The document provides an overview of a talk on physiology and biofeedback in gaming. It discusses the history of biofeedback and exergames, different categories of physiological computing like biofeedback, biocybernetic adaptation and brain-computer interfacing. It also covers potential physiological variables that can be measured, platforms and sensors used, design considerations for exergames and potential for supportive virtual environments to promote public health.
Gaming4 Life: Eat Longer, Move Well & Live MoreAlasdair Thin
Gaming4 Life: Eat Longer, Move Well & Live More
Interactive Fitness and Exergaming Seminar September 24, 2009. Leisure Industry Week (LIW), Birmingham, UK
Earlier this year, researchers behind a study in Archives of Neurology say they had a found a link between “brain-stimulating activities” and levels of protein thought to cause Alzheimer’s disease. Showcased in the presentation are the results of two previous studies that seem to indicate an increase in cognitive processing as well. The following presentation walks the learner through a better understanding of the physical systems in the brain that are most affected by learning. Associated with each system is a glimpse of the games that were developed by educational game developers to stimulate brain activity. Towards the end of the presentation, there is a surprise twist! It turns out that there may be a more effective and even simpler way to increase cognitive processing. Can you guess what it is?
For fun, try out a few games for yourself at: http://www.lumosity.com/
You can also visit my learning blog at: http://arupert.wordpress.com/2012/05/18/561/
Archives of Neurology reference:
http://abcnews.go.com/blogs/health/2012/01/23/brain-games-may-help-thwart-alzheimers-study/
Gaming4 Life: Eat Longer, Move Well & Live MoreAlasdair Thin
Gaming4 Life: Eat Longer, Move Well & Live More
Interactive Fitness and Exergaming Seminar September 24, 2009. Leisure Industry Week (LIW), Birmingham, UK
Earlier this year, researchers behind a study in Archives of Neurology say they had a found a link between “brain-stimulating activities” and levels of protein thought to cause Alzheimer’s disease. Showcased in the presentation are the results of two previous studies that seem to indicate an increase in cognitive processing as well. The following presentation walks the learner through a better understanding of the physical systems in the brain that are most affected by learning. Associated with each system is a glimpse of the games that were developed by educational game developers to stimulate brain activity. Towards the end of the presentation, there is a surprise twist! It turns out that there may be a more effective and even simpler way to increase cognitive processing. Can you guess what it is?
For fun, try out a few games for yourself at: http://www.lumosity.com/
You can also visit my learning blog at: http://arupert.wordpress.com/2012/05/18/561/
Archives of Neurology reference:
http://abcnews.go.com/blogs/health/2012/01/23/brain-games-may-help-thwart-alzheimers-study/
Open Sound Control as Middleware for Games Accessibility and Body-movement Co...Alasdair Thin
This presentation gives an overview of the Open Sound Control (OSC) protocol and how it can be used to network enable hardware and software in order to increase accessibility by facilitating all manner of controllers to be used to play video games.
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game ...Alasdair Thin
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function presented at ISAGA Conference, Singapore, 2009
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertio...Alasdair Thin
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertion and Perceived Enjoyment based on an Evaluation of Three Commercial Games presented at ISAGA Conference, Singapore, 2009
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.
Often dance and rhythm games are seen as exergames for younger generations. What would it take to reorient such games for so-called \"gray gamers\" -- those gamers 50 years and older?
In this session Jeff Pepper, Founder and CEO of Touchtown, a company specializing in video and computer information networks for senior communities, will discuss how they designed and built a dance-pad based fitness product for the senior market. DanceTown is specifically aimed at older players and senior living communities. Unique to the design is a slick web-based system for recording a player\'s performance, tracking progress over time, and creating online connections among players. A Dancetown player (or their family or medical professional) can see at a glance how their dancing is progressing day by day, week by week and month by month. Players can also see how their scores improve on standardized fitness measurements such as the Senior Fitness Test.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
A one hour seminar I gave at my university (University of Ulster) in February 2010. It looks at how video games can be applied to stroke rehabilitation and showcases some work we have conducted in the field, including some webcam games.
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
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...DevGAMM Conference
This is a talk which goes through the very foundations of game design. As experienced designers will already be familiar with these concepts, the talk is meant to help those who are new in game design, understand our discipline better and comprehend the basic concepts through which we make decisions
Video games using live organism and its ethical Issuesandipbaniya12
Here is the full explanation of TITLE VIDEO GAMES USING LIVE ORGANISM AND ITS ETHICAL CONCERN.
