one's culture and other important factors you can come together to run a successful business. When learning about different cultures it allows you to grow more which will only expand your business more.
Problem Statement
What are the challenges in running a business in the US compared to in Europe. How do you develop the tools necessary to adapt to a new culture and run a successful business.
Research Questions
What are the steps that you take to make sure your business is ready to go international?
What tools do you develop to run a successful business once you go overseas?
How do you adapt to the culture differences when you decide to take your business international?
IEEE TRANSACTIONS ON GAMES, VOL. 10, NO. 3, SEPTEMBER 2018 233
Pac-Man Conquers Academia: Two Decades of
Research Using a Classic Arcade Game
Philipp Rohlfshagen, Jialin Liu, Member, IEEE, Diego Perez-Liebana , Member, IEEE,
and Simon M. Lucas, Senior Member, IEEE
Abstract—Pac-Man and its equally popular successor Ms.
Pac-Man are often attributed to being the frontrunners of the
golden age of arcade video games. Their impact goes well beyond
the commercial world of video games and both games have been
featured in numerous academic research projects over the last two
decades. In fact, scientific interest is on the rise and many avenues
of research have been pursued, including studies in robotics, biol-
ogy, sociology, and psychology. The most active field of research is
computational intelligence, not least because of popular academic
gaming competitions that feature Ms. Pac-Man. This paper sum-
marizes the peer-reviewed research that focuses on either game
(or close variants thereof) with particular emphasis on the field ...
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Bene...Maciej Behnke
Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more likely to derive health benefits from gaming. Building upon previous studies on gamification of health behaviors, we examined whether specific gaming motives (e.g., potential health benefits) influenced Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The Pikachu Effect. We introduced health motivation as a novel component among previously established gaming motives, which reflects the ongoing gameplay transformation and increased health potential of modern games. Volunteers (N = 444) completed two measurements of Pokémon GO motivations, gaming time, physical activity, and time spent outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as health motivation and social motivation were related to health outcomes. Furthermore, we replicated previous findings indicating that individuals who spent more time playing Pokémon GO were more physical active. We also evidenced a new Pokémon GO playing behavioral benefit, i.e., increased time spent outdoors among more active players. We explored meaningful individual differences; for example, men played more and derived more benefits from Pokémon GO. These findings suggest that health motivation operates in parallel with previously identified main motives for gaming. Accounting for motivation is essential for a more accurate prediction of gaming time and gaming-related health behaviors.
IntroductionWhen doing business overseas the major factors to .docxvrickens
Introduction
When doing business overseas the major factors to consider before taking your business international is the culture difference, the legal and regulatory, and foreign government consideration. The US and Europe run their business very differently from the way they build relationships with clients to their marketing tactics. Many businesses are afraid to go international because they believe their business will not be successful. “The study of international business in services throws light on three areas of special interest. First is the process of international business, which has been often neglected in research on the manufacturing sector. (Gilbert. K, 2014) The most important aspect to running a successful business overseas is learning about the culture in that country, without learning about the customers you will be selling to you won't have much success in your business. Many companies do not learn about the culture of the country they are getting into business with and this is one major factor as to why companies have failed when going international.
Business in the US and Europe is completely different because we all grow up with different values and beliefs. However, when developing and taking the time to learn about one's culture and other important factors you can come together to run a successful business. When learning about different cultures it allows you to grow more which will only expand your business more.
Problem Statement
What are the challenges in running a business in the US compared to in Europe. How do you develop the tools necessary to adapt to a new culture and run a successful business.
Research Questions
What are the steps that you take to make sure your business is ready to go international?
What tools do you develop to run a successful business once you go overseas?
How do you adapt to the culture differences when you decide to take your business international?
IEEE TRANSACTIONS ON GAMES, VOL. 10, NO. 3, SEPTEMBER 2018 233
Pac-Man Conquers Academia: Two Decades of
Research Using a Classic Arcade Game
Philipp Rohlfshagen, Jialin Liu, Member, IEEE, Diego Perez-Liebana , Member, IEEE,
and Simon M. Lucas, Senior Member, IEEE
Abstract—Pac-Man and its equally popular successor Ms.
