Games for Health - Tiina Arpola - Games for Health Finland ExperienceGames for Health Europe
Kuopio Innovation is a business developer in Kuopio, Finland that combines ideas, experts and new ways of thinking to open opportunities for innovative organizations. It was established in 2008 and has 17 employees, with an annual business volume of 2.4 million euros. Games for Health Finland is a program run by Kuopio Innovation that uses gaming for health promotion and supports entrepreneurship in this area through events and collaborations between different sectors. Examples are provided of games being used for health purposes with patients and to increase physical activity in children.
WHO Healthy Cities - Games for Health – Innovative Ways to Promote HealthGames for Health Finland
Presentation of abstract Games for Health – Innovative Ways to Promote Health at WHO Internation Healthy Cities Conference, Athens, Greece 22/OCT/2014, Arto Holopainen, Tiina Arpola, Jyri Wuorisalo, Kuopio Innovation Ltd.
Avatar is a 2009 American science fiction film directed by James Cameron, set in the mid-22nd century when humans are mining the mineral unobtanium on Pandora, threatening the indigenous Na'vi species. The film's title refers to a genetically engineered Na'vi body controlled by a human's mind to interact with the natives.
Ever try to CROSS a street in Vietnam? It's not for the faint heart. And yet... whether it's the street of Saigon or the street of LIFE, sometimes we must figure out a way to CROSS the street. Here's Jimmy Thai, DTM 5 Secrets to Change, Dreams, and Passion.
Games for Health - Tiina Arpola - Games for Health Finland ExperienceGames for Health Europe
Kuopio Innovation is a business developer in Kuopio, Finland that combines ideas, experts and new ways of thinking to open opportunities for innovative organizations. It was established in 2008 and has 17 employees, with an annual business volume of 2.4 million euros. Games for Health Finland is a program run by Kuopio Innovation that uses gaming for health promotion and supports entrepreneurship in this area through events and collaborations between different sectors. Examples are provided of games being used for health purposes with patients and to increase physical activity in children.
WHO Healthy Cities - Games for Health – Innovative Ways to Promote HealthGames for Health Finland
Presentation of abstract Games for Health – Innovative Ways to Promote Health at WHO Internation Healthy Cities Conference, Athens, Greece 22/OCT/2014, Arto Holopainen, Tiina Arpola, Jyri Wuorisalo, Kuopio Innovation Ltd.
Avatar is a 2009 American science fiction film directed by James Cameron, set in the mid-22nd century when humans are mining the mineral unobtanium on Pandora, threatening the indigenous Na'vi species. The film's title refers to a genetically engineered Na'vi body controlled by a human's mind to interact with the natives.
Ever try to CROSS a street in Vietnam? It's not for the faint heart. And yet... whether it's the street of Saigon or the street of LIFE, sometimes we must figure out a way to CROSS the street. Here's Jimmy Thai, DTM 5 Secrets to Change, Dreams, and Passion.
Essential Tips For Building An Ecommerce Website designs.codes
The concept of ecommerce gaining more and more popularity, the demand for developing ecommerce websites have also been on a rise. At present there are over a million different ecommerce sites globally selling a wide variety of products. However, just making a great and interesting looking website is not enough for an ecommerce site. It is necessary to include some important technical aspects in the website as well.
Pim van Leeuwen is an industrial design student who is passionate about design. He has experience working in retail and founded his own streetwear brand called Brotherhood Streetwear. His skills include Photoshop, InDesign, Illustrator, Sketchbook Pro, SolidWorks, sketching, and prototyping. His goal is to broaden his skills and contribute innovative product designs.
The document discusses characteristics of intelligent behavior such as effective thinking, decision making, and follow through. It also discusses how students can apply knowledge from school to real-life situations by drawing on past knowledge, applying knowledge to new situations, recognizing and solving problems. Additionally, it discusses how students can develop skills like creating, imagining, innovating, understanding and empathy, impulse control, persistence, questioning and problem posing to become successful learners.
This document discusses various geographical features that are an integral part of social studies. It focuses on three such features - rivers, lakes and forests. Rivers and their role in communities are often discussed in social studies lessons. Similarly, lakes and the issues surrounding them also come up regularly. Forests have a very prominent place in social studies due to their diverse nature. Providing more information on these geographical features and examining them in detail can help students gain a deeper understanding of these areas and the socio-economic issues related to them.