Creator: Sandip Baniya
University: SANN International College
Location: Chabahil, Nepal
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
Open Sound Control as Middleware for Games Accessibility and Body-movement Co...Alasdair Thin
This presentation gives an overview of the Open Sound Control (OSC) protocol and how it can be used to network enable hardware and software in order to increase accessibility by facilitating all manner of controllers to be used to play video games.
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game ...Alasdair Thin
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function presented at ISAGA Conference, Singapore, 2009
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertio...Alasdair Thin
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertion and Perceived Enjoyment based on an Evaluation of Three Commercial Games presented at ISAGA Conference, Singapore, 2009
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.
Often dance and rhythm games are seen as exergames for younger generations. What would it take to reorient such games for so-called \"gray gamers\" -- those gamers 50 years and older?
In this session Jeff Pepper, Founder and CEO of Touchtown, a company specializing in video and computer information networks for senior communities, will discuss how they designed and built a dance-pad based fitness product for the senior market. DanceTown is specifically aimed at older players and senior living communities. Unique to the design is a slick web-based system for recording a player\'s performance, tracking progress over time, and creating online connections among players. A Dancetown player (or their family or medical professional) can see at a glance how their dancing is progressing day by day, week by week and month by month. Players can also see how their scores improve on standardized fitness measurements such as the Senior Fitness Test.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
A one hour seminar I gave at my university (University of Ulster) in February 2010. It looks at how video games can be applied to stroke rehabilitation and showcases some work we have conducted in the field, including some webcam games.
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
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...DevGAMM Conference
This is a talk which goes through the very foundations of game design. As experienced designers will already be familiar with these concepts, the talk is meant to help those who are new in game design, understand our discipline better and comprehend the basic concepts through which we make decisions
Video games using live organism and its ethical Issuesandipbaniya12
Here is the full explanation of TITLE VIDEO GAMES USING LIVE ORGANISM AND ITS ETHICAL CONCERN.
Creator: Sandip Baniya
University: SANN International College
Location: Chabahil, Nepal
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
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
The Science of Attention and Engagement for LearningJulie Dirksen
A number of myths persist about people’s allegedly ever-shortening attention spans—but what does the science say? Neuroscience, behavioral economics, and consumer psychology all offer insights into how we manage and allocate attention.
Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
Knee anatomy and clinical tests 2024.pdfvimalpl1234
This includes all relevant anatomy and clinical tests compiled from standard textbooks, Campbell,netter etc..It is comprehensive and best suited for orthopaedicians and orthopaedic residents.
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
Adv. biopharm. APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMSAkankshaAshtankar
MIP 201T & MPH 202T
ADVANCED BIOPHARMACEUTICS & PHARMACOKINETICS : UNIT 5
APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMS By - AKANKSHA ASHTANKAR
Integrating Ayurveda into Parkinson’s Management: A Holistic ApproachAyurveda ForAll
Explore the benefits of combining Ayurveda with conventional Parkinson's treatments. Learn how a holistic approach can manage symptoms, enhance well-being, and balance body energies. Discover the steps to safely integrate Ayurvedic practices into your Parkinson’s care plan, including expert guidance on diet, herbal remedies, and lifestyle modifications.
Here is the updated list of Top Best Ayurvedic medicine for Gas and Indigestion and those are Gas-O-Go Syp for Dyspepsia | Lavizyme Syrup for Acidity | Yumzyme Hepatoprotective Capsules etc
ABDOMINAL TRAUMA in pediatrics part one.drhasanrajab
Abdominal trauma in pediatrics refers to injuries or damage to the abdominal organs in children. It can occur due to various causes such as falls, motor vehicle accidents, sports-related injuries, and physical abuse. Children are more vulnerable to abdominal trauma due to their unique anatomical and physiological characteristics. Signs and symptoms include abdominal pain, tenderness, distension, vomiting, and signs of shock. Diagnosis involves physical examination, imaging studies, and laboratory tests. Management depends on the severity and may involve conservative treatment or surgical intervention. Prevention is crucial in reducing the incidence of abdominal trauma in children.
Basavarajeeyam is an important text for ayurvedic physician belonging to andhra pradehs. It is a popular compendium in various parts of our country as well as in andhra pradesh. The content of the text was presented in sanskrit and telugu language (Bilingual). One of the most famous book in ayurvedic pharmaceutics and therapeutics. This book contains 25 chapters called as prakaranas. Many rasaoushadis were explained, pioneer of dhatu druti, nadi pareeksha, mutra pareeksha etc. Belongs to the period of 15-16 century. New diseases like upadamsha, phiranga rogas are explained.
