15,975 research outputs found

    Future Trends of Virtual, Augmented Reality, and Games for Health

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    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare

    Law & Health Care Newsletter, v. 11, no. 1, Fall 2003

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    Design for Transfer:figural transfer through metaphorical recontextualization in Games for Health

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    Why are serious games often less attractive to play? How is it possible that since the 70's it has seldom been possible to design really good and attractive Games for Health (G4H)? And why isn't serious gaming an essential part of our medical curricula, knowing that it is a learning tool with enormous potential? This dissertation shows that G4Hs are almost always simulations of reality, in which an attempt is made to approach a certain degree of similarity with professional practice. Yet games do not always have to be literal representations of reality. By linking an educational theory about figural transfer that has fallen into oblivion to the manifestations of serious games, this research argues for a 'design for transfer-rationale' with which different, and perhaps even better, serious games can be designed. This way of thinking requires a design research approach, necessary to recontextualize existing insights in a research-based manner towards new game contexts. This dissertation also makes concrete recommendations regarding educational innovation, the need for design-oriented research, and the importance of good design in Health

    Human Papillomavirus Infection: Prevention, Barriers to Vaccination, and the Need for Education

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    While there is no known cure for HPV, prophylactic vaccination provides an effective method of primary prevention against HPV-related diseases. However, many females and males never receive the HPV vaccine as recommended. There are multiple barriers to vaccination, and these barriers can be identified as parental, provider, or system level. Understanding these barriers and developing strategies that provide accurate information about HPV, its risks, and the need for vaccination are essential in the form of sustained educational campaigns for parents, young adults, and providers

    Aging and Technology Perspectives of Web-Based Chronic Disease Self-Management

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    Many people suffer from chronic disease; however, older adults are at greatest risk of chronic conditions. Although social workers regularly engage with chronically ill older adults, they are not noticeably involved with the research and development of chronic disease management. As such, with recent movements toward health information technology, the efficacy of technology-based chronic disease management is not well established for older adults. Informed by theories of self-management, human development, and technology design, this research investigated lifespan differences of web-based chronic disease self-management. Using a sequential mixed methods design, a secondary data analysis of a diabetes specific web-based self-management intervention (n=462) was performed, followed by qualitative focus groups with 40 older intervention participants, and then mixed for overall interpretation. Results indicated that social workers must take a leadership role in the evaluation and implementation of web-based self-management for older adults to address identified lifespan differences

    Two Cultures of Caring: A Comparative Study

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    There is much that the UK and the US could and should learn from each other to understand the quality of end-of-life care, through comparison of practice, analysis of care patterns and via original research (Higginson, 2005, p.170). Although comparisons between end-of-life care in the United Kingdom and United States have demonstrated similarities and disparities in many contexts, there is little evidence of research that directly compares nursing perspectives between the two Atlantic partners. This research explores nurse’s perceptions and experiences of caring for people within a hospice context and identifies themes of commonalities and disparities in theory and practice, as well as presents some of the diverse challenges and achievements that hospice nurses encounter in their role in caring for individuals at their end-of-life

    Quarterly Research Output Reports

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    These reports paper summarize research outputs published in each quarter by academic staff at the University of Lincoln. The lists include substantive research outputs first appearing "in published form" (or equivalent for non-textual outputs) during this period. The lists have been generated automatically from data stored in the Lincoln Repository (http://eprints.lincoln.ac.uk/). Tables summarize the volume of outputs recorded by School
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