Pac-Man are often attributed to being the frontrunners of the
golden age of arcade video games. Their impact goes well beyond
the commercial world of video games and both games have been
featured in numerous academic research projects over the last two
decades. In fact, scientific interest is on the rise and many avenues
of research have been pursued, including studies in robotics, biol-
ogy, sociology, and psychology. The most active field of research is
computational intelligence, not least because of popular academic
gaming competitions that feature Ms. Pac-Man. This paper sum-
marizes the peer-reviewed research that focuses on either game
(or close variants thereof) with particular emphasis on the field ...
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. Towards a successful implementation of game mechanics (gamification) in e-health interventions (updated: 09//2015). In: Baptista TM, Kamel Boulos MN, Rodrigues FM, Rocha A. E-Health, psychology and medicine: the future of a close cooperation (invited symposium). In: Proceedings of the 14th European Congress of Psychology, Milan, Italy, 7-10 July 2015. URL: http://www.ecp2015.it/scientific-program/invited-symposia/ - WebCite cache: http://www.webcitation.org/6YIHINbi0
The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencephalography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.
A state of a perfect video game is what developers has been seeking for their product
developments, to achieve the selected state, several standards and methods needs to be applied. These
standards and methods are special: they are both verifiable and quantifiable, to make their action and end
goal a clear one, the term s for this standards and methods are called ‘game metrics’ and we decided that
this is a must-have tool or method to be implanted in a development of a game because it will boost your
standards rapidly and will be able to tell you about your own progress of the development.
Pokemon Go – Games Reviews, Rating, Revenue and Market AnalysisMasum Multimedia
15 million global downloads by July 13.More than 21 million active users.Through in-game purchases, the game generated more than US$75 million in revenue by July 26.Pokemon Go is one of the most popular and trending mobile games by Niantic Inc. Pokémon Go is a free-to-play, location-based augmented reality game developed by Niantic for iOS and Android devices. It was initially released in selected countries in July 2016. Read Pokemon Go Games Reviews, Rating, Revenue and Market Analysis.
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
Welcome to the next edition of our Snapshot Report.
This time, we looked closer into the phenomenon of Pokémon Go.
This report seeks to identify the variety of factors that go into Pokémon Go’s massive success. Understanding the logics behind this global phenomenon is key to determining whether or not this success can be replicated, and if so, at what opportunity cost.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Towards precision and accuracy digital public health: informed decision-makin...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. Towards precision and accuracy digital public health: informed decision-making using novel community-level physical activity indicators from app data aggregates of user populations. Invited talk at the 2019 International Geoinformatics Week - Annual meeting of Geoinformatics in Sustainable Ecosystem and Society (GSES), Zhujiang Hotel, Guangzhou, China, 22-25 November 2019 URLs: http://gig.geoweek2019.org/ and http://gig.geoweek2019.org/main/news/8.html
Abstract: Big data aggregates from popular mobile physical activity (PA) tracking gadgets and the apps/platforms they are paired to can provide unique population insights that could help public health authorities devise superior PA promotion interventions, better target them, and dynamically monitor their effect over time, making adjustments to the interventions as necessary.
How is AI actually empowering clinicians, augmenting telehealth, and transfor...Maged N. Kamel Boulos
An UPDATED version of this presentation is available at http://healthcybermap.org/KamelBoulos-CN-AI-Apr19.pdf
How is AI actually empowering clinicians, augmenting telehealth, and transforming the world’s largest healthcare system (serving 1.4 billion people in China)?
智能医学
More Related Content
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Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. Towards a successful implementation of game mechanics (gamification) in e-health interventions (updated: 09//2015). In: Baptista TM, Kamel Boulos MN, Rodrigues FM, Rocha A. E-Health, psychology and medicine: the future of a close cooperation (invited symposium). In: Proceedings of the 14th European Congress of Psychology, Milan, Italy, 7-10 July 2015. URL: http://www.ecp2015.it/scientific-program/invited-symposia/ - WebCite cache: http://www.webcitation.org/6YIHINbi0
The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencephalography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.
A state of a perfect video game is what developers has been seeking for their product
developments, to achieve the selected state, several standards and methods needs to be applied. These
standards and methods are special: they are both verifiable and quantifiable, to make their action and end
goal a clear one, the term s for this standards and methods are called ‘game metrics’ and we decided that
this is a must-have tool or method to be implanted in a development of a game because it will boost your
standards rapidly and will be able to tell you about your own progress of the development.
