This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
imaginary: Serious Games and Gamification imaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth and Care, Training and Education, Smart Cities and Communities where the transformational impact of these technologies and applications is now widely acknowledged.
Amazing Breakthrough Technologies That Can Potentially Change the WorldMarie Weaver
A breakthrough is not actually breaking through something and coming out with something never seen or imagined. A breakthrough is the byproduct of multiple innovations combined into one big evolution. Evolution in any medium of our lives takes place when multiple small innovations, experiments, and discoveries combined together to create a new, never before seen feature or a product that leverages our existing lives.
imaginary: creative serious games and gamificationLucia Pannese
imaginary company presentation with 10 years of gamification and serious games based interactive experiences for training, learning and development, marketing and communication, ehealth, smart cities and societies, tourism: from concept to technology, storytelling and design. imaginary produce digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train and assess staff and provide competitive advantage.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
imaginary: Serious Games and Gamification imaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth and Care, Training and Education, Smart Cities and Communities where the transformational impact of these technologies and applications is now widely acknowledged.
Amazing Breakthrough Technologies That Can Potentially Change the WorldMarie Weaver
A breakthrough is not actually breaking through something and coming out with something never seen or imagined. A breakthrough is the byproduct of multiple innovations combined into one big evolution. Evolution in any medium of our lives takes place when multiple small innovations, experiments, and discoveries combined together to create a new, never before seen feature or a product that leverages our existing lives.
imaginary: creative serious games and gamificationLucia Pannese
imaginary company presentation with 10 years of gamification and serious games based interactive experiences for training, learning and development, marketing and communication, ehealth, smart cities and societies, tourism: from concept to technology, storytelling and design. imaginary produce digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train and assess staff and provide competitive advantage.
El magnífico libro del Cardenal Giacomo Biffi donde, satíricamente, denuncia el "Progresismo" y la "Protestantización" de la Iglesia, ironizando con sus comparaciones entre el Verdadero texto de los Santos Evangelios contra el supuestamente encontrado Quinto Evangelio. ¡Aprenderás muchísimo y te reirás a carcajadas!
Documento creado para entender el trastorno límite y saber un poco más de él. Intentamos que con este documento se pueda trabajar en contra del estigma social ante los trastornos mentales.
www.soyborderline.com
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
El magnífico libro del Cardenal Giacomo Biffi donde, satíricamente, denuncia el "Progresismo" y la "Protestantización" de la Iglesia, ironizando con sus comparaciones entre el Verdadero texto de los Santos Evangelios contra el supuestamente encontrado Quinto Evangelio. ¡Aprenderás muchísimo y te reirás a carcajadas!
Documento creado para entender el trastorno límite y saber un poco más de él. Intentamos que con este documento se pueda trabajar en contra del estigma social ante los trastornos mentales.
www.soyborderline.com
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
Emerging technologies in physical therapy and rehabilitation: 10 opportunitie...Healthstartup
New technology solutions that integrate multiple sensors (such as body tracking), interfaces (virtual reality) and games promise to fundamentally transform, if not disrupt the field of physical therapy and rehabilitation. This presentations shows 10 opportunities for startups and clinicians to make a difference today.
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
imaginary: serious games and gamificationimaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Brad Tanner, MD, ME
HealthImpact.Studio Chapel Hill, NC
Montreal, Canada
July 10, 2019
Headset-based, immersive virtual reality technology offers an opportunity to engage and motivate:
Youth
Adolescents
Emerging adults
Adults
Virtual reality also impacts health-related understanding, decision-making, skills, and behaviors.
Presented by the
Serious Play Conference
seriousplayconf.com
MIRROR presentation at Leicester Games FestivalLucia Pannese
These slides present the seriousgames developed within the MIRROR project www.mirror-project.eu to support reflective learning as well as a game for introducing autistic people into some jobs and they give a taste of the new Rehab@Home project to transform post-stroke patients' homes into engaging rehabilitation environments where they have a good quality of life, where medical protocols are safely monitored and where they are socially included.
