Gamification and Global Health ChallengesDavid Wortley
Global Health Challenges such as Obesity, Diabetes, Pandemics and antibiotic-resistant viruses present a real and present danger, not just for the future of national health service provision, but also, arguably, for the future of mankind. This presentation, delivered at the Segamed 2015 conference in Nice in December 2015 focuses primarily on lifestyle related conditions such as obesity. The presentation makes the argument for a collaborative approach from all sectors of society and that the medical profession alone cannot be expected to provide solutions for problems which are essentially self-inflicted.
The presentation looks at the combination of gamification and enabling technologies and, using the analogy of a car, suggests that the human body is our vehicle for taking us through life's journey. Using technology to monitor the condition of our body and developing tools which give us the equivalent of a human sat-nav for our life journey can help to shift responsibility and power for health management towards the citizen and the communities in which we exist.
Trends in serious games for health and well beingDavid Wortley
This presentation was delivered at the Serious Play 2017 conference held at George Mason University in Virginia, USA in July 2017. Part 1 aims to provide an insight into the impact of disruptive technologies and details of previous projects from my time at the Serious Games Institute. Part 2 of the presentation looks at the impact of wearable technologies on personal health management and creates and analogy between the impact of technology on the motor industry and developments in personal health management.
This presentation was delivered at the inaugural conference of the International Society for Digital Medicine in Nanjing on June 19th. The presentation features digital health and gamification applications from GAETSS partners including Milan Based Imaginary and UK personal health management specialists, Spirit Healthcare.
ABSTRACT
Modern Lifestyles represent one of the biggest health challenges to modern society. The combination of higher standards of living, extended life expectancies and falling birth rates has led to a cocktail of medical problems that affect, in different ways, all age groups whether it be childhood obesity, diabetes and cardiovascular problems in adults or physical and cognitive decline in the elderly. These challenges, and the decline in the relative percentage of people in employment means that the public and private health services are facing a demographic time-bomb which, without intervention and effective strategies is likely to cause serious social and economic disruption.
This presentation examines the potential of wearable devices, gamification, artificial intelligence and big data used in digital health and wellbeing applications to have a positive impact on public health as well as facilitating new relationships between citizens and healthcare providers for personal health management and improved lifestyle behaviours.
Digital Health Company Information SessionTeri Morris
Introduction to Digital Health, why it's important to companies and individuals, how technology disrupts and what's ahead for health, a look at employee wellness, and more.
This presentation looks at the trends in the development of serious games for health and well-being applications and seeks to illustrate how advances in disruptive emerging technologies such as wearables and virtual reality are influencing the types of games being developed.
Gamification and Lifestyle Technologies for Personal Health ManagementDavid Wortley
ECGBL 2015 - European Conference on Games Based Learning Steinkjer, Norway
Lifestyle related conditions such as obesity and diabetes represent one of the most serious challenges to global health which threatens the sustainability of health services. In countries like the UK, there are regular headlines about the likely consequences of growing levels of obesity, especially in children, for future generations. The challenge therefore is to find sustainable practices which tackle this issue successfully and avoid the serious consequences of a breakdown in health services and consequent incidence of avoidable mortality.
There is a general acceptance of the need to change lifestyle behaviours of all ages of citizens but there are a number of important barriers to affecting these changes which include :-
• Lack of motivation and practical inability to change lifestyle
• Lack of awareness and understanding of the consequences of obesity on future health
• Ready availability and attractiveness of fast food with poor nutritional content
• The belief that free health services on demand will be available when needed
• A model for health insurance which does not link premiums to lifestyle behaviours
These factors, coupled with a perception that the Government should take responsibility for ensuring the health of its people, leads to demands for Government intervention on issues such as sugar content in food, penalties for poor fast food provisions and the display of nutritional content on food packaging.
All of these suggested interventions are designed to allow citizens to continue their chosen lifestyle practices without any responsibility for managing their own health.
This situation is increasingly unsustainable and requires interventions which facilitate a shift change in the citizen’s acceptance of more responsibility for personal health and the necessary tools, motivation and incentives to change lifestyle practices in a positive way.
Wearables and Gamification for Personal Health ManagementDavid Wortley
This is a recording of the webinar on the Use of Wearable Technologies and Gamification for my own personal health Management., The webinar was broadcast live on Thursday Feb 1st during a presentation to the Computer Sciences Faculty members at the Open University. The webinar used Adobe Connect Technology and features my personal experiences and thoughts on the challenges of the ageing society.
Gamification and Global Health ChallengesDavid Wortley
Global Health Challenges such as Obesity, Diabetes, Pandemics and antibiotic-resistant viruses present a real and present danger, not just for the future of national health service provision, but also, arguably, for the future of mankind. This presentation, delivered at the Segamed 2015 conference in Nice in December 2015 focuses primarily on lifestyle related conditions such as obesity. The presentation makes the argument for a collaborative approach from all sectors of society and that the medical profession alone cannot be expected to provide solutions for problems which are essentially self-inflicted.
The presentation looks at the combination of gamification and enabling technologies and, using the analogy of a car, suggests that the human body is our vehicle for taking us through life's journey. Using technology to monitor the condition of our body and developing tools which give us the equivalent of a human sat-nav for our life journey can help to shift responsibility and power for health management towards the citizen and the communities in which we exist.
Trends in serious games for health and well beingDavid Wortley
This presentation was delivered at the Serious Play 2017 conference held at George Mason University in Virginia, USA in July 2017. Part 1 aims to provide an insight into the impact of disruptive technologies and details of previous projects from my time at the Serious Games Institute. Part 2 of the presentation looks at the impact of wearable technologies on personal health management and creates and analogy between the impact of technology on the motor industry and developments in personal health management.
This presentation was delivered at the inaugural conference of the International Society for Digital Medicine in Nanjing on June 19th. The presentation features digital health and gamification applications from GAETSS partners including Milan Based Imaginary and UK personal health management specialists, Spirit Healthcare.
ABSTRACT
Modern Lifestyles represent one of the biggest health challenges to modern society. The combination of higher standards of living, extended life expectancies and falling birth rates has led to a cocktail of medical problems that affect, in different ways, all age groups whether it be childhood obesity, diabetes and cardiovascular problems in adults or physical and cognitive decline in the elderly. These challenges, and the decline in the relative percentage of people in employment means that the public and private health services are facing a demographic time-bomb which, without intervention and effective strategies is likely to cause serious social and economic disruption.