Title: Sense of Taste
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the structure and function of taste buds.
Describe the relationship between the taste threshold and taste index of common substances.
Explain the chemical basis and signal transduction of taste perception for each type of primary taste sensation.
Recognize different abnormalities of taste perception and their causes.
Key Topics:
Significance of Taste Sensation:
Differentiation between pleasant and harmful food
Influence on behavior
Selection of food based on metabolic needs
Receptors of Taste:
Taste buds on the tongue
Influence of sense of smell, texture of food, and pain stimulation (e.g., by pepper)
Primary and Secondary Taste Sensations:
Primary taste sensations: Sweet, Sour, Salty, Bitter, Umami
Chemical basis and signal transduction mechanisms for each taste
Taste Threshold and Index:
Taste threshold values for Sweet (sucrose), Salty (NaCl), Sour (HCl), and Bitter (Quinine)
Taste index relationship: Inversely proportional to taste threshold
Taste Blindness:
Inability to taste certain substances, particularly thiourea compounds
Example: Phenylthiocarbamide
Structure and Function of Taste Buds:
Composition: Epithelial cells, Sustentacular/Supporting cells, Taste cells, Basal cells
Features: Taste pores, Taste hairs/microvilli, and Taste nerve fibers
Location of Taste Buds:
Found in papillae of the tongue (Fungiform, Circumvallate, Foliate)
Also present on the palate, tonsillar pillars, epiglottis, and proximal esophagus
Mechanism of Taste Stimulation:
Interaction of taste substances with receptors on microvilli
Signal transduction pathways for Umami, Sweet, Bitter, Sour, and Salty tastes
Taste Sensitivity and Adaptation:
Decrease in sensitivity with age
Rapid adaptation of taste sensation
Role of Saliva in Taste:
Dissolution of tastants to reach receptors
Washing away the stimulus
Taste Preferences and Aversions:
Mechanisms behind taste preference and aversion
Influence of receptors and neural pathways
Impact of Sensory Nerve Damage:
Degeneration of taste buds if the sensory nerve fiber is cut
Abnormalities of Taste Detection:
Conditions: Ageusia, Hypogeusia, Dysgeusia (parageusia)
Causes: Nerve damage, neurological disorders, infections, poor oral hygiene, adverse drug effects, deficiencies, aging, tobacco use, altered neurotransmitter levels
Neurotransmitters and Taste Threshold:
Effects of serotonin (5-HT) and norepinephrine (NE) on taste sensitivity
Supertasters:
25% of the population with heightened sensitivity to taste, especially bitterness
Increased number of fungiform papillae
SFX Physiology - Everything you always wanted to know about biofeedback BUT WERE AFRAID TO ASK
1. SFX Physiology: "Everything
you always wanted to know
about biofeedback* *BUT
WERE AFRAID TO ASK"
USC School of
Cinematic Arts, May
17th, 2011
Dr Alasdair G Thin BSc, PhD
Heriot-Watt University, Scotland
9. And the Rest is history...
http://www.time.com/time/magazine/article/0,9171,1661688,00.html
10. Energy Expenditure
- (Calorie burn)
http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
11. The Problem with Computers...
“There is not enough Africa in computers”
(Brian Eno, 2004)
12. Workouts & Leisure Time...
“The problem with workouts is that there is
not enough Captin Megajuice in them...”
13. Which had most impact on Guitar
sales?
Gibson Digital Guitar Guitar Hero
$50M $1M
14. Which will have most impact on
Sports/Exercise?
2012 London Olympics Exergaming
$860M <<<$860M
15. Game-based Paradigm Shift
Persuasive Message (“Exercise is Good for You!”)
Perceived Future Reward
Persuasive Interactive Experience
Immediate Real Reward
16. Health Action Model
Decision
Cognitive Behavioral Affective
Intention
Normative
System
(Tones, 1987)
17. Health Agencies Getting Interested?
http://news.bbc.co.uk/1/hi/health/7262770.stm
http://www.nytimes.com/2007/04/30/health/30exer.html
18. Who is Setting the Agenda??
personalized health program
fun incentive
physical challenges
also features trivia games,
hints and tips
learn everything you need to
know about proper nutrition
and working out
http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/
22. The Magic Circle of Games
antonioperezrio.es
“...the consequences of the activity are negotiable” (Juul, 2005)
23. Games as:
“Cognitive-Emotional Integration Engines”?