Immersive Environments, Machine Learning, Neuroimaging, & Wearable Sensing Te...Stanford University
Walter Greenleaf's presentation to the Virtual Medicine 2019 Conference at Cedars-Sinai Medical Center
Immersive Environments, Machine Learning, Neuroimaging, And Wearable Sensing Technology - Treating Depression, Addictions, and Facilitating Behavior Change Using A Precision Medicine Model
Based on the methods used in the ENGAGE Study
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Precision medicine models for treating depression, managing addictions and achieving sustained behavior change are largely outside of current clinical practice. Yet, changing self-regulatory behavior is fundamental to the self-management of complex lifestyle-related chronic conditions such as depression and substance use disorder - two top contributors to the global burden of disease and disability.
To optimize treatments and address these burdens, methods to facilitate behavior change and self-regulation must be better understood in relation to their neurobiological underpinnings. Treatment strategies can then be developed that leverage the recent advances in immersive environments, machine learning, and wearable sensing technology and apply them to treat depression, manage addictions, and facilitate behavior change using a precision medicine model that is personalized to the individual.
This presentation will review the conceptual framework and protocol for a large multi-subject longitudinal study named Project ENGAGE. The ENGAGE study integrates neuroscience with behavioral science to better understand the self-regulation related mechanisms of behavior change for improving mood and weight outcomes among adults with comorbid depression and obesity. We collect assays of three self-regulation targets (emotion, cognition, and self-reflection) in multiple settings: neuroimaging and behavioral lab-based measures, virtual reality, and passive smartphone sampling.
By connecting human neuroscience and behavioral science in this manner within the ENGAGE study, we can develop a prototype for elucidating the underlying self-regulation mechanisms of behavior change outcomes and their application in optimizing intervention strategies for multiple chronic diseases.
https://www.ncbi.nlm.nih.gov/pubmed/29074231
Behav Res Ther. 2018 Feb;101:58-70. doi: 10.1016/j.brat.2017.09.012. Epub 2017 Oct 7.
The ENGAGE study: Integrating neuroimaging, virtual reality and smartphone sensing to understand self-regulation for managing depression and obesity in a precision medicine model.
Leanne M. Williams, Adam Pines, Andrea N. Goldstein-Piekarski, Lisa G. Rosas,
Monica Kullar, Matthew D. Sacchet, Olivier Gevaert, Jeremy Bailenson, Philip W.
Lavori, Paul Dagum, Brian Wandell, Carlos Correa, Walter Greenleaf, Trisha Suppes,
L. Michael Perry, Joshua M. Smyth, Megan A. Lewis, Elizabeth M. Venditti, Mark
Snowden, Janine M. Simmons, Jun Ma
VR is Good for Your Health: The Health Promotion, Prevention, and Treatment P...Clinical Tools, Inc
Tanner, B. VR is Good for Your Health: The Health Promotion, Prevention, and Treatment Potential of VR. Serious Play Conference. 2018 July 10, Manassas, VA.
Virtual reality and healthcare - the past, the present, and the futureStanford University
This presentation provides an overview of how VR and AR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR/ AR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR/AR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Keynote Presentation for the 2019 VR Health Symposium
An Overview of VR Technology and Smulation in Healthcare
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
The onrushing wave of Virtual Reality and Augmented Reality technology will profoundly impact healthcare.
Working in concert with data analytics provided by wearable technology, VR and AR technology will shift the locus of clinical care from the hospital and the clinic to the home and workplace, and through improved analytics enable personalized medicine.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as anxiety and depression to PTSD, addictions, autism, cognitive aging, stroke recovery, and physical rehabilitation, to name just a few.
Individualized health and wellness protocols/treatment plans can be enhanced by using VR and AR to promote adherence and to encourage healthy lifestyles.
As the cost of healthcare rises, VR and AR technology can serve as an effective telemedicine platform to reduce costs of care delivery and improve clinical efficiency.
Resuscitation Game: the game for neonatal resuscitation staff trainingimaginary srl
Neonatal Resuscitation Training Game is a 3D game-based simulated learning tool, targeted to healthcare professionals, that allows learning by trial-and-error in a risk-free environment, while keeping a high level of realism.
Resuscitation game: il nuovo training game per la rianimazione neonatale imaginary srl
Resuscitation Game permette di tagliare drasticamente i costi della formazione delle equipe specialistiche e di offrire ai professionisti una formazione efficace e all’avanguardia:
- un nuovo corso di formazione, coinvolgente e unico, nel rispetto degli standard formativi suggeriti dagli organismi internazionali.