This presentation examines the potential of wearable devices, gamification, artificial intelligence and big data used in digital health and wellbeing applications to have a positive impact on public health as well as facilitating new relationships between citizens and healthcare providers for personal health management and improved lifestyle behaviours.
Digital Health Company Information SessionTeri Morris
Introduction to Digital Health, why it's important to companies and individuals, how technology disrupts and what's ahead for health, a look at employee wellness, and more.
This presentation looks at the trends in the development of serious games for health and well-being applications and seeks to illustrate how advances in disruptive emerging technologies such as wearables and virtual reality are influencing the types of games being developed.
Gamification and Lifestyle Technologies for Personal Health ManagementDavid Wortley
ECGBL 2015 - European Conference on Games Based Learning Steinkjer, Norway
Lifestyle related conditions such as obesity and diabetes represent one of the most serious challenges to global health which threatens the sustainability of health services. In countries like the UK, there are regular headlines about the likely consequences of growing levels of obesity, especially in children, for future generations. The challenge therefore is to find sustainable practices which tackle this issue successfully and avoid the serious consequences of a breakdown in health services and consequent incidence of avoidable mortality.
There is a general acceptance of the need to change lifestyle behaviours of all ages of citizens but there are a number of important barriers to affecting these changes which include :-
• Lack of motivation and practical inability to change lifestyle
• Lack of awareness and understanding of the consequences of obesity on future health
• Ready availability and attractiveness of fast food with poor nutritional content
• The belief that free health services on demand will be available when needed
• A model for health insurance which does not link premiums to lifestyle behaviours
These factors, coupled with a perception that the Government should take responsibility for ensuring the health of its people, leads to demands for Government intervention on issues such as sugar content in food, penalties for poor fast food provisions and the display of nutritional content on food packaging.
All of these suggested interventions are designed to allow citizens to continue their chosen lifestyle practices without any responsibility for managing their own health.
This situation is increasingly unsustainable and requires interventions which facilitate a shift change in the citizen’s acceptance of more responsibility for personal health and the necessary tools, motivation and incentives to change lifestyle practices in a positive way.
Wearables and Gamification for Personal Health ManagementDavid Wortley
This is a recording of the webinar on the Use of Wearable Technologies and Gamification for my own personal health Management., The webinar was broadcast live on Thursday Feb 1st during a presentation to the Computer Sciences Faculty members at the Open University. The webinar used Adobe Connect Technology and features my personal experiences and thoughts on the challenges of the ageing society.
There are a growing number of wearable technology devices entering the market healthcare place. These devices provide unprecedented opportunities for citizens to monitor their health and better manage their lifestyles. This presentation provides some insights into the impact of these technologies on personal health management both now and in the future. It also considers the importance of gamification in translating health information into changed behaviours enabled by these technologies.
APAN Serious Games and Childhood Obesity Webinar Seoul 2015David Wortley
This presentation was delivered in webinar format in Seoul in April 2015 and is designed to explore the serious issue of childhood obesity and how wearable lifestyle technology and gamification strategies might address the issue and help prevent serious health problems in later life
Gamification and Wearable Lifestyle TechnologiesDavid Wortley
Gamification is the use of game mechanics and methodologies in non-game contexts so that, in the health sector, these wearable devices and mobile applications will provide targets or goals as a mechanism to motivate users to develop the habits that will lead to better well-being.
.
Wearable lifestyle technologies will also increasingly use artificial intelligence and “crowd-sourcing” of knowledge to provide a personalised program of lifestyle habits for exercise, sleep and eating based on what has been proven to work for other users with similar profiles. The consequence of all of this is that each individual will have a stored personal profile and DNA record backed up by a history of behaviours and activities that could be used in many different contexts to the benefit of the citizen e.g. health insurance, job applications and even dating.
This presentation was delivered at the London Futurists Event on June 20th at Birbeck College and was one of a number of presentations by contributing authors to the Future of Business Book due to be launched on June 23rr.
Impact of Disruptive Digital Technologies on medicine, health and-well being pptDavid Wortley
This presentation was delivered in the Keynote Forum session at the Global Health Conference in Taiyuan, China in November 2017. Its theme addresses the impact of disruptive digital technologies on medicine, health and wellbeing
Digital Behaviours and Preventative HealthcareDavid Wortley
This presentation was delivered at the Wearable Tech Show held at the Business Design Centre in Islington London. It looks at the opportunities and challenges presented by disruptive digital technologies being developed for the health sector. It concludes that digital technologies which support preventative healthcare and personal health management are vital for the sustainability of public health services which are globally threatened by lifestyle related conditions such as obesity, diabetes and dementia. It highlights the dangers of over-dependence on technologies such as artificial intelligence and an unreasonable expectation that technologies can absolve us the need to take personal responsibility for our own health management.
Education Gamification and Personal HealthDavid Wortley
The Role of Gamification in Education and Personal Health and Well-Being presentation was delivered in Malaysia at a workshop organised by the UPSI Education Research Lab
Gamification in Education and Personal HealthDavid Wortley
This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI Education Research Laboratory in Tanjung Malik, Perak, Malaysia on May 6th 2016
It explores the role of gamification and the impact of technology in the areas of education and health/well-being
Transfer to immortality - A Sustainable Singularity Solution ?David Wortley
I delivered this presentation at the Sci-Fi 2018 conference organised by Eurosis and taken place at the Novotel in Bruges. It considers the potential reality of Singularity and the option of immortality through a human/machine blend. The presentation describes legislation to protect environmental resources in which humans have to be put to sleep on their 100th birthday in a scenario which combines transfer of all your human experiences, relationships, traits and knowledge into an avatar who is paired with the chosen "love of your life" by a mixture of AI, your emotions and a global audience who can share your life memories and feelings and vote for a person. It challenges by example to imagine what memories the audience would retrieve on their last day.
This presentation illustrates the health and fitness improvements achieved through small changes in lifestyle habits and draws conclusions about the potential of Gamification strategies and wearable technologies on personal health management. In an age where obesity and lifestyle-related conditions are a severe threat to the sustainability of public health services, the transfer of responsibility for health management away from health professionals and onto technology-empowered citizens could have important implications for the future of society and responsible citizenship.
Serious Games, Gamification and Enabling Technologies for Global Health Chall...David Wortley
Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health conditions make it vital to develop solutions to improve the cost effectiveness of personal healthcare and management. David Wortley's presentation focuses on the growing contribution that serious games, Gamification and rapidly maturing enabling technologies can make to address these challenges and empower both citizens and healthcare providers with the tools and technologies for improved public health, wellbeing and independent living.