PORTAFOLIO DE PLANEAMIENTO Y CONTROL DE OPERACIONESAlex Gonzales
El documento describe una investigación sobre los métodos de pronósticos utilizados por empresas madereras y metalmecánicas en Trujillo, Perú. La investigación encontró que la mayoría de empresas madereras usan el método cualitativo de proyección fundamental, mientras que las empresas metalmecánicas usan métodos cuantitativos como la regresión lineal basada en datos históricos. El objetivo era determinar los métodos de pronósticos más aplicados en ambos sectores para mejorar la planificación de la producción y reducir costos.
The document provides advice to young people about making the most of their youth. It encourages them to enjoy this time in their lives through activities with friends, exercise, and avoiding risky behaviors like drinking and driving or pretending to be someone they're not. The key message is that the youth years are meant to be enjoyed fully and used productively to better oneself and help future generations, rather than rushing into adult commitments. Teens are advised to take risks, be restless, and live passionately rather than settling down too soon.
The document summarizes the proposed transfer of the Taltioni business from Taltioni cooperative to Hyvis-ICT Oy. Key details include:
- Taltioni will transfer its technology, framework, software, content, intellectual property rights, contracts, brands, and customers to Hyvis-ICT.
- The transfer is scheduled to take effect on January 1st, 2016 after approval from the Taltioni cooperative.
- Taltioni's technology includes its server infrastructure, development framework, core services, and a web-based user interface for personal health records and other applications.
Social media has changed the way we utilize internet for promotion of websites. It has now become a major platform for promotion of products, services and websites. Marketers are monetizing greatly through social media sites, promoting and selling products online. Social media helps websites to gain traffic, generate leads and improve sales.
Week 3 RISEN resurrection myth or miracle 1015am mediaJose Ramos
This document provides information about an upcoming church series on the resurrection of Jesus Christ. It discusses the evidence for the resurrection in 3 points - the empty tomb, the lack of alternative explanations for what happened to Jesus' body, and the transformed lives of Jesus' disciples and early believers. It also lists some common objections to the resurrection and provides counterpoints. The document aims to convince readers of the truth of the resurrection and invites them to accept Jesus as their savior.
Overview of Kuopio Innovation and Kuopio Science Park, as well as Region's Health Cluster smart speciliation. Senior Advisor Arto Holopainen, Kuopio Innovation Ltd.
Kuopio Innovation is a business developer in Kuopio, Finland that helps innovative organizations through combining ideas, experts, and new ways of thinking. It operates in the Kuopio region, home to the Kuopio Science Park which has over 240 enterprises and around 20,000 people working in fields like health, security, and ICT. Kuopio Innovation provides services like business incubation, helping entrepreneurs develop their ideas and access funding and networks. It also facilitates collaboration between different organizations in the region to foster innovation.
Kuopio Innovation organized health game jams to bring together experts in health, technology, and gaming to develop new digital health games. The document discusses how games can motivate rehabilitation and healthy behaviors. It provides examples of games created at past jams, such as games using electromyography sensors to control games with muscle movement or breathing exercises to control an avatar. The goal is to support collaboration and develop digital games addressing real healthcare needs.
Essential Tips For Building An Ecommerce Website designs.codes
The concept of ecommerce gaining more and more popularity, the demand for developing ecommerce websites have also been on a rise. At present there are over a million different ecommerce sites globally selling a wide variety of products. However, just making a great and interesting looking website is not enough for an ecommerce site. It is necessary to include some important technical aspects in the website as well.
Pim van Leeuwen is an industrial design student who is passionate about design. He has experience working in retail and founded his own streetwear brand called Brotherhood Streetwear. His skills include Photoshop, InDesign, Illustrator, Sketchbook Pro, SolidWorks, sketching, and prototyping. His goal is to broaden his skills and contribute innovative product designs.
The document discusses characteristics of intelligent behavior such as effective thinking, decision making, and follow through. It also discusses how students can apply knowledge from school to real-life situations by drawing on past knowledge, applying knowledge to new situations, recognizing and solving problems. Additionally, it discusses how students can develop skills like creating, imagining, innovating, understanding and empathy, impulse control, persistence, questioning and problem posing to become successful learners.
This document discusses various geographical features that are an integral part of social studies. It focuses on three such features - rivers, lakes and forests. Rivers and their role in communities are often discussed in social studies lessons. Similarly, lakes and the issues surrounding them also come up regularly. Forests have a very prominent place in social studies due to their diverse nature. Providing more information on these geographical features and examining them in detail can help students gain a deeper understanding of these areas and the socio-economic issues related to them.