- un ambiente virtuale immersivo per sperimentare in modo realistico le procedure di lavoro in ambito protetto, senza rischi.
- la possibilità di giocare/formarsi sempre e ovunque
MyCyFAPP: il game per i bambini con fibrosi cistica. imaginary srl
MyCyFAPP fornisce indicazioni per un’alimentazione e uno stile di vita sani, fondamentali nella gestione di questa malattia.
Con MyCyFAPP i bambini apprendono:
- la distinzione tra i principali macronutrienti (carboidrati, proteine e grassi) e le loro sottocategorie (ad esempio: grassi di origine animale e di origine vegetale);
- la quantità di grassi contenuta nei cibi;
- l’importanza di idratarsi frequentemente durante tutto l’arco della giornata;
- l’importanza dell’attività sportiva.
MyCyFAPP è l’app che, attraverso il gioco, fornisce indicazioni per un’alimentazione e uno stile di vita sani, aspetti fondamentali nella gestione della fibrosi cistica.
Rehab@Home Milan Showcase: User Trials at Fondazione Don Carlo Gnocchiimaginary srl
This is the presentation by Johanna Jonsdottir from Fondazione Don Carlo Gnocchi ONLUS at the Rehab@Home showcase held in Milan last March 25th 2014.
Fondazione Don Carlo Gnocchi ONLUS used the serious games developed by imaginary with some patients and presented the results they had.
Rehab@Home Milan Showcase: User Trials at NTGBimaginary srl
This is the presentation by Wolfhard Klein from Neurologisches Therapiezentrum at the Rehab@Home showcase held in Milan last March 25th 2014.
Neurologisches Therapiezentrum used the serious games developed by imaginary with some patients and presented the results they had.
CRe-AM: a bridge between ICT and Creative Industries - Games Communityimaginary srl
CRe-AM is a community where ARTS and TECHNOLOGY meet! Experiences are shared and future trends are discussed.
This is a short description of the Games group within CRe-AM. We have also activities around design, music, new media etc. JOIN US! http://www.cre-am.eu
Serious Games: la formazione diventa socialimaginary srl
In queste slide, presentate da imaginary in occasione della Conferenza Serigamex 2013 organizzata da MIMOS a Roma lo scorso 21 marzo, si indaga l'utilizzo dei serious games nella digitalizzazione e condivisione virtuale dell’esperienza formativa. In particolare si presentano tre case studies: i serious games in 3D realizzati per il progetto MIRROR, il mobile game di SUPERHUB e il simulatore di dialoghi interpersonali in contesti multiculturali progettato e realizzato per il progetto ImREAL.
This is the presentation of the ImREAL project which aim is to develop a novel conceptual framework and innovative semantic-enhanced intelligent services to
augment existing simulated environments with adaptive meta-cognitive scaffolding in a costeffective way.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
How can you help your company evolve, adapt, and succeed using Artificial Intelligence and the Metaverse to stay ahead of the competition? What are the potential issues, complications, and benefits that these technologies could bring to us and our organizations? In this session, Jen Stirrup will explain how to start thinking about these technologies as an organisation.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
Serious Games and digital interactive technologies for Healthcare
1. Serious Games and digital
interactive technologies
for Healthcare
Lucia Pannese
Kranj, 25 September 2012
2. Brief History of Games for Healthcare
Games and Simulations for Healthcare are not new!
The Nursery Rhyme “game” Ring a ring o‘ Roses is associated with the Plague
Children play “Doctors and Nurses” etc…
4. Fields of application of Serious Games
& simulations in Healthcare
Supporting therapy, rehabilitation after severe illness
Self‐management of illness /chronic conditions (e.g. diabetes)
“Exergames“ ‐ motivating and supporting physical activity and
healthy lifestyle
Anonymous group therapy
Preventive medicine
Behavioural change
Healthy Nutrition
Train healthcare professionals (medical procedures, methods for
diagnosis, patient monitoring …..)
Doctor‐patient communication
11. Games for Staff at Hospital
Hoists are used to move and handle
children in situations when manual
handling is a high risk.
There is a risk of injury if the equipment is
not used correctly. GOSH created a 30
minute simulation to reinforce practical
training for operators using a hoist in a
practical setting.