Data drives company outcomes - employers agree analytics are a key factor in strategic planning. Customizing wellness solutions that has turned science fiction into science. Employees biometrics and genomics - sequencing the genome - drives choosing individualized wellness coaching. Health solutions - providing a path of sustainability and adherence - scientific, engaging, redefining individualized - And we make it affordable. Employee health programs - what a wonderful way to build healthier communities - establish lifestyle habits creating a healthier future for our children. We can manage & prevent chronic illnesses - saving lives and money - investing the money for happier, bigger, better futures.
Wearable technology. The best way to incentivize employees. People love wearable technology. Using the wearable device providing scientific accuracy on more biomarkers than any other device allows integration into the HRA, creating the most customized wellness programs and coaching. Real health analytics, with health tracking that people love, providing proactive health and chronic disease management. Studies providing proving the success of wearable technology in the workplace, increasing employee satisfaction. productivity, employee engagement and of course employee health. A health employee workforce creates a healthy company and healthy profit.
The Gamified Well-being for all Ages paper was co-written by Lucia Pannese and Antonio Ascolese of Imaginary and david Wortley of GAETSS.
This paper explores the role of technology and gamification strategies in addressing serious societal health issues by providing tools and practices which support healthy ageing (thereby reducing the cost of care for the elderly). These tools and practices also provide an infrastructure and ecosystem that enables effective care and rehabilitation to take place in a home environment with more cost effective patient management from remote medical professionals. This paper emphasises the importance and cost effectiveness of preventative healthcare based on influencing patient lifestyle behaviours, awareness and understanding and the value of citizen empowerment in personal health management.
The paper is based on the experiences of major European projects Rehab@Home, Pegaso and Doremi where the author’s company has been developing technology tools and gamified applications to improve physical and mental wellbeing for ages from teenagers to the elderly.
Gamification and Lifestyle Technologies for Personal Health Management Paper ECGBL 2015
This paper presents a practical case study on the use of Gamification strategies and wearable lifestyle technologies for personal health management. It describes the results of a two year project in which the author explores the potential of various lifestyle tracking and health monitoring equipment and the impact that had on his health parameters and well-being. The paper will describe the lessons learned from project and the techniques used to effect simple but long-lasting changes in exercise and eating patterns that significantly improve personal health management. The data captured and visualized by the mobile applications linked to these lifestyle technologies illustrates how gamification and enabling technologies have evolved in support of pervasive personal health management. The paper will also suggest how these technologies and practices are likely to evolve over the next few years and the potential benefits for society in tackling global lifestyle related conditions such as obesity and diabetes.
As leaders we understand that our job is to possibly idolize and c.docxfestockton
As leaders we understand that our job is to possibly idolize and carry out the impossible. Healthcare managers primary role is to manage and maintain stabilization. One of the main issues that effects healthcare is intelligence taking over an organization in a setting where elderly people can barely function coherently alone. Quest Diagnostics has switched over to electronically checking in on a kiosk system. MyQuest benefits a patient to receive their results on a portal, without going through the hassle of contacting your doctor or avoiding anxiety throughout the wait for a call back. Is this change saving a hassle or enhancing complications and trouble in an organization?
Change can be hard for some and easy for others. To the healthcare professional manager a change in a structured system may benefit the pace and results of outcomes at this organization. To the patient it may be an additional loop hole in the obstacle course they are not in favor of. The problem initiates when there’s order put in place to carry out new solutions effectively and there’s a complaint and the manager has to see how to satisfy this one customer out of a million because this too can be the rise or fall of an appointment. Managers should stand on what they believe is a better system that works for the majority and not bend it for any reason. Once there’s a tweak in the system it opens up a hole for everyone to think rules will be bent if there’s a complaint. We should question our thinking and communicate effectively with all other leadership to create the most effective system to please as much of the patients as possible. We can not please every human and doing cover ups or quick fixes creates a catastrophe.
Most doctors that have been practicing for years are used to coding manually and paper charts. Recently in the past two years all healthcare settings are forced to switch to icd coding, a new set of codes that are put in place to take the old ones that had been used for years out. This helps the specifications of the patient condition to easily communicate with the patients insurance and lessens the use of multiple codes. This also alters the doctors practice when they are still using paper orders and charts and haven’t learned the codes correctly so are causing patients to be billed by insurance.
When critically analyzing the solution to this problem we should use the problem-solving skills of asking the 5 whys. In a fast past setting we usually like to immediately fix the problem in the area or satisfy the majority. This can result to quick fixes which is like only placing a band aid over a bullet wound. Longterm this result can be detrimental to the organization. Quick fixes should be avoided as much as possible by healthcare management or anyone in leadership.
· Stephens, J. H., & Ledlow, G. R. (2010). Real healthcare reform: Focus on primary care access. Hospital Topics, 88(4), 98–106.
· Cliff, B. (2012). Excellence in patient satis ...
The impact of disruptive digital technologies on education, medicine, health ...David Wortley
This is the keynote presentation delivered on Day 2 of the European Conference on Technology Enabled Learning (EC-TEL 2018) held at the University of Leeds on Sept 6th 2018. It looks at Technologies enhance learning in the period 1950 to 2048.
ISDM February 2022 E-Newsletter
Digital Therapeutics, AI, Virtual Reality, Nutrition and Healthy Ageing
Digital Therapeutics and Immersive Technologies
Digital Health, Nutrition and Healthy Ageing
Tripp Digital Therapeutics Virtual Reality
CAR-T Therapies Webinar
How AI is Enhancing Personal Development IORMA Webinar
Hospitals, Technology and the Patient IORMA Webinar
Strengthening Health Systems in Africa Zenith Global Health Conference
Royal Society of Medicine Upcoming Webinars
Digital Medicine Journal Special Edition
Future Events Program and Speaker Invitations
As we are approaching an end to the restrictions associated with COVID-19, it seems a good time to reflect on the disruptions and focus on how technology might be applied to avoid the same situation happening again. It is almost inevitable, in my opinion, that our pre-COVID lifestyles and travel/mobility will almost certainly lead to future pandemics and whilst the lessons learnt in fast-tracking clinical research and development of new drugs and vaccines will help to mitigate the situation, it does not alter the pressing need to shift focus from cure to prevention.
