28,998 research outputs found
How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRRâs Rehabilitation Engineering Research Centers
Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a âtotal approach to rehabilitationâ, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970âs, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Fall prevention intervention technologies: A conceptual framework and survey of the state of the art
In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082
Critical elements underpinning the emergence of the medical game ecosystem: gamifying traumatic brain injury rehabilitation in Finland
The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are needed to secure those resources, and (3) to identify the existing institutions (âthe rules of the gameâ) affecting the emergence of the medical game ecosystem.
The theoretical background consists of service ecosystems literature. The empirical study conducted is based on the semi-structured theme interviews of 25 experts in three relevant fields: games and technology, health and funding. The data was analysed through a theoretical framework that was designed based upon service ecosystems literature. The study proposes that the key actors are divided into five groups: medical game companies, customers, funders, regulatory parties and complementors. Their needs are linked to improving patient motivation and enhancing the healthcare processes resulting in lower costs. Several types of resources, especially skills and knowledge, are required to create a medical game. To gain access to those resources, medical game companies need to build complex networks of relationships. Proficiency in managing those value networks is crucial. In addition, the company should take into account the underlying institutions in the healthcare sector affecting the medical game ecosystem. Three crucial institutions were identified: validation, lack of innovation supporting structures in healthcare and the rising consumerisation.
Based on the findings, medical games cannot be made in isolation. A developmental trajectory model of the emerging medical game ecosystem was created based on the empirical data. The relevancy of relationships and resources is dependent on the trajectory that the medical game company at that time resides. Furthermore, creating an official and documented database for clinically valdated medical games was proposed to establish the medical game market and ensure an adequate status for the effective medical games. Finally, ecosystems approach provides interesting future opportunities for research on medical game ecosystems.Terveydenhoitoala on reformaation partaalla tehden lÀÀkepelitutkimuksesta ajankohtaisen ja kiinnostavan tutkimuskohteen. TÀmÀ tutkimus kÀsittelee lÀÀkepeliekosysteemin syntymiseen vaikuttavia kriittisiÀ elementtejÀ kolmen osakysymyksen avulla: (1) ketkÀ ovat lÀÀkepeliekosysteemin avaintoimijat ja minkÀlaisia tarpeita heillÀ on, (2) millaisia resursseja lÀÀkepelien kehittÀmiseen tarvitaan ja millaisia suhteita tulee luoda pÀÀstÀkseen kÀsiksi kyseisiin resursseihin sekÀ (3) millaiset instituutiot (ns. pelisÀÀnnöt) vaikuttavat lÀÀkepeliekosysteemin syntyyn. Tutkielma keskittyy erityisesti lÀÀkepelien kÀyttöön aivovammakuntoutuksessa Suomen markkinoilla.
Tutkielman teoreettinen tausta koostuu palveluekosysteemikirjallisuudesta. Empiirinen osuus muodostui 25 semi-strukturoidusta teemahaastattelusta. Haastateltavat valittiin kolmen keskeisen asiantuntijuuden perusteella: pelit ja teknologia, terveys ja rahoitus. Aineisto analysoitiin palveluekosysteemikirjallisuuden pohjalta luodun teoreettisen mallin avulla. Tutkielmassa avaintoimijat jaettiin viiteen ryhmÀÀn: lÀÀkepeliyritykset, asiakkaat, rahoittajat, regulatiiviset toimijat ja tÀydentÀvÀt toimijat. HeidÀn tarpeensa olivat vahvasti sidoksissa potilaiden motivaation ja sitÀ kautta terveydenhuollon prosessien tehostamiseen. TÀmÀ puolestaan laskee terveydenhuollon kustannuksia. LÀÀkepelien kehittÀminen vaatii useita resursseja, erityisesti dynaamisia ja aineettomia resursseja, kuten taitoja ja tietoa. PÀÀstÀkseen kÀsiksi nÀihin kriittisiin resursseihin lÀÀkepeliyrityksen tulee kyetÀ luomaan ja hallitsemaan monimutkaisia suhdeverkostoja. Verkostojen taidokas johtaminen on vahvasti kytköksissÀ yrityksen menestykseen. LisÀksi yrityksen tulee tunnistaa lÀÀkepeliekosysteemin taustalla vaikuttavat instituutiot ja niiden vaikutukset lÀÀkepeliekosysteemiin. Tutkielmassa kÀsitellÀÀn kolmea kriittistÀ terveydenhuollon instituutiota: validointikÀytÀntöjÀ, terveydenhuollon innovaatiorakenteiden puutosta sekÀ nousevaa kuluttajistumista.
