Presenter: Elena Márquez Segura, Ph.Lic of Philosophy, and MEng Telecommunication Engineer. PhD student Uppsala University, SE
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Session Room 1, Jaarbeurs Utrecht
TRACK 6(1) | POSITIVE HEALTH | DAY 2 - 1 NOV 2016
Pieter van Haren, Beleidsmedewerker | InEen, organiseert de eerste lijn (NL)
Games for Health Europe 2016
Presenter: Toyah Wordsworth, Founder Equal Equality, UK
Lesley James, Equal equality, UK
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Session Room 4, Jaarbeurs Utrecht
This document discusses cosine measurement systems and their applications. Cosine develops optical measurement systems for use in space, air, fields, and factories. Their systems include hyperspectral cameras for forensic analysis and assessing food quality, stereoscopic cameras, sensors for precision agriculture, and multispectral imaging platforms. Cosine's systems provide objective measurements to inspect food freshness, detect contaminants, and monitor industrial processes. The goal is to use real-world sensor data and modeling to provide accurate feedback that motivates behavioral changes.
The patient as a partner in healthcare; a pilot study after an iPhone app for...Games for Health Europe
Presenter: Joris Arts, Director of Pharmacy. Antonius Hospital Sneek, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 11:00 - 12:15
Location: Juliana Congreszaal, Jaarbeurs Utrecht
GameBus: a platform for physical, social and cognitive health gamificationGames for Health Europe
TRACK 6(3) | POSITIVE HEALTH | DAY 2 - 1 NOV 2016
Pieter Van Gorp, Assistant Professor | Eindhoven University of Technology (NL)
Games for Health Europe 2016
The use and abuse of the Bartle matrix for game and gamification designGames for Health Europe
TRACK 3(2) | QUALITY IMPROVEMENT | DAY 1 DAY 1 - 31 OCT 2016
Mentor Palokaj, Entrepreneuring programmer | Generous VPN (NL)
Games for Health Europe 2016
A survey of 198 children with cancer found that their gaming preferences were similar to healthy children, with both groups preferring adventure and exploration games featuring animal and fantasy characters. The survey also found that boys with cancer enjoyed fighting games more than girls with cancer, consistent with general gaming preferences between boys and girls.
TRACK 6(1) | POSITIVE HEALTH | DAY 2 - 1 NOV 2016
Pieter van Haren, Beleidsmedewerker | InEen, organiseert de eerste lijn (NL)
Games for Health Europe 2016
Presenter: Toyah Wordsworth, Founder Equal Equality, UK
Lesley James, Equal equality, UK
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Session Room 4, Jaarbeurs Utrecht
This document discusses cosine measurement systems and their applications. Cosine develops optical measurement systems for use in space, air, fields, and factories. Their systems include hyperspectral cameras for forensic analysis and assessing food quality, stereoscopic cameras, sensors for precision agriculture, and multispectral imaging platforms. Cosine's systems provide objective measurements to inspect food freshness, detect contaminants, and monitor industrial processes. The goal is to use real-world sensor data and modeling to provide accurate feedback that motivates behavioral changes.
The patient as a partner in healthcare; a pilot study after an iPhone app for...Games for Health Europe
Presenter: Joris Arts, Director of Pharmacy. Antonius Hospital Sneek, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 11:00 - 12:15
Location: Juliana Congreszaal, Jaarbeurs Utrecht
GameBus: a platform for physical, social and cognitive health gamificationGames for Health Europe
TRACK 6(3) | POSITIVE HEALTH | DAY 2 - 1 NOV 2016
Pieter Van Gorp, Assistant Professor | Eindhoven University of Technology (NL)
Games for Health Europe 2016
The use and abuse of the Bartle matrix for game and gamification designGames for Health Europe
TRACK 3(2) | QUALITY IMPROVEMENT | DAY 1 DAY 1 - 31 OCT 2016
Mentor Palokaj, Entrepreneuring programmer | Generous VPN (NL)
Games for Health Europe 2016
A survey of 198 children with cancer found that their gaming preferences were similar to healthy children, with both groups preferring adventure and exploration games featuring animal and fantasy characters. The survey also found that boys with cancer enjoyed fighting games more than girls with cancer, consistent with general gaming preferences between boys and girls.