Digital Health and Digital Therapeutics technologies can help to protect the future sustainability of public health services through personal physical and mental health management whilst Digital Medicine will enable early detection of clinical problems and a range of innovative new solutions for cures.
This month’s E-Newsletter includes details of previous and upcoming events where the focus has been on addressing some of the challenges of preventative healthcare, especially in the area of the Ageing Society. Links to archived presentations and future events are included and we hope you will enjoy the past presentations and register for some of the upcoming events.
Digital therapeutics and immersive technologies Bournemouth UniversityDavid Wortley
Digital therapeutics is a fast growing area of digital medicine. In this presentation, Vice President of the International Society of Digital Medicine (ISDM), David Wortley, sets out the current challenges to global health sustainability and the importance of shifting the focus from cure to prevention, especially in the use of digital technologies for personal health management and therapeutics.
The presentation includes examples of digital therapeutic applications for neuro- rehabilitation, gamified exercise using consumer VR devices and support for dementia sufferers through digital memories.
The presentation was delivered at the new Faculty for Health and Social Sciences at Bournemouth University.
More Related Content
Similar to Wearables and Gamification for Health and Wellbeing - My Story
There are a growing number of wearable technology devices entering the market healthcare place. These devices provide unprecedented opportunities for citizens to monitor their health and better manage their lifestyles. This presentation provides some insights into the impact of these technologies on personal health management both now and in the future. It also considers the importance of gamification in translating health information into changed behaviours enabled by these technologies.
APAN Serious Games and Childhood Obesity Webinar Seoul 2015David Wortley
This presentation was delivered in webinar format in Seoul in April 2015 and is designed to explore the serious issue of childhood obesity and how wearable lifestyle technology and gamification strategies might address the issue and help prevent serious health problems in later life
Gamification and Wearable Lifestyle TechnologiesDavid Wortley
Gamification is the use of game mechanics and methodologies in non-game contexts so that, in the health sector, these wearable devices and mobile applications will provide targets or goals as a mechanism to motivate users to develop the habits that will lead to better well-being.
.
Wearable lifestyle technologies will also increasingly use artificial intelligence and “crowd-sourcing” of knowledge to provide a personalised program of lifestyle habits for exercise, sleep and eating based on what has been proven to work for other users with similar profiles. The consequence of all of this is that each individual will have a stored personal profile and DNA record backed up by a history of behaviours and activities that could be used in many different contexts to the benefit of the citizen e.g. health insurance, job applications and even dating.
This presentation was delivered at the London Futurists Event on June 20th at Birbeck College and was one of a number of presentations by contributing authors to the Future of Business Book due to be launched on June 23rr.
Impact of Disruptive Digital Technologies on medicine, health and-well being pptDavid Wortley
This presentation was delivered in the Keynote Forum session at the Global Health Conference in Taiyuan, China in November 2017. Its theme addresses the impact of disruptive digital technologies on medicine, health and wellbeing
Digital Behaviours and Preventative HealthcareDavid Wortley
This presentation was delivered at the Wearable Tech Show held at the Business Design Centre in Islington London. It looks at the opportunities and challenges presented by disruptive digital technologies being developed for the health sector. It concludes that digital technologies which support preventative healthcare and personal health management are vital for the sustainability of public health services which are globally threatened by lifestyle related conditions such as obesity, diabetes and dementia. It highlights the dangers of over-dependence on technologies such as artificial intelligence and an unreasonable expectation that technologies can absolve us the need to take personal responsibility for our own health management.
Education Gamification and Personal HealthDavid Wortley
The Role of Gamification in Education and Personal Health and Well-Being presentation was delivered in Malaysia at a workshop organised by the UPSI Education Research Lab
Gamification in Education and Personal HealthDavid Wortley
This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI Education Research Laboratory in Tanjung Malik, Perak, Malaysia on May 6th 2016
It explores the role of gamification and the impact of technology in the areas of education and health/well-being
Transfer to immortality - A Sustainable Singularity Solution ?David Wortley
I delivered this presentation at the Sci-Fi 2018 conference organised by Eurosis and taken place at the Novotel in Bruges. It considers the potential reality of Singularity and the option of immortality through a human/machine blend. The presentation describes legislation to protect environmental resources in which humans have to be put to sleep on their 100th birthday in a scenario which combines transfer of all your human experiences, relationships, traits and knowledge into an avatar who is paired with the chosen "love of your life" by a mixture of AI, your emotions and a global audience who can share your life memories and feelings and vote for a person. It challenges by example to imagine what memories the audience would retrieve on their last day.
This presentation illustrates the health and fitness improvements achieved through small changes in lifestyle habits and draws conclusions about the potential of Gamification strategies and wearable technologies on personal health management. In an age where obesity and lifestyle-related conditions are a severe threat to the sustainability of public health services, the transfer of responsibility for health management away from health professionals and onto technology-empowered citizens could have important implications for the future of society and responsible citizenship.
Serious Games, Gamification and Enabling Technologies for Global Health Chall...David Wortley
Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health conditions make it vital to develop solutions to improve the cost effectiveness of personal healthcare and management. David Wortley's presentation focuses on the growing contribution that serious games, Gamification and rapidly maturing enabling technologies can make to address these challenges and empower both citizens and healthcare providers with the tools and technologies for improved public health, wellbeing and independent living.
Data drives company outcomes - employers agree analytics are a key factor in strategic planning. Customizing wellness solutions that has turned science fiction into science. Employees biometrics and genomics - sequencing the genome - drives choosing individualized wellness coaching. Health solutions - providing a path of sustainability and adherence - scientific, engaging, redefining individualized - And we make it affordable. Employee health programs - what a wonderful way to build healthier communities - establish lifestyle habits creating a healthier future for our children. We can manage & prevent chronic illnesses - saving lives and money - investing the money for happier, bigger, better futures.
Wearable technology. The best way to incentivize employees. People love wearable technology. Using the wearable device providing scientific accuracy on more biomarkers than any other device allows integration into the HRA, creating the most customized wellness programs and coaching. Real health analytics, with health tracking that people love, providing proactive health and chronic disease management. Studies providing proving the success of wearable technology in the workplace, increasing employee satisfaction. productivity, employee engagement and of course employee health. A health employee workforce creates a healthy company and healthy profit.
The Gamified Well-being for all Ages paper was co-written by Lucia Pannese and Antonio Ascolese of Imaginary and david Wortley of GAETSS.