Tulosten perusteella lÀÀkepelejÀ ei voi kehittÀÀ eristyksissÀ yrityksen suhdeverkostosta. Empirian pohjalta luotu malli lÀÀkepeliekosysteemin kehityskaaresta korostaa, ettÀ vaadittavat resurssit ja suhteet ovat riippuvaisia siitÀ, missÀ vaiheessa ekosysteemin kehitystÀ lÀÀkepeliyritys kulloinkin on. Vahvistaakseen lÀÀkepelimarkkinoita ja taatakseen peleille vaadittavan statuksen, tulisi kehittÀÀ virallinen dokumentoitu validointijÀrjestelmÀ lÀÀkepeleille. LisÀksi palveluekosysteeminÀkökulma tarjoaa kiinnostavia jatkotutkimusmahdollisuuksia lÀÀkepelitutkimukselle.siirretty Doriast
Exploring business models for medical games: Key components and challenges
The costs of health care are going up in many countries. In order to provide affordable and effective
health care solutions, new technologies and approaches are constantly being developed. In this
research, video games are presented as a possible solution to the problem. Video games are fun, and
nowadays most people like to spend time on them. In addition, recent studies have pointed out that
video games can have notable health benefits. Health games have already been developed, used in
practice, and researched. However, the bulk of health game studies have been concerned with the
design or the effectiveness of the games; no actual business studies have been conducted on the
subject, even though health games often lack commercial success despite their health benefits. This
thesis seeks to fill this gap. The specific aim of this thesis is to develop a conceptual business model
framework and empirically use it in explorative medical game business model research.
In the first stage of this research, a literature review was conducted and the existing literature
analyzed and synthesized into a conceptual business model framework consisting of six dimensions.
The motivation behind the synthesis is the ongoing ambiguity around the business model concept.
In the second stage, 22 semi-structured interviews were conducted with different professionals
within the value network for medical games. The business model framework was present in all
stages of the empirical research: First, in the data collection stage, the framework acted as a guiding
instrument, focusing the interview process. Then, the interviews were coded and analyzed using the
framework as a structure. The results were then reported following the structure of the framework.
In the results, the interviewees highlighted several important considerations and issues for medical
games concerning the six dimensions of the business model framework.
Based on the key findings of this research, several key components of business models for medical
games were identified and illustrated in a single figure. Furthermore, five notable challenges for
business models for medical games were presented, and possible solutions for the challenges were
postulated. Theoretically, these findings provide pioneering information on the untouched subject of
business models for medical games. Moreover, the conceptual business model framework and its
use in the novel context of medical games provide a contribution to the business model literature.
Regarding practice, this thesis further accentuates that medical games can offer notable benefits to
several stakeholder groups and offers advice to companies seeking to commercialize these games.siirretty Doriast
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An Assessment of Mental Health Services for Veterans in the State of Texas
This report describes the complex challenges faced by veterans and their families in seeking, navigating, and attaining adequate mental health care in Texas. There are 1.7 million veterans in Texas, comprising 8.6 percent of the adult population. According to the U.S. Department of Veteran Affairs (VA), the number of veterans requiring mental health services has grown dramatically and will continue to increase, making veteransâ mental health care an urgent issue in Texas. The federal agencies responsible for military and veterans mental health care, the U.S. Department of Defense (DoD) and the VA, have created new programs and invested significant financial and staff resources. Despite barriers to addressing veterans mental health needs. Texas state agencies have increased funding and instituted new mental health programs supporting returning veterans. Nonprofit agencies focused on veteranâs mental health have multiplied across Texas and the U.S. over the past decade to fill gaps in care. While these organizations provide a growing and increasingly diverse set of resources for veterans to extend the scope of support, volunteer efforts can suffer from fragmentation and overlap.
The report identifies current practices, challenges, and opportunities within and across each group of service providers. The report draws on government reports, scholarly literature, and agency websites, as well as interviews with counselors, Veteran Service Officers, nonprofit providers, state officials, and veterans themselves. This report offers five recommendations toward the goal that veteransâ mental health care in Texas become comprehensive, inclusive, effective, and efficient. First, there is a need for greater inter-agency communication across organizations, improved outreach efforts, and increased services for hard-to-reach populations, such as homeless veterans. Second, federal agencies ought to address staff shortages, improve the transition from DoD to VA care, and increase feedback. Third, at the state level, specialized services are needed to address unique veteransâ needs concentrated in cities across Texas as well as those dispersed in rural areas. Fourth, providers can improve mental health care by integrating social services and law enforcement. Fifth, both veterans and providers can benefit if they recognize opportunities for cooperation and coordination and work towards long-term goals that emphasize outcomes that improve the lives of returning veterans.