Designing Biofeedback Games for Emotion Regulation, Behavioral Change, and Ma...Games for Health Europe
The document discusses designing biofeedback games. It proposes three key elements: 1) ensuring thematic congruence between the game's themes/art and its biofeedback system. 2) Using environmental storytelling so gameplay and narrative are informed by the player's physiological responses. 3) Creating a symbiotic relationship between gameplay and biofeedback where they mutually influence each other. The goal is to build games that provide personalized experiences for players through interoceptive awareness, which is conscious awareness of one's physiological states.
The "Get involved by gaming" project aims to actively utilize gaming habits of adolescents and young adults with mental health problems in their rehabilitation. The project involves studio sessions where participants, including those with mental health issues and healthcare professionals, discuss various topics related to gaming and mental health. The goals are to strengthen participants' self-efficacy and sense of involvement through digital serious games, reflect on attitudes towards gaming, and develop new social and health care services using gamification. Initial sessions have seen positive and engaging discussion between diverse participants and ideas generated for further applications of gaming in healthcare.
The development and clinical testing of remotely monitored MIRA Exergames to ...Games for Health Europe
Dr Emma Stanmore presented her work developing exergames for falls prevention. She discussed (1) how the MIRA exergames were developed based on user feedback and clinical input, (2) results from a feasibility study and cluster randomized controlled trial showing exergames were feasible and increased balance, strength and motivation in older adults, and (3) lessons learned regarding tailoring games, training, and implementation challenges for wider use. The research demonstrated the potential for exergames to improve access, uptake and adherence to evidence-based falls prevention exercises compared to conventional programs.
Presenter: Dirk Christian Elias, President of Executive Board of Fraunhofer Portugal, PT
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 13:30 - 14:00 Keynote
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
This document discusses the development of an app called SPIRIT to help treat obsessive compulsive disorder (OCD). Exposure and response prevention (ERP) therapy is the most effective OCD treatment but has problems with high dropout rates and infrequent engagement with therapeutic exercises. SPIRIT uses gamification elements like narrative, goals, and fast feedback to empower OCD patients to regularly complete exposure exercises. The developers plan to test SPIRIT in a clinical trial with 200 OCD patients to evaluate outcomes compared to treatment without the app.
When Therapists and Researchers Collaborate to Innovate and Offer a Future to...Games for Health Europe
S'TIM is a serious game developed through collaboration between medical specialists, rehabilitation therapists, and multimedia developers to rehabilitate patients with dysexecutive syndrome resulting from frontal lobe damage. The game runs on a touchscreen table and focuses on exercises for attention, inhibition, strategy, planning, and other executive functions. Initial results found the game improved patients' self-confidence, metacognition, and ability to transfer skills to daily life. Therapists also saw new collaborative dynamics develop between themselves and their patients.
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
Dr. Roland Goetgeluk will present on LifeCyclR 1.0, a game-based rehabilitation system that motivates both healthy and unhealthy individuals to do 30 minutes of daily exercise via rehab and training on a bike. It aims to boost therapy compliance and reduce costs for conditions like cerebral palsy. Specialists input rehab programs that are translated into game landscapes by software. The system was positively tested attracting various patient groups and is now undergoing clinical trials to evaluate its effectiveness for rehab conditions like cerebral palsy and for elderly populations.
This document discusses using motion-controlled video games for rehabilitation of children with cerebral palsy and other movement disorders. It notes the struggles of traditional outpatient therapy and introduces reFit Gamo as a digital therapy system that uses games to motivate patients, provide instant biofeedback on exercises, and allow continuous evaluation of progress by patients, therapists, and parents. Examples of games are provided that target hand, full body, and cardiac rehabilitation through repetitive motions, coordination, and cognitive challenges.
Wii Fit balance training was compared to conventional balance therapy in outpatients with subacute stroke. Patients were randomly assigned to 30 minutes of either Wii Fit balance games under supervision twice a week for 8 weeks, or conventional balance exercises, both with additional home practice. The Berg Balance Scale and Dynamic Gait Index assessed balance and fall risk at baseline and post-intervention. Secondary measures included walking speed, fatigue, and independence in daily activities. The study hypothesized that Wii Fit balance training would be more effective for improving balance after stroke compared to conventional therapy in an outpatient setting.