This paper explores the role of technology and gamification strategies in addressing serious societal health issues by providing tools and practices which support healthy ageing (thereby reducing the cost of care for the elderly). These tools and practices also provide an infrastructure and ecosystem that enables effective care and rehabilitation to take place in a home environment with more cost effective patient management from remote medical professionals. This paper emphasises the importance and cost effectiveness of preventative healthcare based on influencing patient lifestyle behaviours, awareness and understanding and the value of citizen empowerment in personal health management.
The paper is based on the experiences of major European projects Rehab@Home, Pegaso and Doremi where the author’s company has been developing technology tools and gamified applications to improve physical and mental wellbeing for ages from teenagers to the elderly.
Gamification and Lifestyle Technologies for Personal Health Management Paper ECGBL 2015
This paper presents a practical case study on the use of Gamification strategies and wearable lifestyle technologies for personal health management. It describes the results of a two year project in which the author explores the potential of various lifestyle tracking and health monitoring equipment and the impact that had on his health parameters and well-being. The paper will describe the lessons learned from project and the techniques used to effect simple but long-lasting changes in exercise and eating patterns that significantly improve personal health management. The data captured and visualized by the mobile applications linked to these lifestyle technologies illustrates how gamification and enabling technologies have evolved in support of pervasive personal health management. The paper will also suggest how these technologies and practices are likely to evolve over the next few years and the potential benefits for society in tackling global lifestyle related conditions such as obesity and diabetes.
As leaders we understand that our job is to possibly idolize and c.docxfestockton
As leaders we understand that our job is to possibly idolize and carry out the impossible. Healthcare managers primary role is to manage and maintain stabilization. One of the main issues that effects healthcare is intelligence taking over an organization in a setting where elderly people can barely function coherently alone. Quest Diagnostics has switched over to electronically checking in on a kiosk system. MyQuest benefits a patient to receive their results on a portal, without going through the hassle of contacting your doctor or avoiding anxiety throughout the wait for a call back. Is this change saving a hassle or enhancing complications and trouble in an organization?
Change can be hard for some and easy for others. To the healthcare professional manager a change in a structured system may benefit the pace and results of outcomes at this organization. To the patient it may be an additional loop hole in the obstacle course they are not in favor of. The problem initiates when there’s order put in place to carry out new solutions effectively and there’s a complaint and the manager has to see how to satisfy this one customer out of a million because this too can be the rise or fall of an appointment. Managers should stand on what they believe is a better system that works for the majority and not bend it for any reason. Once there’s a tweak in the system it opens up a hole for everyone to think rules will be bent if there’s a complaint. We should question our thinking and communicate effectively with all other leadership to create the most effective system to please as much of the patients as possible. We can not please every human and doing cover ups or quick fixes creates a catastrophe.
Most doctors that have been practicing for years are used to coding manually and paper charts. Recently in the past two years all healthcare settings are forced to switch to icd coding, a new set of codes that are put in place to take the old ones that had been used for years out. This helps the specifications of the patient condition to easily communicate with the patients insurance and lessens the use of multiple codes. This also alters the doctors practice when they are still using paper orders and charts and haven’t learned the codes correctly so are causing patients to be billed by insurance.
When critically analyzing the solution to this problem we should use the problem-solving skills of asking the 5 whys. In a fast past setting we usually like to immediately fix the problem in the area or satisfy the majority. This can result to quick fixes which is like only placing a band aid over a bullet wound. Longterm this result can be detrimental to the organization. Quick fixes should be avoided as much as possible by healthcare management or anyone in leadership.
· Stephens, J. H., & Ledlow, G. R. (2010). Real healthcare reform: Focus on primary care access. Hospital Topics, 88(4), 98–106.
· Cliff, B. (2012). Excellence in patient satis ...
The impact of disruptive digital technologies on education, medicine, health ...David Wortley
This is the keynote presentation delivered on Day 2 of the European Conference on Technology Enabled Learning (EC-TEL 2018) held at the University of Leeds on Sept 6th 2018. It looks at Technologies enhance learning in the period 1950 to 2048.
Similar to Wearables and Gamification for Health and Wellbeing - My Story (20)
ISDM February 2022 E-Newsletter
Digital Therapeutics, AI, Virtual Reality, Nutrition and Healthy Ageing
Digital Therapeutics and Immersive Technologies
Digital Health, Nutrition and Healthy Ageing
Tripp Digital Therapeutics Virtual Reality
CAR-T Therapies Webinar
How AI is Enhancing Personal Development IORMA Webinar
Hospitals, Technology and the Patient IORMA Webinar
Strengthening Health Systems in Africa Zenith Global Health Conference
Royal Society of Medicine Upcoming Webinars
Digital Medicine Journal Special Edition
Future Events Program and Speaker Invitations
As we are approaching an end to the restrictions associated with COVID-19, it seems a good time to reflect on the disruptions and focus on how technology might be applied to avoid the same situation happening again. It is almost inevitable, in my opinion, that our pre-COVID lifestyles and travel/mobility will almost certainly lead to future pandemics and whilst the lessons learnt in fast-tracking clinical research and development of new drugs and vaccines will help to mitigate the situation, it does not alter the pressing need to shift focus from cure to prevention.
Digital Health and Digital Therapeutics technologies can help to protect the future sustainability of public health services through personal physical and mental health management whilst Digital Medicine will enable early detection of clinical problems and a range of innovative new solutions for cures.
This month’s E-Newsletter includes details of previous and upcoming events where the focus has been on addressing some of the challenges of preventative healthcare, especially in the area of the Ageing Society. Links to archived presentations and future events are included and we hope you will enjoy the past presentations and register for some of the upcoming events.
Digital therapeutics and immersive technologies Bournemouth UniversityDavid Wortley
Digital therapeutics is a fast growing area of digital medicine. In this presentation, Vice President of the International Society of Digital Medicine (ISDM), David Wortley, sets out the current challenges to global health sustainability and the importance of shifting the focus from cure to prevention, especially in the use of digital technologies for personal health management and therapeutics.
The presentation includes examples of digital therapeutic applications for neuro- rehabilitation, gamified exercise using consumer VR devices and support for dementia sufferers through digital memories.
The presentation was delivered at the new Faculty for Health and Social Sciences at Bournemouth University.
VR & Immersive Technologies in Healthcare WebinarsDavid Wortley
The Future of VR and Immersive Technologies in Healthcare Track due to be streamed at GIANT Health 2020 has been rescheduled because of some unresolved technical issues.