PORTAFOLIO DE PLANEAMIENTO Y CONTROL DE OPERACIONESAlex Gonzales
El documento describe una investigación sobre los métodos de pronósticos utilizados por empresas madereras y metalmecánicas en Trujillo, Perú. La investigación encontró que la mayoría de empresas madereras usan el método cualitativo de proyección fundamental, mientras que las empresas metalmecánicas usan métodos cuantitativos como la regresión lineal basada en datos históricos. El objetivo era determinar los métodos de pronósticos más aplicados en ambos sectores para mejorar la planificación de la producción y reducir costos.
The document provides advice to young people about making the most of their youth. It encourages them to enjoy this time in their lives through activities with friends, exercise, and avoiding risky behaviors like drinking and driving or pretending to be someone they're not. The key message is that the youth years are meant to be enjoyed fully and used productively to better oneself and help future generations, rather than rushing into adult commitments. Teens are advised to take risks, be restless, and live passionately rather than settling down too soon.
The document summarizes the proposed transfer of the Taltioni business from Taltioni cooperative to Hyvis-ICT Oy. Key details include:
- Taltioni will transfer its technology, framework, software, content, intellectual property rights, contracts, brands, and customers to Hyvis-ICT.
- The transfer is scheduled to take effect on January 1st, 2016 after approval from the Taltioni cooperative.
- Taltioni's technology includes its server infrastructure, development framework, core services, and a web-based user interface for personal health records and other applications.
Social media has changed the way we utilize internet for promotion of websites. It has now become a major platform for promotion of products, services and websites. Marketers are monetizing greatly through social media sites, promoting and selling products online. Social media helps websites to gain traffic, generate leads and improve sales.
Week 3 RISEN resurrection myth or miracle 1015am mediaJose Ramos
This document provides information about an upcoming church series on the resurrection of Jesus Christ. It discusses the evidence for the resurrection in 3 points - the empty tomb, the lack of alternative explanations for what happened to Jesus' body, and the transformed lives of Jesus' disciples and early believers. It also lists some common objections to the resurrection and provides counterpoints. The document aims to convince readers of the truth of the resurrection and invites them to accept Jesus as their savior.
Overview of Kuopio Innovation and Kuopio Science Park, as well as Region's Health Cluster smart speciliation. Senior Advisor Arto Holopainen, Kuopio Innovation Ltd.
Kuopio Innovation is a business developer in Kuopio, Finland that helps innovative organizations through combining ideas, experts, and new ways of thinking. It operates in the Kuopio region, home to the Kuopio Science Park which has over 240 enterprises and around 20,000 people working in fields like health, security, and ICT. Kuopio Innovation provides services like business incubation, helping entrepreneurs develop their ideas and access funding and networks. It also facilitates collaboration between different organizations in the region to foster innovation.
Kuopio Innovation organized health game jams to bring together experts in health, technology, and gaming to develop new digital health games. The document discusses how games can motivate rehabilitation and healthy behaviors. It provides examples of games created at past jams, such as games using electromyography sensors to control games with muscle movement or breathing exercises to control an avatar. The goal is to support collaboration and develop digital games addressing real healthcare needs.
Games for Health Finland ecosystem builds up from state-of-the-art research, standardization, safety, living labs (smart cities), user involvement and fast prototyping to promote entrepreneurship for global business
Games for Health Finland promotes health and emphasizes prevention of diseases by affecting the lifestyle changes and self-care.
Arto Holopainen, Development Director, Kuopio Innovation Ltd.
Presentation "Innovating for Health and Well-being" at WHO International Healthy Cities conference, Athens, Greece, 25/OCT/2014, Arto Holopainen, Development Director, Kuopio Innovation Ltd.
Games for Health Technology lecture in Kuopio Stroke Symposium during 13th Congress of European Forum for Research in Rehabilitation, Helsinki. Senior Advisor, Arto Holopainen
Kajaani UAS has integrated games development into healthcare. This presentation displays two examples how gamification can improve healtcare solutions: My Life is a life management game targeted to youth. Stroke Kinect is a game to rehabilitate stroke patients.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
Reaching the Voice of the Customer: Experiences in Local and International Te...Ulster University
The document summarizes the work of a university innovation lab in Northern Ireland that uses a living lab methodology. The lab brings together users, industry, and academia to co-create innovative solutions to real-world problems through early-stage research and testing with users. It discusses several European projects the lab has conducted on topics like assisted living for elderly individuals. The document also outlines some of the challenges of living lab work, such as balancing user needs with technological advancement and facilitating interdisciplinary collaboration. Overall, the living lab aims to create social and economic value through user-centered open innovation.