Noreena Liu presented on using an "advergame" strategy to raise awareness and support for dementia carers. The advergame would use social media platforms to get people's attention and influence communities to help address problems carers face like a lack of communication, knowledge about dementia, and available services. It would be interactive advertising that delivers information while allowing users to provide feedback. Existing games for dementia and its carers can be used for social support, education to enhance knowledge about dementia, and health by helping carers better manage their situation.
Gwen Dziwenko developed the Glenrose Grocery Game at the Glenrose Rehabilitation Hospital in Edmonton, Alberta. The game is used by occupational therapists to engage clients with cognitive impairments in tasks related to grocery shopping and meal preparation. It assesses skills like attention, problem solving, memory, and budgeting. Players choose a character and celebrity to shop for, then must accurately collect all ingredients for a recipe within budget and time limits. The game tracks progress and provides an appropriate challenge level. Future plans include releasing the game as an iOS and Android app to distribute to other hospitals.
The document discusses a presentation called "ParkinsonGaming" given at the Games for Health Europe Conference 2018 by Peter David Faasse and Lianne de Haan from Radboud University. It describes using gaming to help the 55,000 people in the Netherlands with Parkinson's disease work on motor skills and exercise, which can slow progression of the disease. Previous studies found Parkinson's patients enjoyed using the Kinect for retraining movements at home. The presenters want to develop a simple home game using criteria like few colors and short rounds to help patients achieve exercise goals and motivate continued physical activity. They are looking for investors to help create the game.
Detlef La Grand discusses how virtual reality can make healthcare training more engaging and effective by allowing trainees to learn through experience in virtual environments. VR provides opportunities for storytelling, hands-on learning, and practicing skills anywhere by simulating real-world healthcare scenarios. It can also help foster empathy by allowing people to experience healthcare from others' perspectives through immersive VR tours and simulations.
This document discusses stress and mindsets. It summarizes research showing that an optimistic mindset is associated with better health outcomes and longer life. Additionally, those who view stress as enhancing rather than harmful are more likely to respond adaptively to stress. The document then outlines a pilot study showing that the VR game Stressjam was effective in changing players' mindsets to view stress positively, was highly engaging to play, and helped a broad range of people.
Designing Biofeedback Games for Emotion Regulation, Behavioral Change, and Ma...Games for Health Europe
The document discusses designing biofeedback games. It proposes three key elements: 1) ensuring thematic congruence between the game's themes/art and its biofeedback system. 2) Using environmental storytelling so gameplay and narrative are informed by the player's physiological responses. 3) Creating a symbiotic relationship between gameplay and biofeedback where they mutually influence each other. The goal is to build games that provide personalized experiences for players through interoceptive awareness, which is conscious awareness of one's physiological states.
The "Get involved by gaming" project aims to actively utilize gaming habits of adolescents and young adults with mental health problems in their rehabilitation. The project involves studio sessions where participants, including those with mental health issues and healthcare professionals, discuss various topics related to gaming and mental health. The goals are to strengthen participants' self-efficacy and sense of involvement through digital serious games, reflect on attitudes towards gaming, and develop new social and health care services using gamification. Initial sessions have seen positive and engaging discussion between diverse participants and ideas generated for further applications of gaming in healthcare.
The development and clinical testing of remotely monitored MIRA Exergames to ...Games for Health Europe
Dr Emma Stanmore presented her work developing exergames for falls prevention. She discussed (1) how the MIRA exergames were developed based on user feedback and clinical input, (2) results from a feasibility study and cluster randomized controlled trial showing exergames were feasible and increased balance, strength and motivation in older adults, and (3) lessons learned regarding tailoring games, training, and implementation challenges for wider use. The research demonstrated the potential for exergames to improve access, uptake and adherence to evidence-based falls prevention exercises compared to conventional programs.
Presenter: Dirk Christian Elias, President of Executive Board of Fraunhofer Portugal, PT
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 13:30 - 14:00 Keynote
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
This document discusses the development of an app called SPIRIT to help treat obsessive compulsive disorder (OCD). Exposure and response prevention (ERP) therapy is the most effective OCD treatment but has problems with high dropout rates and infrequent engagement with therapeutic exercises. SPIRIT uses gamification elements like narrative, goals, and fast feedback to empower OCD patients to regularly complete exposure exercises. The developers plan to test SPIRIT in a clinical trial with 200 OCD patients to evaluate outcomes compared to treatment without the app.