This research was funded in part by the Jack S. Blanton Research Fellowship and the George A. Roberts Research Fellowship of the ICÂČ Institute.IC2 Institut
The Use of digital games to enhance the physical exercise activity of the elderly : a case of Finland
According to the World Health Organization (WHO), population ageing is a global phenomenon, which brings both challenges and opportunities for society. The current longer expected lifespan can create opportunities for the elderly to contribute in many ways to their families and communities. However, it greatly depends on their quality of life, which is affected by many factors, including physical and functional health, social well-being, and cognitive abilities. The WHO (2012) states that physical health is one of the indicators for the elderlyâs quality of life, and it declines with increasing age. Participation in regular physical exercises can help the elderly improve their physical and mental health, and this has been aided by the use of modern technologies to promote the elderlyâs physical and functional health.
Of these latest technologies, digital games have shown promise to improve and enhance the elderlyâs physical activities through fun and engaging gameplay. The literature highlights that some commercial games in the market (e.g. Microsoft Kinect- Sports and Nintendo Wii Sports games) have the potential to improve the elderlyâs physical health such as gait, balance, and fall prevention. However, researchers argue that these commercial games are not designed specifically for the elderly and their physical exercise activities. They state that most commercial games are not user-friendly for the elderly whose functional and physical abilities are limited due to their advanced years. The literature points out that more studies need to be undertaken to understand the usability and usefulness of digital games for physical exercise activities so that game designers can create elderly-friendly digital games in the future. In Finland, the government has been focusing on promoting healthy ageing and increasing home care services for the elderly. In recent years, Finnish researchers have used digital games to promote older Finnsâ healthy and active ageing. The existing literature, whilst showing the potential of digital games for elderly Finnsâ physical health, also acknowledges further research is needed particularly in the context of Finland.
Thus, in this study, we aimed at investigating digital games to specifically assess their applications for older Finnsâ physical activities, focusing on the quality of usersâ experiences, and their reported ease of use and perceived usefulness. We used the mixed methods approach, which applies both qualitative and quantitative research methods. The study design included four stages: requirements gathering, analysis and design, prototyping, and evaluation. Firstly, we conducted pre-studies to elicit usersâ requirements. This was followed by the analysis of the resulting data to identify trends and patterns, which fuelled ideas in the brainstorming game design and development phases. The final product was a digital game-based physical exercise called the Skiing Game. We then evaluated the Skiing Game in Finland with 21 elderly Finns (M=7, F=14, Average Age =76). By using questionnaires, observation, and interviews, we investigated user experiences, focusing on the gameâs usability, and usefulness for enhancing the physical activity and wellbeing of the elderly. We also conducted a comparative test of the Skiing Game in Japan with 24 elderly Japanese participants (M=12, F=12, Average Age = 72) to further understand non-Finnish elderly usersâ experiences.
The findings from the usability study of the Skiing Game in Finland demonstrated that elderly Finns had a positive experience in the gameplay, and their motivation was noticeably high. It also confirmed that elderly Finns have a genuine interest in digital game-based exercises and strong intentions to play digital games as a form of physical exercise in the future. Although prior to the study most of them had negative views and misconceptions about digital games, after the gameplay their attitudes were decidedly positive. They acknowledged that whilst playing digital games could be an alternative way of exercising for them their use would primarily be when they donât have access to their usual non-digital physical exercise. The Japanese usability of the Skiing Game showed that the elderly Japanese people also had positive user experiences in playing digital games, and also intend to use them in the future. Similarly, after playing the game they reported that their attitudes towards digital games become positive, and indicated playing digital games could be an alternative way of exercising. Although the comparison of the two studies suggests that the elderly Finns had relatively more positive experiences whilst playing the Skiing Game, compared to their Japanese counterparts, in general, both groups had a positive experience in the gameplay and showed interest in digital games as an alternative exercise.
Based on the usability lessons learned from these two studies, recommendations for practitioners and designers regarding improvements in game design and development are made in this report. Implementing these modifications into future designs and further development of digital games for the elderly will improve their commercial viability and user uptake. The findings from this study can provide valuable insights, particularly for Finnish policymakers and healthcare practitioners who are keen to introduce digital games into the aged-care sector in Finland. The studies have also provided valuable insights into the optimal methods for introducing Finnish digital games to international markets, in particular, digital games tailored specifically for the physical exercise needs and motivations of the elderly. By taking into consideration the limitations of the study, we provide our future studies and further improvements of the game to be conducted
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