Pokemon Go – Games Reviews, Rating, Revenue and Market AnalysisMasum Multimedia
15 million global downloads by July 13.More than 21 million active users.Through in-game purchases, the game generated more than US$75 million in revenue by July 26.Pokemon Go is one of the most popular and trending mobile games by Niantic Inc. Pokémon Go is a free-to-play, location-based augmented reality game developed by Niantic for iOS and Android devices. It was initially released in selected countries in July 2016. Read Pokemon Go Games Reviews, Rating, Revenue and Market Analysis.
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
Welcome to the next edition of our Snapshot Report.
This time, we looked closer into the phenomenon of Pokémon Go.
This report seeks to identify the variety of factors that go into Pokémon Go’s massive success. Understanding the logics behind this global phenomenon is key to determining whether or not this success can be replicated, and if so, at what opportunity cost.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Similar to On the promises, challenges and risks of Pokémon Go and similar geosocial (location-based) exergames (20)
Towards precision and accuracy digital public health: informed decision-makin...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. Towards precision and accuracy digital public health: informed decision-making using novel community-level physical activity indicators from app data aggregates of user populations. Invited talk at the 2019 International Geoinformatics Week - Annual meeting of Geoinformatics in Sustainable Ecosystem and Society (GSES), Zhujiang Hotel, Guangzhou, China, 22-25 November 2019 URLs: http://gig.geoweek2019.org/ and http://gig.geoweek2019.org/main/news/8.html
Abstract: Big data aggregates from popular mobile physical activity (PA) tracking gadgets and the apps/platforms they are paired to can provide unique population insights that could help public health authorities devise superior PA promotion interventions, better target them, and dynamically monitor their effect over time, making adjustments to the interventions as necessary.
How is AI actually empowering clinicians, augmenting telehealth, and transfor...Maged N. Kamel Boulos
An UPDATED version of this presentation is available at http://healthcybermap.org/KamelBoulos-CN-AI-Apr19.pdf
How is AI actually empowering clinicians, augmenting telehealth, and transforming the world’s largest healthcare system (serving 1.4 billion people in China)?
智能医学
Cite as: Kamel Boulos MN. VRGIS and big data for smarter, healthier cities (within the Invited Session on 'Digital technologies and the impact in biometry', Chair: R Assunção, Discussant: A Charpentie, Presenters: MN Kamel Boulos, J Mills Flemming, G Câmara). XXIXth International Biometric Conference, Barcelona International Convention Centre, Barcelona, Spain, 10 July 2018.
-----------------------
Abstract:
-----------------------
The latest generation of virtual and mixed reality hardware has rekindled interest in VRGIS (Virtual Reality GIS) and ARGIS (Augmented Reality GIS) applications in health, and opened up new and exciting opportunities and possibilities for using these technologies in the personal and public health arenas (Kamel Boulos et al., 2017). This presentation will offer a snapshot of some of the most remarkable VRGIS and ARGIS solutions that rely on big data, including real-time data, to deliver the vision of smart healthy cities (Kamel Boulos et al., 2015).
1. Kamel Boulos et al. From urban planning and emergency training to Pokémon Go: applications of virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) in personal, public and environmental health. Int J Health Geogr. 2017, 16:7. DOI: 10.1186/s12942-017-0081-0
2. Kamel Boulos et al. 'Social, innovative and smart cities are happy and resilient': insights from the WHO EURO 2014 International Healthy Cities Conference. Int J Health Geogr. 2015, 14:3. DOI: 10.1186/1476-072X-14-3
Games, Geosocial Apps, Social Media Ads and Dashboards for Sexual Health Prom...Maged N. Kamel Boulos
Kamel Boulos MN. Games, Geosocial Apps, Social Media Ads and Dashboards for Sexual Health Promotion. Invited presentation at the eHealth week - Track 3 panel debate for 12 May 2017 (09:30-10:30): '#SocialMediaInHealthcare: Y it matters 4U!', Conference Room: Cettina de Cesare 3, Intercontinental Hotel, St Julian's, Malta. In: Proceedings of eHealth Week 2017 (HIMSS Europe), Intercontinental Hotel, St Julian's, Malta, 10-12 May 2017. <urls: />
IBM Watson Health: How cognitive technologies have begun transforming clinica...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. IBM Watson Health: how cognitive technologies have begun transforming clinical medicine and healthcare (Oral session IV – Patient safety tools, Thursday 19 May 2016, 15:45-16:45, Hotel Puijonsarvi, Kuopio). In: Proceedings of the 4th Nordic Conference on Research in Patient Safety and Quality in Healthcare (NSQH2016), Kuopio, Finland, 18-20 May 2016 (organised by University of Eastern Finland), p.29. URL: http://www.uef.fi/NSQH2016 (In: Nykanen I (ed.). The 4th Nordic Conference on Research in Patient Safety and Quality in Healthcare. Kuopio, Finland, May 18-20, 2016. Program and Abstracts. Publications of the University of Eastern Finland. Report and Studies in Health Sciences 21. 2016, p.29 (of 119 p.). ISBN: 978-952-61-2130-7 (nid.), ISSNL: 1798-5722, ISSN: 1798-5730.)