I have managed to reschedule the planned sessions in Zoom and, subject to the speaker availability, these sessions will go ahead and will be free of charge to register
The Future of Digital Medicine in the Aging SocietyDavid Wortley
Global Health and sustainable improvements in the
well‑being of humans are seriously threatened by two
societal phenomena.
The aging society
Across the globe, falling birth rates and increased life
expectancies have led to significant increases in the
percentage of citizens aged over 65 years compared
to the younger working population. The increased
life expectancies have, at least in part, been a result of
improvements in health care, and the diagnosis and
treatment of diseases and medical conditions that have
traditionally caused premature death.
Impact of lifestyle and medical advances on
causes of death
Medical advances have all but eradicated many of the traditional
causes of death from communicable diseases with a
consequent growth in morbidity resulting from lifestyle
choices and behaviors.
The issue with lifestyle‑related conditions is the behaviors
such as sedentary lifestyles and poor diets adopted early
in life have a major and cumulative effect in later life
resulting in diabetes and cardiovascular problems which
require often expensive interventions and high levels of
cost to public health services.
The role of digital technologies in medicine,
health, and well‑being
Digital technologies have undoubtedly had a major
impact on medicine both in diagnostics and treatment.
Modern digital scanning, artificial intelligence, big
data analytics, human‑computer interfaces, robotics,
and 3D visualization technologies have all helped to
not only increase our understanding of the physiology
of the human body and enabled early detection of
medical conditions but also they have contributed
to increasingly more targeted and personalized
interventions.
However, set against these positive benefits of digital
medicine and health technologies is the impact of
technologies which reduce the daily physical and cognitive
challenges that have throughout history constantly
exercised our bodies and minds and in the process, given
us the active lifestyles needed to maintain health and
well‑being...........
Gamified immersive learning experiences masterclass the coronavirus game ch...David Wortley
A slide presentation from the webinar masterclass showing how to design, build and play a rapid prototype immersive experience game to target coronavirus and influence the behaviours of the general public.
Digital medicine comes of age - ISDM E-Newsletter Feb 2020David Wortley
Consumer digital technologies such as wearables and VR/AR are now being applied to diagnose, treat and manage clinical conditions. The ISDM Feb 2020 E-Newsletter shows some examples
Digital Health Applications and Hospitals of the FutureDavid Wortley
The National Healthcare Expo 2019 Conference was held in late November in Milton Keynes. In my presentation in the eHealth Track (presentation and video links included in this article), I outlined 3 points to think about when looking at the future of Digital Technologies in Healthcare and Medicine.
The digital technologies which will have the biggest impact on global health will not have been designed by or for medical professionals
Consumer technologies, sometime referred to as “general” technologies are being applied across almost all sectors of business and society for purposes which were not originally envisaged or intended. The health sector is a good example in which all of the technologies shown below are now being applied for health and well-being :-
• Smartphones
• Fitness Trackers
• Whatsapp and WeChat
• Virtual Reality Headsets
• Panoramic Cameras
• Artificial Intelligence
• Sensors
With the possible exception of fitness trackers, none of these technologies were developed by or for medical professionals. There are some profound implications, not only for the future of healthcare but also for the roles and responsibilities of health professionals and citizens. The graph below shows how digital technologies for health are shifting from expensive, stand-alone, proprietary technologies to smart, connected, consumer technologies.
Smart Augmented VR for Health - Celtic-Next proposalDavid Wortley
This is the latest version of my Celtic pitch for building a consortium to bid for Eureka funding. It includes details of a webinar to be held on Sept 12th at 11:30 am CET
Gamification is NOT all about Badges, Points and Rewards
Gamification is gaining increasing amounts of attention and credibility as a concept that can be applied to achieve goals and objectives in many “non play/entertainment” sectors. Much of what is being offered as “Gamification Strategies” focuses on the use of badges, points and rewards, giving the impression that successful Gamification is about offering rewards, incentives and recognition. This document is intended to challenge that notion and to offer a more comprehensive understanding of how and why Gamification is so significant in today’s digital age.
Gamification has been described as the use of game mechanics in non-game contexts. This makes the assumption that there is some differentiation between games and other everyday activities. Whilst the above definition seems intuitively understandable because it somehow implies that games allow “risk-free, trial and error” development that is missing in work or other situations, I believe that every human activity should be viewed as a game if we are to develop the skills and understanding to apply Gamification strategies successfully.
The first point to make in the argument that games are an essential part of every human activity is that we frequently use the words “games” and “players” in “non-game” contexts. Examples include “BP is a major player in the oil industry” or “He/she is playing mind-games”. I have heard the expression “benign manipulation” used to describe gamification but the reality is that we all use gamification skills every day of our lives in order to have some control or influence over our lives.
Transforming healthcare through innovation ISDM e-newsletter June 2019David Wortley
Transforming Healthcare Through Innovation – Our Dorset
AI in Healthcare Conference Salford
Medilink Diagnostics for Health and Wellbeing Seminar
Medtech Innovation Expo
EBME – Electronic and Biomedical Engineering Expo 2019
Virtual Reality Developments in Digital Medicine
2nd World Summit on Hospital & Healthcare Management 2019
Upcoming Events Calendar.
Welcome to the June 2019 edition of the ISDM E-Newsletter. This month I will be sharing information about an exciting integrated healthcare project in Dorset and reviewing a number of conferences, exhibitions and seminars I have recently attended, including the AI in Healthcare Conference which took place at the University of Salford Manchester in April, the Medilink Seminar at the Open University on Diagnostics for Health and Wellbeing and the Medtech Innovation Conference at the Birmingham NEC held in May. I will also share my thoughts and recent experiences of development in the use of virtual reality in digital medicine.
360in360 Immersive Experiences August NewsletterDavid Wortley
This newsletter covers a spectrum of recent activities, news and offerings and includes :-
Oculus GO Review
Virtual Reality and 360 Technologies Masterclass Workshops
360 Degree Video Applications
Virtual Tours
Google StreetView Trusted Pro Programme
Immersive Technologies and Serious Games
Virtual Reality and Heritage/Tourism
7th International Conference on Cartography Live 360 Stream
ISAGA 2018 Conference Review
Next generation games based learning with virtual reality and 360 camera tech...David Wortley
This is a presentation covering Gamification, Storytelling and the role of 360 degree imaging technologies to develop gamified learning experiences and tools for debriefing.