Storytelling a significant feature of human
culture
Meaning making is important in Health
and Wellbeing (Narrative Medicine)
Games could help in health and wellbeing
“Meaning Making” process
24. Hamlet on the Holodeck
“To rival the narrative richness of other media,
then, a system of interactive storytelling must
be able to stage both physical actions that
change the fictional world and verbal acts that
affect the minds of its inhabitants and
motivate them to take action.”
(Ryan, 2009)
25. The Interactive Paradox
Integration of the unpredictable, bottom-up input of the
user into a sequence of events that fulfills the top-down
design conditions of narrativity
“On one hand the author seeks control over the
direction of a narrative in order to give it a satisfactory
structure. On the other hand a participating user
demands the autonomy to act and react without
explicit autho- rial constraint.”
(Aylett & Louchart, 2004)
28. Biofeedback
the controller of a system can control a given variable if
information about that variable is made available to it
notion of humans being able to exert conscious
influence over seemingly unconscious physiology
i.e. increasing “body awareness” - interoception
more highly developed in performers, kinaesthetic
learners, artists?
30. Biocybernetic Adaptation
Biocybernetic adaptation refers to the modification of
system’s functionality or appearance based on the real-
time measurement of psychophysiology.
Not biofeedback
Rather an adaptive system that responds to user’s
changing psychophysiological state
e.g. fatigue, frustration
32. Brain–computer interfacing
Channels for direct command and communication
between psychophysiology and an output device (e.g.
control of a cursor)
Main focus of BCI research has been to develop
systems to help people with disabilities (e.g. spinal cord
injuries)
Issues
extended training times
need to sit style - movement artifacts
40. Caution...Intentions...Control...
•“The philosophy of this new approach is principally
concerned with machine perception of users’ affective
reactions.
•Assumption that users respond to content and events
occurring during human–computer interaction, and that the
machine detects these responses and adapts its behaviour
accordingly.
•This may be making the mistake of assuming the machine
is in charge.
•It can be argued that this is not how emotion operates in
the real world. In human– human interaction, affect has an
intentional communicative function.” (Ward & Marsden, 2004)
42. Physiological Aesthetics
By the 1870s the new field of ‘physiological aesthetics’
burgeoned in pockets across Europe and North
America, aiming, to ‘elucidate physiologically the nature
of our Aesthetic Feelings’ and ‘to exhibit the purely
physical origin of the sense of beauty, and its relativity
to our nervous organization’.
For many physiologists, the new evolutionary accounts
of sensory functions suggested fresh possibilities for
education of artists and artisans.
(Allen, 1877)
46. Techno-Sublime:
Post-Aesthetic?
Interactive Media
Observer becomes a Performer
“Engagement can give rise to experiences of immersion
in immediate sensation” (Bolt, 2007)
“Critical Distance” (of traditional aesthetics) is lost
Move towards appreciation of the “Immediacy of
Sensation”
53. Drivers
Consumer Technology Expectations
New Non-traditional forms of gaming
New body movement sensors and controllers
Increasing Mobile Functionality
US Physical Activity Strategy
- “Encourage...health e-games manufacturers...”
Commercial Interest in Wellness
54. Maximising Opportunities
Experience Creation
Integrated Design Approach
Informed Wellness Behaviour Perspective
Seamless Data Capture
Social Media Linkage
Cross-generational Game Play
Scaleability, Perceived Value, Pricing & Affordability
55. Potential Persuasive Features of Exergames
Degree of authority Positive experience
Develops skills Positive feedback
Exercise more Praises the player
accessible
Progress chart
General exercise tips
Reflects the player
Helpful suggestions
Rewards progress
Monitors usage
Tailors exercise
Negative feedback
Visually attractive
56. Exergame Design Issues
Overall game difficulty
Game level
Skill of player
Postural balance
Hand-Eye coordination
Limit to arm waving
57. Exergames are Not All Equal in EE
Energy Expenditure
y
enc 6+ METs
equ
Fr
3-6 METs
2-3 METs
Muscle Mass
59. Next Steps
Reflect on Personal Wellbeing Issues
Try Out Products/Services & Evaluate Experiences
Think about Ways to Improve
Talk with Health Professionals about Wellbeing
- Issues? ++Interest in Games
Talk with “Techies” about Wellbeing
- Issues? ++Interest in Wellness (befitwithbiray.com -SXSW)
Network
Have Fun!