IBM Watson health: how cognitive technologies have begun transforming clinical medicine and healthcare
Maged N Kamel Boulos
ABSTRACT
Background: IBM Watson Health (http://www.ibm.com/smarterplanet/us/en/ibmwatson/health/) belongs to a new generation of smart cognitive computing technologies (a type of artificial intelligence) that are poised to transform the way healthcare is delivered, and to vastly improve clinical outcomes, quality of care and patient safety.
Objectives: Our goal was to collect and document the huge potential of a range of emerging and exemplary uses of IBM Watson in healthcare in both developed and developing country settings.
Methods: A survey of current peer reviewed and grey literature has been conducted, looking for reports and case studies involving the use of IBM Watson in different health and healthcare applications.
Results, conclusions and clinical implications: With its ability to make sense of unstructured medical information by analysing the meaning and context of natural language, and uncovering important knowledge buried within large volumes of data and information, including medical images, IBM Watson is exceptionally well suited for clinical and healthcare decision support, where there are often elements of ambiguity and uncertainty. It has been (or is currently being) successfully deployed in many developed countries in the West, as well as in developing countries, such as India and South Africa. IBM Watson unlocks a complex case by acquiring information from multiple sources, e.g., accessing the electronic patient record, then parsing all related medical evidence at up to 60 million pages per second. After processing all of this information, Watson offers relevant and prioritised suggestions to the decision-maker, e.g., helping clinicians identify the best diagnosis and treatment options in complex oncology cases, and providing hospital managers with new operational insights. The ultimate goals are to reduce cost, medical errors, mortality rates, and help improve patients' quality of life.
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
Livewell Project @ Health Informatics Scotland 2014, Glasgow, 2 Sep 2014Maged N. Kamel Boulos
Please cite as:
Kamel Boulos MN, Livewell Project Consortium. Livewell Project (project overview and early user feedback and impressions from the Summer 2014 pilot testing phase). In: Online Proceedings of Health Informatics Scotland 2014 Conference, Glasgow, Scotland, 2 September 2014. URLs: http://www.webcitation.org/6SIO8Vo19 and http://www.knowledge.scot.nhs.uk/his/events/health-informatics-scotland-conference-2014/presentations-and-audio.aspx
http://www.slideshare.net/sl.medic/livewellhis-glasgow2-sep2014
Telehealthcare for older people: barriers to large-scale roll-outsMaged N. Kamel Boulos
Kamel Boulos MN. Telehealthcare for older people: barriers to large-scale roll-outs (Round table: Use of technologies to promote healthy aging and improve disability). In: Proceedings of the 1st Barcelona Conference on Healthy Aging (University of Barcelona), Barcelona, Spain, 14-15 November 2013 (invited presentation). URL: http://www.healthyageingbarcelona.com/speakers8.html
Public engagement and participation in health geography: crowdmaps (crowdsour...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. Public engagement and participation in health geography: crowdmaps (crowdsourced maps) by citizens, for citizens. In: Proceedings of GEOMED 2013, the 8th international interdisciplinary conference on spatial epidemiology, spatial statistics and geomedical systems, The Edge—University of Sheffield conference venue, Sheffield, UK, 16-18 September 2013 - http://www.shef.ac.uk/scharr/sections/ph/conferences/geomed2013/programmeandspeakers
Telehealthcare for older people with comorbidity: lessons from eCAALYXand pr...Maged N. Kamel Boulos
Invited presentation by MN Kamel Boulos at http://www.aal-europe.eu/innovate-uk/ (12 March 2013) - (C) The eCAALYX Project Consortium - http://ecaalyx.org/
Author: Prof. Maged N. Kamel Boulos, MBBCh, MSc (Derm), MSc (Med Informatics), PhD, FHEA, SMIEEE
Associate Professor in Health Informatics
University of Plymouth, UK
---
Themes covered:
Networked Social Media in Learning and Teaching (contexts: higher education; medicine and healthcare, including patient education and clinicians’ collaboration and CPD—Continuing Professional Development).