Enabling People With Disabilities To Access Health And Safety Assistance Via ...Global Risk Forum GRFDavos
This document discusses research into enabling people with disabilities, specifically the visually impaired, to access health and safety information via mobile technology. The research focuses on designing accessible mobile applications through user-centered design and field testing with visually impaired users. The research aims to address the challenge that most mainstream mobile devices have visual interfaces that are not accessible. By iteratively involving visually impaired users and improving features like screen readers and haptic feedback, the studies demonstrated an improved user experience and ability to complete tasks through mobile applications. The research concludes that refining common mobile device features can help compensate for sensory impairments and ensure access to important health information for the visually impaired population.
Odense University Hospital is a major healthcare center in Denmark serving over 1.2 million citizens with an annual budget of 5.3 billion DKK. The hospital engages in numerous innovation activities including developing and testing telehealth solutions like video conferencing, patient briefcases, teleconsultations, and 3D imaging to improve care and outcomes for patients with conditions like COPD, diabetes, and cardiac issues. They are also involved in several European projects aimed at gathering evidence on the effectiveness and cost-efficiency of telemedicine.
ENoLL presentation in the User Empowerment Mutual Learning SeminarEIP_AHA C2, celebrated in Eindhoven, October 23th, 2013
Best practices and trends in the Living LAb community about user engagement and empowerement in eHealth and Ageing
Serious Games and digital interactive technologies for Healthcareimaginary srl
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.
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 education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
Tapio Jakobsson, Physilect “Rehabilitation Through VR” - Mindtrek 2017Mindtrek
"Being under increasing cost pressure, municipalities have started to explore possibilities of implementing assisted living technologies to provide elderly care and rehabilitation at home without a need of physiotherapist to be present. It is one of the priorities also in Smart Health program of City of Tampere. The range of new technologies currently being evaluated and tested includes wearable sensors and exoskeletons as well as videogames that motivate people to move. "
Tapio Jakobsson,
Business Development Director, Physilect Oy
International Technology Conference Mindtrek 2017
20th - 21st of September, 2017
Tampere, Finland
RIW_PARA_A116 Versatile Rehabilitation for Older People in Finland Marco Muscroft
The document summarizes a research project that studied the effects of home rehabilitation for senior citizens. It had three main goals: 1) develop a rehabilitation service concept for seniors, 2) implement user participation methods, and 3) pilot technology-assisted rehabilitation. The research involved two groups of senior citizens who received either individualized rehabilitation and home care support, or individualized rehabilitation and group rehabilitation. The findings were that both groups improved their physical activity and quality of life after the 12-week rehabilitation period, but those who received group rehabilitation in addition to individualized care showed more improvement. While technology like activity trackers provided some information, more development is still needed to fully meet the needs of elderly users.
Carving out Future Brain Health Directions + Expo DaySharpBrains
Expo Day (first part) @ 2014 SharpBrains Virtual Summit. Summit Sponsors announce and showcase their latest initiatives and solutions:
8–8.20am. Carving out future directions, by Dr. Ken Kosik, Co-Director of the UC Santa Barbara Neuroscience Research Institute
Expo Day
8:45–9.15am. Rosetta Stone/ FitBrains: Steve Quan, Head of Business Development & Strategic Partnerships
9.30-10am. Peak: Roy Zahut, Lead Scientist
10.15–10.45am. Baycrest/ Cogniciti: Mike Meagher, President of Cogniciti
11–11.30am. The Arrowsmith Program: Jessica Poulin, Managing Director
Learn more here:
http://sharpbrains.com/summit-2014/agenda/
This document discusses using virtual reality technology to improve and democratize medical education globally. It outlines how VR can be used to teach basic medical procedures, rehabilitation, and anatomy through hands-on simulation and mimicry of real-world experiences. The document also mentions ongoing work to develop affordable VR equipment and track hands to enhance medical education applications.
DigiKyky -liiketoiminnan uudistaminen 6.9. koulutuspäivän johdatus, asiantuntija Arto Holopainen, teknologia- ja liiketoimintaennakointi, Kuopio Innovation Oy
Terveydenhuollon etäpalvelut & teknologia-seminaarissa pidetty luento "Telelääketieteen käyttö ja tulevaisuuden näkymät", Arto Holopainen, Asiantuntija, Kuopio Innovation Oy.