DIT Asean Trade Mission KL Masterclass on 360 Immersive Learning TechnologiesDavid Wortley
This is the Powerpoint presentation used for the Storytelling, Gamification and 360 Immersive Learning Technologies workshop held at the Doubletree by Hilton Conference Centre in Kuala Lumpur and organised by Training Gateway in partnership with DIT and the local Britis Embassy
Immersive Technologies and Location-based Social and Economic DevelopmentDavid Wortley
This is a copy of the presentation delivered at the 7th International Conference on Cartography & GIS held in Sozopol in Bulgaria. It charts the disruptive impact of 360 degree technologies on Map Making and Geographical Information Systems
360in360 Partnership, Sponsorship and Investment OpportunitiesDavid Wortley
With a planned start date of April 2018 for the 360in360 Digital Heritage Roadshow Workshops, 360in360 Immersive Experiences is pleased to announce plans for strategic partnerships, sponsorships and investment opportunities for identified stakeholders in a digital heritage ecosystem built around multiple win-win relationships enabled by digital technologies.
360in360 Digital Heritage Workshop FormatsDavid Wortley
360-degree consumer technologies for capturing and sharing fully immersive 360-degree videos, images and sounds create an unprecedented opportunity to celebrate and share extraordinary people, places and experiences.
The 360in360IX workshops are designed to engage and empower users of all ages to apply these technologies to the business, social and leisure activities and to create commercial and non-commercial enterprises within local communities based, primarily, on cultural heritage, education and social and economic development.
The aim of every workshop is not only to train people how to get the best from these technologies but also to leave a legacy of creative immersive experiences in every community.
Gamification and 360 video in Learning - IED 2017 WorkshopDavid Wortley
This presentation was delivered at IED 2017 in Lucca, Italy as part of a workshop on how to use a combination of consumer 360 degree technologies, storytelling and gamification in 21st century learning.
GAETSS FINAL E-Newsletter December 2017David Wortley
Welcome to the final GAETSS E-Newsletter. After 5 years of publishing regular updates on a whole spectrum of enabling technologies and gamification applications and events, I have decided to focus entirely on consumer 360 degree immersive technologies and associated applications. I will be starting a new e-newsletter next month whose theme will be based on a combination of 360 degree consumer technologies, storytelling and gamification.
If you are interested in subscribing to the 360in360 Immersive Experiences Newsletter, please contact me directly.
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
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.
CDSCO and Phamacovigilance {Regulatory body in India}NEHA GUPTA
The Central Drugs Standard Control Organization (CDSCO) is India's national regulatory body for pharmaceuticals and medical devices. Operating under the Directorate General of Health Services, Ministry of Health & Family Welfare, Government of India, the CDSCO is responsible for approving new drugs, conducting clinical trials, setting standards for drugs, controlling the quality of imported drugs, and coordinating the activities of State Drug Control Organizations by providing expert advice.
Pharmacovigilance, on the other hand, is the science and activities related to the detection, assessment, understanding, and prevention of adverse effects or any other drug-related problems. The primary aim of pharmacovigilance is to ensure the safety and efficacy of medicines, thereby protecting public health.
In India, pharmacovigilance activities are monitored by the Pharmacovigilance Programme of India (PvPI), which works closely with CDSCO to collect, analyze, and act upon data regarding adverse drug reactions (ADRs). Together, they play a critical role in ensuring that the benefits of drugs outweigh their risks, maintaining high standards of patient safety, and promoting the rational use of medicines.
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.
Recomendações da OMS sobre cuidados maternos e neonatais para uma experiência pós-natal positiva.
Em consonância com os ODS – Objetivos do Desenvolvimento Sustentável e a Estratégia Global para a Saúde das Mulheres, Crianças e Adolescentes, e aplicando uma abordagem baseada nos direitos humanos, os esforços de cuidados pós-natais devem expandir-se para além da cobertura e da simples sobrevivência, de modo a incluir cuidados de qualidade.
Estas diretrizes visam melhorar a qualidade dos cuidados pós-natais essenciais e de rotina prestados às mulheres e aos recém-nascidos, com o objetivo final de melhorar a saúde e o bem-estar materno e neonatal.
Uma “experiência pós-natal positiva” é um resultado importante para todas as mulheres que dão à luz e para os seus recém-nascidos, estabelecendo as bases para a melhoria da saúde e do bem-estar a curto e longo prazo. Uma experiência pós-natal positiva é definida como aquela em que as mulheres, pessoas que gestam, os recém-nascidos, os casais, os pais, os cuidadores e as famílias recebem informação consistente, garantia e apoio de profissionais de saúde motivados; e onde um sistema de saúde flexível e com recursos reconheça as necessidades das mulheres e dos bebês e respeite o seu contexto cultural.
Estas diretrizes consolidadas apresentam algumas recomendações novas e já bem fundamentadas sobre cuidados pós-natais de rotina para mulheres e neonatos que recebem cuidados no pós-parto em unidades de saúde ou na comunidade, independentemente dos recursos disponíveis.
É fornecido um conjunto abrangente de recomendações para cuidados durante o período puerperal, com ênfase nos cuidados essenciais que todas as mulheres e recém-nascidos devem receber, e com a devida atenção à qualidade dos cuidados; isto é, a entrega e a experiência do cuidado recebido. Estas diretrizes atualizam e ampliam as recomendações da OMS de 2014 sobre cuidados pós-natais da mãe e do recém-nascido e complementam as atuais diretrizes da OMS sobre a gestão de complicações pós-natais.
O estabelecimento da amamentação e o manejo das principais intercorrências é contemplada.
Recomendamos muito.
Vamos discutir essas recomendações no nosso curso de pós-graduação em Aleitamento no Instituto Ciclos.
Esta publicação só está disponível em inglês até o momento.
Prof. Marcus Renato de Carvalho
www.agostodourado.com
Title: Sense of Smell
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 primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
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
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
Tom Selleck Health: A Comprehensive Look at the Iconic Actor’s Wellness Journeygreendigital
Tom Selleck, an enduring figure in Hollywood. has captivated audiences for decades with his rugged charm, iconic moustache. and memorable roles in television and film. From his breakout role as Thomas Magnum in Magnum P.I. to his current portrayal of Frank Reagan in Blue Bloods. Selleck's career has spanned over 50 years. But beyond his professional achievements. fans have often been curious about Tom Selleck Health. especially as he has aged in the public eye.