GOSH:
Great Ormond Street Hospital
15. The Virtual Pain Manager
‐ target group: nurses
‐ simulation contents: student nurses must use a Patient Controlled
Analgesia (PCA) machine with a post‐operative patient in order to
control and reduce the patient’s pain sufficiently, ideally within 48 game
hours
16. Virtual ECG
- target group: students and professionals
‐ simulation contents: user is supposed to place electrodes correctly on the
body of the patient in order to connect the ECG machine and record the ECG
‐ online, high fidelity, simulation that aims to reduce the incidence of
inaccurate ECG scans by teaching accurate recording of ECG scans through
practice. Learners attach the ECG electrodes and cables to a ‘patient’ and
record an ECG.
19. Self‐management of illness and chronic conditions
Packy & Marlon:
‐ adventure game for the Nintendo platform
popular in the early 1990s
‐ target group: diabetic children and adolescents
‐ game contents: player has to manage his character’s blood‐glucose monitoring,
insulin use, and food selections while he tries to save a diabetes summer camp
from marauding rats and mice.
‐ studies and researches: clinical trial of outpatients at Stanford University Medical
Center and Kaiser Permanente clinic, the game reduced their diabetes‐related,
urgent‐care, and emergency room visits by 77 percent.
24. Supporting therapy
Hope Labs Re‐Mission Game:
‐ target group: adolescent and young‐adult cancer
patients
‐ game contents: player controls a robot that enters
the bodies of cancer patients in order to destroy diseased cells; meanwhile he
has to monitor and manage side effects of cancer and its treatment
‐ studies and research: improving of both treatment adherence as well as
indicators of cancer‐related self‐efficacy and knowledge
25. Exergames: Dance Dance Revolution
‐ developed in Japan for children
‐ game contents: music video game that requires players to
dance in progressively more complicated and strenuous patterns
in time with music.
‐ studies and research: game has been implemented in schools in West
Virginia
→ improvements in aerobic capacity, blood pressure, and overall fitness
level as well as children's self‐esteem
26. Exergames ‐ Recent design trends
Many incentives in the USA to fight against severe
health problems and lack of healthy culture (food, etc.)
The most recent Exergames are based on special
hardware / input devices (e.g. Wii Remote and Wii
Balance Board for Nintendo Wii, Kinect for Xbox
360, PlayStation Move for PlayStation 3 or Gamercize,
which connects exercise machines such as stationary cycles
and steppers to diverse video game consoles)
→ players' movements are turned into the game's
controller Gamercize played on PS2
Exergaming, nowadays, can be found in specialist rooms of
larger fitness facilities or gyms designed only for exergaming
programmes
27. Effectiveness of Exergames
A study by the University of California San Diego and San Diego State
University of 29 seniors and the Wii exercise showed a decrease in
depression as well as an improvement of mental capacity, emotional
health, social aspects and pain
Studies have shown that Gamercize notably increases players' motivation
to keep up their exercise routine
Furthermore, combining cardiovascular exercise and balance practice has
been shown to increase academic success
Research projects have shown that exergaming can connect players over a
network and, this way, support the social power of exercising together
28. Microsoft Kinect Xbox
Kinect is an input device developed by Microsoft for the Xbox 360 video game
console and Windows PCs
Features:
Motion sensor: tracks your entire body
Skeletal tracking: Kinect creates a digital skeleton based on depth data
Facial recognition: Kinect collects physical data to be able to recognize you
Voice recognition: microphones recognize and seperate your voice from
other noises in the room
29. The Kinect Effect
People have started to use Kinect in creative ways: not only for
entertainment but also in education and healthcare sectors.
Some innovative examples:
Integration of Kinect into the therapy of autistic people (e.g. at the Lakeside
Center in Issaquah, WA)
Supporting the rehabilitation progress of stroke and other brain injury
patients by motivating them to move certain parts of their body (e.g. Royal
Berkshire Hospital in Reading, UK)
Usage in hospitals, for example in operating rooms, to help doctors navigate MRIs
and CAT scans with a wave of their hand (e.g. Tedesys in Spain)
→ this way they can avoid bacteria infections since they do not have to
touch anything
Usage for vitual anonymous group therapy through the creation of a Kinect avatar
32. Scottish Qualifications Authority
complete tasks related to the
knowledge you would be expected
to demonstrate in a real-life retail
environment
Patient’s safety and risk prevention