Gamifying healthy and smart cities can provide many benefits. It can make health fun and engaging through games and challenges. By applying game mechanics to civic issues and everyday activities, citizens are motivated to participate and work towards common goals that improve their communities. As technologies like mobile apps, sensors, and open data platforms advance, cities will have new opportunities to gamify services and encourage healthy behaviors. Strategic experimentation through challenges and playful approaches can efficiently test new ideas.
This document discusses challenges in the Finnish healthcare system and opportunities for digital innovations to address them. It notes that chronic diseases account for 80% of healthcare costs while a small portion of patients use most resources. It also reports that in 2013 only 15% of Finnish citizens could get a doctor's appointment within 2 weeks. The document advocates combining personal health data from various sources to provide more holistic care and give patients better tools to manage their own wellness. It provides examples of existing health apps and services that could contribute to this new model.
Risto Kaikkonen from the National Institute for Health and Welfare (THL) in Finland discusses possibilities for open health and well-being data. THL collects and maintains numerous health registers containing personal data on topics such as cancers, hospital discharges, and health surveys. Currently, THL provides limited open aggregate datasets and reports, but the data has more potential uses. With open interfaces and virtual data warehouses, the data could support custom analyses by policymakers, entrepreneurs, researchers and citizens. This could help inform public discourse and decision making. THL also challenges developers to create applications using open data to compare health behaviors, support municipal decision making, and visualize infectious disease trends.
This document discusses how gamification can be used to promote healthy behaviors and smart cities. It describes how Finland has been a leader in digital health innovations by using mobile devices and sensors to give citizens access to their medical information and enable self-monitoring. Cities like Kuopio are exploring public-private partnerships that use games and game mechanics to motivate people to pursue health benefits, reduce inequality, and activate citizens. Kuopio brings together different sectors like health, education and commerce to test these innovative gamified solutions with real users and generate new opportunities for health technology companies.
Innovation technology and life-course approaches keynote at WHO Healthy Cities 2015 Kuopio Annual Business and Technical Conference. 26 June 2015. Senior Advisor Arto Holopainen.
Health Promotion - Games for Health. Luento 20. kansallisessa telelääketieteen ja eHealth seminaarissa 10.4.2015. Asiantuntija Arto Holopainen, Kuopio Innovation Oy
Uusi teknologia - Games for Health luento Kuopion yliopistollisen sairaalan (KYS) erityisvastuualueen (ERVA) fysiatrian ja kuntoutuksen työkokouksessa 17.3.2015. Asiantuntija Arto Holopainen, Kuopio Innovation Oy.
Alustus lääketeollisuus ry:n lääkeinformaatioverkoston aamupäivän seminaarissa "sähköiset lääkeinformaatiopalvelut". eHealth Suomessa ja maailmalla - missä mennään? Asiantuntija Arto Holopainen, Kuopio Innovation Oy
Nopeilla kokeiluilla uusia hyvinvointi- ja terveysinnovaatiota, Case KuopioGames for Health Finland
Nopeilla kokeiluilla uusia hyvinvointi- ja terveysinnovaatiota, Case Kuopio, Terveysteknologia & eHealth 2015 tapahtuma. Kehitysjohtaja Arto Holopainen, Kuopio Innovation Oy
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.
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.
micro teaching on communication m.sc nursing.pdfAnurag Sharma
Microteaching is a unique model of practice teaching. It is a viable instrument for the. desired change in the teaching behavior or the behavior potential which, in specified types of real. classroom situations, tends to facilitate the achievement of specified types of objectives.
Rasamanikya is a excellent preparation in the field of Rasashastra, it is used in various Kushtha Roga, Shwasa, Vicharchika, Bhagandara, Vatarakta, and Phiranga Roga. In this article Preparation& Comparative analytical profile for both Formulationon i.e Rasamanikya prepared by Kushmanda swarasa & Churnodhaka Shodita Haratala. The study aims to provide insights into the comparative efficacy and analytical aspects of these formulations for enhanced therapeutic outcomes.
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
NVBDCP.pptx Nation vector borne disease control programSapna Thakur
NVBDCP was launched in 2003-2004 . Vector-Borne Disease: Disease that results from an infection transmitted to humans and other animals by blood-feeding arthropods, such as mosquitoes, ticks, and fleas. Examples of vector-borne diseases include Dengue fever, West Nile Virus, Lyme disease, and malaria.
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.