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Introduction
Many have been interested in Tom Selleck health. not only because of his enduring presence on screen but also because of the challenges. and lifestyle choices he has faced and made over the years. This article delves into the various aspects of Tom Selleck health. exploring his fitness regimen, diet, mental health. and the challenges he has encountered as he ages. We'll look at how he maintains his well-being. the health issues he has faced, and his approach to ageing .
Early Life and Career
Childhood and Athletic Beginnings
Tom Selleck was born on January 29, 1945, in Detroit, Michigan, and grew up in Sherman Oaks, California. From an early age, he was involved in sports, particularly basketball. which played a significant role in his physical development. His athletic pursuits continued into college. where he attended the University of Southern California (USC) on a basketball scholarship. This early involvement in sports laid a strong foundation for his physical health and disciplined lifestyle.
Transition to Acting
Selleck's transition from an athlete to an actor came with its physical demands. His first significant role in "Magnum P.I." required him to perform various stunts and maintain a fit appearance. This role, which he played from 1980 to 1988. necessitated a rigorous fitness routine to meet the show's demands. setting the stage for his long-term commitment to health and wellness.
Fitness Regimen
Workout Routine
Tom Selleck health and fitness regimen has evolved. adapting to his changing roles and age. During his "Magnum, P.I." days. Selleck's workouts were intense and focused on building and maintaining muscle mass. His routine included weightlifting, cardiovascular exercises. and specific training for the stunts he performed on the show.
Selleck adjusted his fitness routine as he aged to suit his body's needs. Today, his workouts focus on maintaining flexibility, strength, and cardiovascular health. He incorporates low-impact exercises such as swimming, walking, and light weightlifting. This balanced approach helps him stay fit without putting undue strain on his joints and muscles.
Importance of Flexibility and Mobility
In recent years, Selleck has emphasized the importance of flexibility and mobility in his fitness regimen. Understanding the natural decline in muscle mass and joint flexibility with age. he includes stretching and yoga in his routine. These practices help prevent injuries, improve posture, and maintain mobilit
2. Presentation Structure
● My background and influencers
● My wearable technologies story
● Results and statistics
● Personal view of my current wearables
● Lessons learnt
● Wearables future scenarios
13. Practitioner of Gamification & Wearables for 4 Years
21,334,406 steps recorded between 06/2013 and 11/2015
= approximately 10,667 miles
Helps me to Understand What Works for Me…
Opportunities and Challenges
16. Current User of 3 Wearables
Jawbone UP 3
Activ8rLives
Buddy Band 2
Activite Pop Watch
17. Results and Statistics
Measurement Criteria 2013 2014 2015 2016 2017
No. of Months 5 12 12 12 9
Total Steps 3735719 6353905 5429238 5597962 4001325
Total Calories Consumed 363567 1063174 1065585 1154379 844888
Av steps / Month 747144 529492 452436 466497 444592
Av Calories Consumed /
Month
72713 88598 88799 96198 93876
Steps – Calories Ratio 10.28 5.98 5.10 4.85 4.74
18. Personal View of my Current Wearables
● Jawbone UP 3
– Dashboard layout
– Food database
– Resting Heart Rate
– Analysis Tools
– Tips & Hints
● Withings / Nokia Watch
– Steps Display & Time
– Battery Life
– Waterproof
● Activ8rlives
– Range of devices
19. Lessons Learnt
● Walking improves physical and mental health
● Diet is biggest influence on weight & health parameters
● Fibre & Protein are key nutritional elements
● Water and hydration affect sleep
● Alcohol affects weight and sleep
● Last meal should be 3+ hours before bed time
● Motivation is personal and linked to circumstances and level
of lifestyle control
20. Global Lifestyle Related Challenges
Modern Lifestyle
consequences include many
negative effects which place
increasing demands on
available resources and
threaten the sustainability
of public services for future
generations
21. Global Challenge – Health
Obesity, Diabetes, Cancer & Cardiovascular Problems
● Sedentary lifestyle
● Convenience foods
● Comfort eating
● Inadequate exercise
● Couch potato syndrome
● Spectator society
22. Changing Lifestyles
and Consumer Empowerment
One of the consequences
of this convenient and
easy access to our daily
wants and needs is a
decline in the physical and
mental challenges
necessary for our lifelong
development and health
maintenance
23. Global Challenge – Health
Ageing Society – Cognitive and Physical decline
● Declining working
population
● Longer life expectancy
● Middle Age skills “scrap
heap”
● Shift from families to care
homes
● Rising costs of elderly care
24. What can be Done ?
The consequences of a failure to address these challenges are unthinkable…..
25. Serious Games and Health
Leveraging Consumer Technology to Address Global Challenges
27. The Transition from Cure to Prevention
It’s quite clear that the best chance we have for
increasing our life spans and overall improving
our health is to adjust our personal behaviours
and to do so at an early age.
28
28. The Same but Different !
My Body is not a Temple it is a Car
29. Navigating Life’s Journey
Life is like a journey from the cradle to the grave. We know the
starting point and the final destination and we are aware of the places
en route but we have little idea of how long the journey will last and
whether the route will be easy or difficult
30. Our Body is our Journey Vehicle
Our body is the vehicle that will take us to our final destination and its
condition determines where we are on that journey, the nature of the
journey and how long it will last. Most of us do not know or monitor our
body’s condition or properly maintain it
31. Cars before Data Technology
We used our human skills to get the best from our
vehicles supported by knowledge professionals
32. Breakdowns and Repair
The consequence of this lack of technology in older cars was
more breakdowns and a reliance on garages and mechanics to
diagnose problems, maintain and repair
33. Data Measurement and Visualisation
Modern cars tell us oil
pressure, temperature,
speed, range of petrol tank,
warn us of any impending
problems, tell us where we
are and how to get to our
destination and compute
new routes if we go off track
34. Lifestyle Technology Transforming Health Management
Wearable and embedded technologies change the dynamics of our management
like the dynamics of car health management
35. Where are We and Where can we Go?
Wearable and embedded lifestyle technologies
provide the tools to manage our health
41. Roadmap – Ageing Society
Strategic partnerships with
international developers of games-
based solutions to not only stimulate
cognitive and physical exercises for
the elderly but also explore the
potential of elderly people to
actively contribute to social and
economic development through their
life experiences
42. Lifestyle Technology Roadmap
● Wearable consumer devices like iWatch to provide
advanced health metrics
● Healthcare costs linked to lifestyle behaviours
● Revolution in the healthcare ecosystem
● Use of wearable lifestyle devices for identity
applications
● Growth in embedded devices that not only
monitor but also control
● The Singularity – Immortality ?