When Therapists and Researchers Collaborate to Innovate and Offer a Future to...Games for Health Europe
S'TIM is a serious game developed through collaboration between medical specialists, rehabilitation therapists, and multimedia developers to rehabilitate patients with dysexecutive syndrome resulting from frontal lobe damage. The game runs on a touchscreen table and focuses on exercises for attention, inhibition, strategy, planning, and other executive functions. Initial results found the game improved patients' self-confidence, metacognition, and ability to transfer skills to daily life. Therapists also saw new collaborative dynamics develop between themselves and their patients.
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
Dr. Roland Goetgeluk will present on LifeCyclR 1.0, a game-based rehabilitation system that motivates both healthy and unhealthy individuals to do 30 minutes of daily exercise via rehab and training on a bike. It aims to boost therapy compliance and reduce costs for conditions like cerebral palsy. Specialists input rehab programs that are translated into game landscapes by software. The system was positively tested attracting various patient groups and is now undergoing clinical trials to evaluate its effectiveness for rehab conditions like cerebral palsy and for elderly populations.
This document discusses using motion-controlled video games for rehabilitation of children with cerebral palsy and other movement disorders. It notes the struggles of traditional outpatient therapy and introduces reFit Gamo as a digital therapy system that uses games to motivate patients, provide instant biofeedback on exercises, and allow continuous evaluation of progress by patients, therapists, and parents. Examples of games are provided that target hand, full body, and cardiac rehabilitation through repetitive motions, coordination, and cognitive challenges.
Wii Fit balance training was compared to conventional balance therapy in outpatients with subacute stroke. Patients were randomly assigned to 30 minutes of either Wii Fit balance games under supervision twice a week for 8 weeks, or conventional balance exercises, both with additional home practice. The Berg Balance Scale and Dynamic Gait Index assessed balance and fall risk at baseline and post-intervention. Secondary measures included walking speed, fatigue, and independence in daily activities. The study hypothesized that Wii Fit balance training would be more effective for improving balance after stroke compared to conventional therapy in an outpatient setting.
Noreena Liu presented on using an "advergame" strategy to raise awareness and support for dementia carers. The advergame would use social media platforms to get people's attention and influence communities to help address problems carers face like a lack of communication, knowledge about dementia, and available services. It would be interactive advertising that delivers information while allowing users to provide feedback. Existing games for dementia and its carers can be used for social support, education to enhance knowledge about dementia, and health by helping carers better manage their situation.
Gwen Dziwenko developed the Glenrose Grocery Game at the Glenrose Rehabilitation Hospital in Edmonton, Alberta. The game is used by occupational therapists to engage clients with cognitive impairments in tasks related to grocery shopping and meal preparation. It assesses skills like attention, problem solving, memory, and budgeting. Players choose a character and celebrity to shop for, then must accurately collect all ingredients for a recipe within budget and time limits. The game tracks progress and provides an appropriate challenge level. Future plans include releasing the game as an iOS and Android app to distribute to other hospitals.
The document discusses a presentation called "ParkinsonGaming" given at the Games for Health Europe Conference 2018 by Peter David Faasse and Lianne de Haan from Radboud University. It describes using gaming to help the 55,000 people in the Netherlands with Parkinson's disease work on motor skills and exercise, which can slow progression of the disease. Previous studies found Parkinson's patients enjoyed using the Kinect for retraining movements at home. The presenters want to develop a simple home game using criteria like few colors and short rounds to help patients achieve exercise goals and motivate continued physical activity. They are looking for investors to help create the game.
Detlef La Grand discusses how virtual reality can make healthcare training more engaging and effective by allowing trainees to learn through experience in virtual environments. VR provides opportunities for storytelling, hands-on learning, and practicing skills anywhere by simulating real-world healthcare scenarios. It can also help foster empathy by allowing people to experience healthcare from others' perspectives through immersive VR tours and simulations.
This document discusses stress and mindsets. It summarizes research showing that an optimistic mindset is associated with better health outcomes and longer life. Additionally, those who view stress as enhancing rather than harmful are more likely to respond adaptively to stress. The document then outlines a pilot study showing that the VR game Stressjam was effective in changing players' mindsets to view stress positively, was highly engaging to play, and helped a broad range of people.