Networked Social Media in Research (both as a primary focus for research and as tools/enablers in research).
The above two themes are interrelated and frequently overlap in research-led higher education institutions (research-informed teaching and practice).
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...Maged N. Kamel Boulos
The Social Web and the 3-D Web/virtual worlds and globes in Medicine and Health
e-Health and the Social Web/the 3-D Web: Looking to the future with sociable technologies and social software
Covers 3-D social networks and virtual worlds/the 3-D Web (including Second Life) and how they relate to Web 2.0 (M.N.K. Boulos - April 2007 - 32 slides)
Find out more at http://healthcybermap.org/sl.htm
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
Report Back from SGO 2024: What’s the Latest in Cervical Cancer?bkling
Are you curious about what’s new in cervical cancer research or unsure what the findings mean? Join Dr. Emily Ko, a gynecologic oncologist at Penn Medicine, to learn about the latest updates from the Society of Gynecologic Oncology (SGO) 2024 Annual Meeting on Women’s Cancer. Dr. Ko will discuss what the research presented at the conference means for you and answer your questions about the new developments.
Couples presenting to the infertility clinic- Do they really have infertility...Sujoy Dasgupta
Dr Sujoy Dasgupta presented the study on "Couples presenting to the infertility clinic- Do they really have infertility? – The unexplored stories of non-consummation" in the 13th Congress of the Asia Pacific Initiative on Reproduction (ASPIRE 2024) at Manila on 24 May, 2024.
ARTIFICIAL INTELLIGENCE IN HEALTHCARE.pdfAnujkumaranit
Artificial intelligence (AI) refers to the simulation of human intelligence processes by machines, especially computer systems. It encompasses tasks such as learning, reasoning, problem-solving, perception, and language understanding. AI technologies are revolutionizing various fields, from healthcare to finance, by enabling machines to perform tasks that typically require human intelligence.
These lecture slides, by Dr Sidra Arshad, offer a quick overview of 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 leads (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
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. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
MANAGEMENT OF ATRIOVENTRICULAR CONDUCTION BLOCK.pdfJim Jacob Roy
Cardiac conduction defects can occur due to various causes.
Atrioventricular conduction blocks ( AV blocks ) are classified into 3 types.
This document describes the acute management of AV block.
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
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
New Directions in Targeted Therapeutic Approaches for Older Adults With Mantl...i3 Health
i3 Health is pleased to make the speaker slides from this activity available for use as a non-accredited self-study or teaching resource.
This slide deck presented by Dr. Kami Maddocks, Professor-Clinical in the Division of Hematology and
Associate Division Director for Ambulatory Operations
The Ohio State University Comprehensive Cancer Center, will provide insight into new directions in targeted therapeutic approaches for older adults with mantle cell lymphoma.
STATEMENT OF NEED
Mantle cell lymphoma (MCL) is a rare, aggressive B-cell non-Hodgkin lymphoma (NHL) accounting for 5% to 7% of all lymphomas. Its prognosis ranges from indolent disease that does not require treatment for years to very aggressive disease, which is associated with poor survival (Silkenstedt et al, 2021). Typically, MCL is diagnosed at advanced stage and in older patients who cannot tolerate intensive therapy (NCCN, 2022). Although recent advances have slightly increased remission rates, recurrence and relapse remain very common, leading to a median overall survival between 3 and 6 years (LLS, 2021). Though there are several effective options, progress is still needed towards establishing an accepted frontline approach for MCL (Castellino et al, 2022). Treatment selection and management of MCL are complicated by the heterogeneity of prognosis, advanced age and comorbidities of patients, and lack of an established standard approach for treatment, making it vital that clinicians be familiar with the latest research and advances in this area. In this activity chaired by Michael Wang, MD, Professor in the Department of Lymphoma & Myeloma at MD Anderson Cancer Center, expert faculty will discuss prognostic factors informing treatment, the promising results of recent trials in new therapeutic approaches, and the implications of treatment resistance in therapeutic selection for MCL.
Target Audience
Hematology/oncology fellows, attending faculty, and other health care professionals involved in the treatment of patients with mantle cell lymphoma (MCL).