- Video recording of this lecture in English language: https://youtu.be/kqbnxVAZs-0
- Video recording of this lecture in Arabic language: https://youtu.be/SINlygW1Mpc
- Link to download the book free: https://nephrotube.blogspot.com/p/nephrotube-nephrology-books.html
- Link to NephroTube website: www.NephroTube.com
- Link to NephroTube social media accounts: https://nephrotube.blogspot.com/p/join-nephrotube-on-social-media.html
Ozempic: Preoperative Management of Patients on GLP-1 Receptor Agonists Saeid Safari
Preoperative Management of Patients on GLP-1 Receptor Agonists like Ozempic and Semiglutide
ASA GUIDELINE
NYSORA Guideline
2 Case Reports of Gastric Ultrasound
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.
Thyroid Gland- Gross Anatomy by Dr. Rabia Inam Gandapore.pptx
Games for Health Europe 2014 - Games for Health Finland
1.
2. Kuopio Innovation is a business developer that opens up new opportunities for innovative organisations by combining ideas, experts and new ways of thinking.
3. •Established in March 2008
•Operating area: Kuopio area
•Owners: City of Kuopio (68 %), Technopolis Plc. (24 %), University of Eastern Finland (4 %) and Savonia University of Applied Sciences (4 %)
•Business volume € 2,4 million (2012)
•Chairman of the board: Petteri Paronen, Mayor, City of Kuopio
•Managing Director: Heikki Helve
•Staff: 17
Kuopio Innovation Ltd.
4. Finland is at a world-level benchmark in terms of eHealth
5. Finland hosts today one of the most active and rapidly expanding game industries in the world
Source: Finnish Game Industry 2014, Neogames
6.
7. •Gamification in health promotion is all about the games cited characteristics and applications of the technologies to promote health by emphasising the prevention of diseases, affecting the lifestyle changes and self-care
•Games for Health supports entrepreneurship, rapid technological experiments and organises activating events
•[products] [jamvideo1] [jamvideo2] [video3]
“It’s all about collaboration and co-creation„
8. •Gathers people with all kinds of backgrounds together for 24 or 48 hours co-creation event
•Combines health and gaming technologies, fast prototyping and community participation
•Promotes entrepreneurship and provides platform for cross-sectoral collaboration
Games for Health Game Jam
Global Network
Innovative Markets
Companies
Education
Research
Funding
Collisions New Innovations Start-Up
Infrastructure
Networking and Co-operation
of companies
Digital Technology
48h
9. •App to increase young people’s awareness about their own well-being and the ways to improve it
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications
Achievements – Examples in real life environments
10. •App to increase young people’s awareness about their own well-being and the ways to improve it
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications
Achievements – Examples in real life environments
11. •The game is based on a one minute deep breathing test develop by a German neurophysiologist, where the regulation of autonomic nervous system is being measured through deep breathing from that particular person’s ECG data.
•The mobile app creates an avatar based on the gotten test results. The game encourages the user to improve the avatar through training since with better test results one is rewarded with a happier, more relaxed avatar.
HealthyGotch
12. •App to increase young people’s awareness about their own well-being and the ways to improve it
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications
Achievements – Examples in real life environments
13.
14. •App to increase young people’s awareness about their own well-being and the ways to improve it
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications
Achievements – Examples in real life environments
15.
16. •App to increase young people’s awareness about their own well-being and the ways to improve it
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications
Achievements – Examples in real life environments
17.
18. •Jukka Sormunen, an entrepreneur and the Principal of Klassikka upper seconday high school in Kuopio, is developing health-promoting ActionTrack playing fields for schools at iClass Finland Education Network Ltd.
•Through the exercise- and health-oriented playing fields, support can be provided for the educational partnership between home and school.
•Through a game, pupils are guided to, say, brush their teeth. Parents can monitor the game, confirming on the game platform, with a mobile device, that the teeth have been brushed. In this way, interaction in a young person’s education takes place through modern terminal devices, and responsibility is not left to the old civics classes.
Klassikka upper secondary high school – ActionTrack
19. •Heli Vehkala, the Project Manager at Neuron, the Finnish Brain Research and Rehabilitation Centre, thinks that current terminal devices hold enormous business potential.
•Public and private healthcare services will not be able to cope with future pressures. There is a global need for different kinds of telerehabilitation and telecare models.
•Gamification, the application of games for health promotion and maintenance, will save money on many counts. An individual’s functional capacity will improve with smaller personnel resources than today. Increasing well-being will save society money.
Finnish Brain Research and Rehabilitation Centre Neuron