This document discusses trends in rehabilitation and the role of technology. It notes an increasing prevalence of chronic disorders and rising healthcare costs. Rehabilitation aims to help people adapt and self-manage their conditions. Technology such as robotics, virtual reality, and assistive devices can help regain function and autonomy. The ability to adapt is key for both patients and rehabilitation technology. Technology should be affordable and support self-reliance and participation.
This document discusses appropriate innovation and gamification in healthcare. It notes several urgent issues driving change, such as aging populations, increasing care demands, and rising costs. Gamification could help address workforce shortages and access issues if applied properly. Key criteria for determining what innovations are appropriate include whether they target individual health needs effectively and efficiently without overtreatment. Gamification must improve quality from a patient-centered perspective and be evidence-based, affordable, and sustainable to qualify for basic insurance coverage under the Dutch system. Overall, healthcare innovations require understanding problems, analyzing demands and processes, measuring impacts, and developing solutions centered on quality improvement.
Rabobank wants to invest in communities to address healthcare challenges. Healthcare expenses in the Netherlands are projected to double by 2040 due to issues like an aging population and rising obesity rates. There is a need for cooperation between healthcare providers, investors, and entrepreneurs to develop innovative solutions that help people live healthier lives and reduce costs. One example is a initiative called "Sarah" that brought these groups together to support the needs of an individual.
Healthy Eating Habits:
Understanding Nutrition Labels: Teaches how to read and interpret food labels, focusing on serving sizes, calorie intake, and nutrients to limit or include.
Tips for Healthy Eating: Offers practical advice such as incorporating a variety of foods, practicing moderation, staying hydrated, and eating mindfully.
Benefits of Regular Exercise:
Physical Benefits: Discusses how exercise aids in weight management, muscle and bone health, cardiovascular health, and flexibility.
Mental Benefits: Explains the psychological advantages, including stress reduction, improved mood, and better sleep.
Tips for Staying Active:
Encourages consistency, variety in exercises, setting realistic goals, and finding enjoyable activities to maintain motivation.
Maintaining a Balanced Lifestyle:
Integrating Nutrition and Exercise: Suggests meal planning and incorporating physical activity into daily routines.
Monitoring Progress: Recommends tracking food intake and exercise, regular health check-ups, and provides tips for achieving balance, such as getting sufficient sleep, managing stress, and staying socially active.
Dr. David Greene R3 stem cell Breakthroughs: Stem Cell Therapy in CardiologyR3 Stem Cell
Dr. David Greene, founder and CEO of R3 Stem Cell, is at the forefront of groundbreaking research in the field of cardiology, focusing on the transformative potential of stem cell therapy. His latest work emphasizes innovative approaches to treating heart disease, aiming to repair damaged heart tissue and improve heart function through the use of advanced stem cell techniques. This research promises not only to enhance the quality of life for patients with chronic heart conditions but also to pave the way for new, more effective treatments. Dr. Greene's work is notable for its focus on safety, efficacy, and the potential to significantly reduce the need for invasive surgeries and long-term medication, positioning stem cell therapy as a key player in the future of cardiac care.
Hypertension and it's role of physiotherapy in it.Vishal kr Thakur
This particular slides consist of- what is hypertension,what are it's causes and it's effect on body, risk factors, symptoms,complications, diagnosis and role of physiotherapy in it.
This slide is very helpful for physiotherapy students and also for other medical and healthcare students.
Here is summary of hypertension -
Hypertension, also known as high blood pressure, is a serious medical condition that occurs when blood pressure in the body's arteries is consistently too high. Blood pressure is the force of blood pushing against the walls of blood vessels as the heart pumps it. Hypertension can increase the risk of heart disease, brain disease, kidney disease, and premature death.
Michigan HealthTech Market Map 2024. Includes 7 categories: Policy Makers, Academic Innovation Centers, Digital Health Providers, Healthcare Providers, Payers / Insurance, Device Companies, Life Science Companies, Innovation Accelerators. Developed by the Michigan-Israel Business Accelerator
Can Allopathy and Homeopathy Be Used Together in India.pdfDharma Homoeopathy
This article explores the potential for combining allopathy and homeopathy in India, examining the benefits, challenges, and the emerging field of integrative medicine.