Learning Objectives
1.) Identify clinical and biological prognostic factors that can guide treatment decision making for older adults with MCL
2.) Evaluate emerging data on targeted therapeutic approaches for treatment-naive and relapsed/refractory MCL and their applicability to older adults
3.) Assess mechanisms of resistance to targeted therapies for MCL and their implications for treatment selection
Evaluation of antidepressant activity of clitoris ternatea in animals
On the promises, challenges and risks of Pokémon Go and similar geosocial (location-based) exergames
1. On the promises, challenges and risks of
Pokémon Go and similar geosocial
(location-based) exergames
Prof. Maged N. Kamel Boulos, MBBCh, PhD, SMIEEE
Chair of Digital Health
University of the Highlands and Islands, Scotland, UK
Founder & Editor-in-Chief, Int J Health Geogr
mnkboulos@ieee.org
2. Agenda
• A quick overview of geosocial (location-based)
games
• Pokémon Go for personal health and well-being
(promotion of physical activity and reduction of
stress)
• Potential misuses or safety and privacy concerns
of Pokémon Go and similar games
• What’s next
• Further reading (pointers)
3. Geosocial (location-based) exergames
• Location-based smartphone games with potential for health promotion were
described in Int J Health Geogr as early as 2013:
• Kamel Boulos MN, Yang SP. Exergames for health and fitness: the roles of GPS and geosocial apps.
International Journal of Health Geographics. 2013;12:18. https://doi.org/10.1186/1476-072X-12-18
• Pokémon Go is not the first of its kind. For example, Ingress, a location-based,
augmented-reality mobile exergame developed by Niantic, was first released for
Android devices in November 2012. The game has a science fiction back story with a
continuous open narrative. It uses the real world as the game world and map.
4. Harnessing the Power of
Gamification and Social, Multi-
player Features for Sustainable
Motivation
(to continue playing/exercising and
not give up/get bored quickly)
5. Personal health and well-being (promotion of physical
activity and reduction of stress)
• Physical activity (in the right amount) is a key ingredient of a
healthy lifestyle. It improves physical and psychological
(mental) well-being, reduces stress, decreases a person’s risk
of developing major diseases, such as type 2 diabetes, heart
disease, stroke and cancer, and lowers the risk of pre-mature
death.
• Introduced in July 2016, Pokémon Go, a mobile location-based
social exergame (digital game involving exercise) with potential
and documented health benefits (e.g., [1-3]), is perhaps the
most popular ever example of a health-related ARGIS
(Augmented Reality GIS) application.
1. Althoff T, White RW, Horvitz E. Influence of Pokémon Go on physical activity: study and implications. J Med Internet Res. 2016;18(12):e315.
doi:https://doi.org/10.2196/jmir.6759.
2. Nigg CR, Mateo DJ, An J. Pokémon GO may increase physical activity and decrease sedentary behaviors. Am J Public Health. 2017;107(1):37–8.
doi:https://doi.org/10.2105/AJPH.2016.303532.
3. Tateno M, Skokauskas N, Kato TA, Teo AR, Guerrero AP. New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori.
Psychiatry Res. 2016;246:848–9. doi:https://doi.org/10.1016/j.psychres.2016.10.038.
6. Pokémon Go running on an Android smartphone. Note the
cartoon-style map of the user’s real world location. Nearby
Pokémon creatures, PokeStops (where the player can
collect in-game items, such as Eggs and Poké Balls [used to
catch Pokémon creatures]) and Pokémon Go Gyms (battle
arenas of the Pokémon world) are overlaid on the map.
Players are expected to walk or run towards these
creatures and points of interest to interact with them, while
competing with one another and in teams. (All players at a
given location and time see the same creatures and points
of interest around them.)
In AR (Augmented Reality) mode, the game uses the
smartphone’s camera to overlay Pokémon creatures (as
they are being caught by the player) onto real-world
scenery.
Different types of Pokemons can be found near relevant
locations, e.g., water type Pokemons near rivers, lakes,
canals, harbours, etc. (a clever design feature that makes
good use of map data).
8. Potential misuses or safety and privacy concerns
• Created by the same experts behind Google Earth, Pokémon Go relies heavily on
the location services of smartphones (GPS [Global Positioning System], Wi-Fi, and
mobile networks) to deliver its multiplayer experience, but not without
documented and potential misuses or safety and privacy concerns [4-7]:
• Electronic cigarette retailers using it for marketing;
• Cheating to progress in-game without performing any physical activity
(betrays the exergame’s health benefits);
• Privacy concerns (as with other GPS/location-based products);
• Drivers and pedestrians’ safety (road traffic accidents);
• Going to places the player is not allowed to visit (e.g., private land), or where her/his life
or health can be put at risk (e.g., exposure to mosquito- or tick-borne diseases);
• etc.