INFECTION OF THE BRAIN -ENCEPHALITIS ( PPT)blessyjannu21
Neurological system includes brain and spinal cord. It plays an important role in functioning of our body. Encephalitis is the inflammation of the brain. Causes include viral infections, infections from insect bites or an autoimmune reaction that affects the brain. It can be life-threatening or cause long-term complications. Treatment varies, but most people require hospitalization so they can receive intensive treatment, including life support.
Empowering ACOs: Leveraging Quality Management Tools for MIPS and BeyondHealth Catalyst
Join us as we delve into the crucial realm of quality reporting for MSSP (Medicare Shared Savings Program) Accountable Care Organizations (ACOs).
In this session, we will explore how a robust quality management solution can empower your organization to meet regulatory requirements and improve processes for MIPS reporting and internal quality programs. Learn how our MeasureAble application enables compliance and fosters continuous improvement.
MBC Support Group for Black Women – Insights in Genetic Testing.pdfbkling
Christina Spears, breast cancer genetic counselor at the Ohio State University Comprehensive Cancer Center, joined us for the MBC Support Group for Black Women to discuss the importance of genetic testing in communities of color and answer pressing questions.
LGBTQ+ Adults: Unique Opportunities and Inclusive Approaches to CareVITASAuthor
This webinar helps clinicians understand the unique healthcare needs of the LGBTQ+ community, primarily in relation to end-of-life care. Topics include social and cultural background and challenges, healthcare disparities, advanced care planning, and strategies for reaching the community and improving quality of care.
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This particular slides consist of- what is hypotension,what are it's causes and it's effect on body, risk factors, symptoms,complications, diagnosis and role of physiotherapy in it.
This slide is very helpful for physiotherapy students and also for other medical and healthcare students.
Here is the summary of hypotension:
Hypotension, or low blood pressure, is when the pressure of blood circulating in the body is lower than normal or expected. It's only a problem if it negatively impacts the body and causes symptoms. Normal blood pressure is usually between 90/60 mmHg and 120/80 mmHg, but pressures below 90/60 are generally considered hypotensive.
Letter to MREC - application to conduct studyAzreen Aj
Application to conduct study on research title 'Awareness and knowledge of oral cancer and precancer among dental outpatient in Klinik Pergigian Merlimau, Melaka'
Trauma Outpatient Center is a comprehensive facility dedicated to addressing mental health challenges and providing medication-assisted treatment. We offer a diverse range of services aimed at assisting individuals in overcoming addiction, mental health disorders, and related obstacles. Our team consists of seasoned professionals who are both experienced and compassionate, committed to delivering the highest standard of care to our clients. By utilizing evidence-based treatment methods, we strive to help our clients achieve their goals and lead healthier, more fulfilling lives.
Our mission is to provide a safe and supportive environment where our clients can receive the highest quality of care. We are dedicated to assisting our clients in reaching their objectives and improving their overall well-being. We prioritize our clients' needs and individualize treatment plans to ensure they receive tailored care. Our approach is rooted in evidence-based practices proven effective in treating addiction and mental health disorders.
PhySeEar: technological interventions for engagement and motivation in rehabilitative therapy for the elderly
1. Engagement and Motivation in
Rehabilitative Therapy For The Elderly
Elena Márquez Segura
PhD student Uppsala University
Mobile Life Centre
Sweden
elena.marquez@im.uu.se
PhySeEar
2. [ create something that works]
PhySeEar
Elena Márquez Segura – elena.marquez@im.uu.se
4. Elena Márquez Segura – elena.marquez@im.uu.se
PhySeEar
[understand how something works]
[DESIGN]
[PHENOMENA]
[ create something that works]
5. Elena Márquez Segura – elena.marquez@im.uu.se
Research through Design
(Bardzell et al., 2012; Gaver, 2012; Löwgren, 2013; Zimmerman et al., 2010)
(Höök and Löwgren, 2012)
time
concrete
abstract
designs
Grand theories
6. Elena Márquez Segura – elena.marquez@im.uu.se
Research through Design
(Bardzell et al., 2012; Gaver, 2012; Löwgren, 2013; Zimmerman et al., 2010)
(Höök and Löwgren, 2012)
time
concrete
abstract
designs
Grand theories
Phy
Se
Ear
7. Elena Márquez Segura – elena.marquez@im.uu.se
[ Three things we’ve learnt]
Phy
Se
Ear
8. [ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
9. [ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
10. [ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
11. [ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
12. [ a system as a goal]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[play as a goal]
13. [ a system as a goal]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[play as a goal]
14. [ a system as a goal]
[ play… just emerged]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
(Márquez Segura et al., 2012)
To fit, to transgress, to stay…
15. [ a system as a goal]
[ play… just emerged]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear GOOD COP / BAD COP
“Be careful (the lights turn orange).