• Successive versions of Pokémon Go have tried to address/mitigate most of the
above issues.
4. Kirkpatrick MG, Cruz TB, Goldenson NI, Allem JP, Chu KH, Pentz MA, Unger JB. Electronic cigarette retailers use Pokémon Go to market products. Tob
Control. 2017 Jan 2. doi:https://doi.org/10.1136/tobaccocontrol-2016-053369 [Epub ahead of print].
5. Oidtman RJ, Christofferson RC, Ten Bosch QA, Espana G, Kraemer MU, Tatem A, Barker CM, Perkins TA. Pokémon Go and exposure to mosquito-borne
diseases: how not to catch ‘Em All. PLoS Curr. 2016 Nov 15. doi:https://doi.org/10.1371/currents.outbreaks.2d885b05c7e06a9f72e4656d56b043cd.
6. Joseph B, Armstrong DG. Potential perils of peri-Pokémon perambulation: the dark reality of augmented reality? Oxf Med Case Reports. 2016, 2016(10):
omw080, eCollection 2016. doi:https://doi.org/10.1093/omcr/omw080.
7. Ayers JW, Leas EC, Dredze M, Allem JP, Grabowski JG, Hill L. Pokémon GO—a new distraction for drivers and pedestrians. JAMA Intern Med.
2016;176(12):1865–6. doi:https://doi.org/10.1001/jamainternmed.2016.6274.
9. Cheating in Pokémon Go. https://www.instagram.com/p/BIR4xdDDZgb/?taken-by=mnkboulos
10.
11. What’s next
• Like very many other games, Pokémon Go’s somewhat fading user
interest and declining user base was to be expected, particularly when
accounting for the initial media hype that drove many people to the
game only temporarily, to satisfy their curiosity.
• Nevertheless, updates to Pokémon Go and merchandise for further
monetisation of the game, such as the Pokémon Go Plus wearable, are
still being released as of 2017.
• But the successive updates of the game have also made it increasingly
“heavier” and bloated, and consequently slower or totally unplayable on
less powerful, low-end devices. For example, while the Apple iPhone 4S
was able to run the earliest versions of Pokémon Go almost flawlessly,
newer versions of the game are unplayable on that handset, crashing
with each attempt to run the game.
• Areas for improvement in future editions of Pokémon Go and similar
games include ‘game loading times’ (need to be faster) and ‘battery
drain’ (needs to be reduced).
12. What’s next
• Games are in some ways like fashion, and many people are now
looking forward to the next geosocial game to follow after Pokémon
Go.
• Most people will get bored of a game at some point, if not after a
couple of months then after 4 or 6 months.
• Furthermore, Pokémon Go has a finite number of levels after which
the player would be considered to have completed it. Most players
will never reach beyond a certain level. They will give up, either as
the game gets much harder or as its monetisation kicks in (when
progression becomes strictly tied to in-game purchases or extremely slow
without them to force players to buy something with real currency).
• But to play an exergame for even such a limited duration of a few
or several months is still beneficial, worthy and commendable
(though some Pokémon Go players were cheating to progress in-
game instead of doing real physical activity—tying future
exergames to heart rate and other relevant body sensors can help
minimise cheating and provide better feedback to players).
Public health stakeholders
need to develop mobile-based
interventions within a framework
that embraces pleasure, rewards,
participation and community.……
13. Further reading
• Wong FY. Influence of Pokémon Go on physical
activity levels of university players: a cross-
sectional study. International Journal of Health
Geographics. 2017;16:8.
https://doi.org/10.1186/s12942-017-0080-1
• Kamel Boulos MN, Lu Z, Guerrero P, Jennett C,
Steed A. From urban planning and emergency
training to Pokémon Go: applications of virtual
reality GIS (VRGIS) and augmented reality GIS
(ARGIS) in personal, public and environmental
health. International Journal of Health
Geographics. 2017;16:7.
https://doi.org/10.1186/s12942-017-0081-0
• More studies from PubMed:
https://www.ncbi.nlm.nih.gov/pubmed/?term=pokemon+go
• My G+ Collection:
https://plus.google.com/collection/UWt9LE