See? I was about to tell you [...] ”--
physiotherapist
(Márquez Segura et al., 2012)
16. [ a system as a goal]
[ play… just emerged]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear “focused” playfulness
“This one (pointing to the light
in the front), this one is a
tattletale!”
- inpatient, laughing.
“It knows too much”-
physiotherapist, laughing too.
(Márquez Segura et al., 2012)
17. [AND as play emerged…]
[ …so did FOCUS]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
and self-monitoring
and awareness
and self-tracking
and …
“It got red the two
first times” – one
inpatient.
18. Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
and self-imposed challenges
“This one… this
one does NOT
punish me…
[ … so did MOTIVATION]
and beating the system
… I punish him!”
[AND as play emerged…]
19. Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
…and a sense of accomplishment
(Márquez Segura et al., 2012)
[AND as play emerged…]
[ … so did MOTIVATION]
…and hard work
20. [ Play is free movement]
[within a more rigid structure]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
“Game design [play design] is therefore a second-order
design problem, in which designers craft play, but only
indirectly, through the systems of rules that game
designers create.” (Zimmerman, 2003)
“Play is appropriative, in that it takes the context in
which it exists and cannot be totally predetermined by
such context.” (Sicart, 2014)
21. [ Play to shape the design
process]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
POD Flexible structure by Les M Design. Image retrieved at https://gfthesis.wordpress.com/
22. Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
Image retrieved at https://asknao.aldebaran.com/
Good cop/bad cop dynamic
taking over some tasks
joint communication
It’s looks …
It’s functionality …
joints and movement
[Motivation as the goal]
[play as the vehicle]
30. [ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
31. Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
Some big words came from here
• Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, and John
Antanitis. 2012. Critical Design and Critical Theory: The Challenge of Designing for
Provocation. In Proc. DIS’12, ACM, 288–297.
• William Gaver. 2012. What Should We Expect from Research Through Design? In
Proc. CHI’12, ACM, 937–946.
• Jonas Löwgren. 2013. Annotated Portfolios and Other Forms of Intermediate-level
Knowledge. In Interactions 20, 1: 30–34.
• Kristina Höök and Jonas Löwgren. 2012. Strong Concepts: Intermediate-level
Knowledge in Interaction Design Research. ACM Trans. Comput.-Hum. Interact. 19,
3: 23:1–23:18.
• Miguel Sicart. 2014. Play Matters, MIT Press.
• John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research Through
Design As a Method for Interaction Design Research in HCI. Proc. of CHI’07, ACM,
493–502.
• John Zimmerman, Erik Stolterman, and Jodi Forlizzi. 2010. An Analysis and Critique
of Research Through Design: Towards a Formalization of a Research Approach. In
Proc. DIS’10, ACM, 310–319.
• Eric Zimmerman. 2003. Play as Research. The Iterative Design Process. In Design
Research: Methods and Perspectives. MIT Press, 176–184.
32. PhySeEar
Elena Márquez Segura
PhD student Uppsala University
Mobile Life Centre
Sweden
elena.marquez@im.uu.se
Engagement and Motivation in
Rehabilitative Therapy For The Elderly
Thank you!
Editor's Notes
MOTIVATION AND ENGAGEMENT in physical rehabilitative therapy
IMPORTANT for EFFECTIVE (do the right things) and EFFICIENT (the things right).
But it is HARD.
The physical rehabilitation involves exercises which are not INTRINSICALLY MOTIVATING. Repetitive, hard.
Geriatric rehab particularly challenging not visible their rewards. Possible solutions? Coming from IxD…. It passes through designing something that works.
Particularities of the setting. PROBLEM: ATTENDANCE FOR “the wrong reasons”(e.g. to socialize)
Hence: focus elsewhere than in the rehabilitation
Hard to communicate with the physiotherapist in a common language
GOALS: Communication, focus, motivation and engagement.
Understand how physiotherapy rehabilitation works.
How the inpatients engage with it as the activity unfolds. What motivates them, what ticks, why, and for what.
Design very much present, but used as a vehicle for understanding a particular setting DOMAIN ANALYSIS.
And also possible design solutions OPEN UP THE DESIGN SPACE.
(Research) --- Practice/ Design
Academia Industry
How does this works in practice?
Explain. GRAPH ABOUT CONTRIBUTION in IxD
Different from other models: focus on what you learn
Same than other models: iterative.
Presents some highlights from different points of the design process of PhySeEar
In this presentation, I want to talk to you about 3 thing we learn, and I want to illustrate them with phenomena we observed at a couple of design solutions
AN ANSWER: what patients want in games?
A SUGGESTION. A design value
Then, we have a USEFUL DEFINITION
Very useful if you come from a design perspective.
Games/systems are easier to design. You have years of Game Studies, zillions of Game Design/analysis books… about what is a game. It’s elements…
Now play is more elusive.
HOW DO YOU DO THIS? METHOD?
Back to square 1: PLAY. We use play to shape the design process.
PhySeEar. SERIOUS BUSINESS. PLAY not the goal. NOT A GAME.
Design an artefact that: makes physiotherapy rehabilitative exercises more EFFECTIVE (do the right things) and EFFICIENT (the things right).
PARTICULAR GOALS: Communication, focus, motivation and engagement.
SUMMARISE THE PROBLEM AT THE FACILITY. Attendance for the “wrong motivations”.
The process started as a PROBLEM – SOLUTION type of design process.
Our first prototype
- Communication system between physiotherapist and inpatients
Easy to track and recall
Easy to set goals
Bring focus to the exercise
motivation and engagement counting with the novelty effect, but also with the motivation that a system that helps you understand brings.
And it changed completely our goals, and our research focus.
WHY? Because we thought it was the reason why “the system worked”
TOGETHER WITH PLAY AND PLAYFULNESS we saw focus, we saw counting of reds, we saw new goals (for the following week)
Let me briefly elaborate about interesting social dynamics and other phenomena.
Playful behaviour physiotherapist: Good cop bad coop
Physiotherapist engaged in playful behaviour.
The system as “the bad cop”
Jokes.
Plenty of them. Nothing new. Many of them had this attitude before. But more people playful.
PLUS, it focused the jokes ON THE ACTIVITY (on the artefact)
Focus we saw counting of reds, we saw new goals (for the following week)
Less chat (more related to chat)
Counting how many reds
But also stop when color turned orange
Beating the system.
Do EXTRA
Set new goals
Beating the system
Siding with inpatients
… a sense of accomplishment
You can’t design play. You can only design for play
Play is a second order design problem -- Zimmerman. 2003. Play as Research. The Iterative Design Process. “To design a game is to construct a set of rules. But the point of game design is not to have players experience rules -- it is to have players experience play
“The delicate interaction of rule and play is something too subtle and too complex to script out in advance, requiring the improvisational balancing that only testing and prototyping can provide. ”
Play has a transformative power:
On the players
On play itself
And therefore (if you design for play), on the design process
Functionality
the quality of being functional – that is, able to perform a function.
Three conditions:
PhyNAO + phisiotherapist
ViNAO + phisiotherapist
Physiotherapist alone
13 elderly
2 cameras
Data:
Interviews
Video recording
Qualitative analysis:
“talking to the doll”
Smart-arse
Tattletale
Taking over some roles.
PIC THE PHYSIO DOING OTHER THINGS
Taking over some roles.
PIC THE PHYSIO DOING OTHER THINGS
Taking over some roles.
PIC THE PHYSIO DOING OTHER THINGS
Taking the blame – god cop/bad cop
MIMICKING BEHAVIOUR
Anecdote of standing up
MIMICKING BEHAVIOUR
Anecdote of taichi
But also REFLECTION IN ACTION
Play has TRANSFORMATIVE POWER.
On the player
On play itself
On the design process