18 research outputs found

    The efficacy of electronic health-supported home exercise interventions for patients with osteoarthritis of the knee: Systematic review

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    Background: Osteoarthritis of the knee is the most common cause for disability and limited mobility in the elderly, with considerable individual suffering and high direct and indirect disease-related costs. Nonsurgical interventions such as exercise, enhanced physical activity, and self-management have shown beneficial effects for pain reduction, physical function, and quality of life (QoL), but access to these treatments may be limited. Therefore, home therapy is strongly recommended. However, adherence to these programs is low. Patients report lack of motivation, feedback, and personal interaction as the main barriers to home therapy adherence. To overcome these barriers, electronic health (eHealth) is seen as a promising opportunity. Although beneficial effects have been shown in the literature for other chronic diseases such as chronic pain, cardiovascular disease, and diabetes, a systematic literature review on the efficacy of eHealth interventions for patients with osteoarthritis of knee is missing so far. Objective: The aim of this study was to compare the efficacy of eHealth-supported home exercise interventions with no or other interventions regarding pain, physical function, and health-related QoL in patients with osteoarthritis of the knee. Methods: MEDLINE, CENTRAL, CINAHL, and PEDro were systematically searched using the keywords osteoarthritis knee, eHealth, and exercise. An inverse variance random-effects meta-analysis was carried out pooling standardized mean differences (SMDs) of individual studies. The Cochrane tool was used to assess risk of bias in individual studies, and the quality of evidence across studies was evaluated following the Grading of Recommendations, Assessment, Development, and Evaluation approach. Results: The literature search yielded a total of 648 results. After screening of titles, abstracts, and full-texts, seven randomized controlled trials were included. Pooling the data of individual studies demonstrated beneficial short-term (pain SMD=-0.31, 95% CI -0.58 to -0.04, low quality; QoL SMD=0.24, 95% CI 0.05-0.43, moderate quality) and long-term effects (pain -0.30, 95% CI -0.07 to -0.53, moderate quality; physical function 0.41, 95% CI 0.17-0.64, high quality; and QoL SMD=0.27, 95% CI 0.06-0.47, high quality). Conclusions: eHealth-supported exercise interventions resulted in less pain, improved physical function, and health-related QoL compared with no or other interventions; however, these improvements were small (SMD<0.5) and may not make a meaningful difference for individual patients. Low adherence is seen as one limiting factor of eHealth interventions. Future research should focus on participatory development of eHealth technology integrating evidence-based principles of exercise science and ways of increasing patient motivation and adherence

    A framework for cloud-based context-aware information services for citizens in smart cities

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    © 2014 Khan et al.; licensee Springer. Background: In the context of smart cities, public participation and citizen science are key ingredients for informed and intelligent planning decisions and policy-making. However, citizens face a practical challenge in formulating coherent information sets from the large volumes of data available to them. These large data volumes materialise due to the increased utilisation of information and communication technologies in urban settings and local authorities’ reliance on such technologies to govern urban settlements efficiently. To encourage effective public participation in urban governance of smart cities, the public needs to be facilitated with the right contextual information about the characteristics and processes of their urban surroundings in order to contribute to the aspects of urban governance that affect them such as socio-economic activities, quality of life, citizens well-being etc. The cities on the other hand face challenges in terms of crowd sourcing with quality data collection and standardisation, services inter-operability, provisioning of computational and data storage infrastructure. Focus: In this paper, we highlight the issues that give rise to these multi-faceted challenges for citizens and public administrations of smart cities, identify the artefacts and stakeholders involved at both ends of the spectrum (data/service producers and consumers) and propose a conceptual framework to address these challenges. Based upon this conceptual framework, we present a Cloud-based architecture for context-aware citizen services for smart cities and discuss the components of the architecture through a common smart city scenario. A proof of concept implementation of the proposed architecture is also presented and evaluated. The results show the effectiveness of the cloud-based infrastructure for the development of a contextual service for citizens

    INTEROPERABLE LEARNING ENVIRONMENTS IN GEOSCIENCES – A VIRTUAL LEARNING LANDSCAPE

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    E-Learning has reached the geosciences as well as many other subjects. As in other domains E-Learning has produced high prospects for teaching geosciences in the first instance. Many major research and development projects have been carried out and developers now have a clear understanding of what is possible with which amount of effort. From the technical point of view the implementation of E-Learning functionality has been quite successful. However, from experience we have also learned that conceptual and didactical considerations are very important for the effective employment of E-Learning tools. From the didactical point of view constructionist learning theory fits most of the E-Learning demands. As a consequence action-orientated approaches should be implemented which require high proportions of interaction functionalities. In our case we think of a Virtual Learning Landscape as a data-based interaction environment. The successful design and implementation of a Virtual Learning Landscape leads to challenges both on the content related conceptual side and the technical implementation side. We aim to address these challenges by providing support for interoperability both on the content and implementation side. Planning and implementing functionality-intense environments is quite resource consuming. Furthermore, such environments are mostly applied to a certain application and / or a certain area and are thus restricted to a special application or become obsolete after some time. This paper describes our approach for building interoperable learning environments. This includes the technical as well as th

    DESIGN AND EVALUATION OF ANIMATED 3D USER INTERFACES ABSTRACT

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    With the proliferation of virtual environments in real-world applications effective interface design and usability testing for virtual environments becomes increasingly important. Since 3D interfaces are not based on a set of standardized widgets the tasks of user orientation, interface presentation and interaction feedback require special attention during the design of 3D environments. Animation techniques based on cartoon principles can be used to improve the presentation of 3D environments and their interaction possibilities, thus enhancing the usability of 3D interfaces. In this paper we describe a system for rapid prototyping of animated 3D widgets and evaluate a set of cartoon animated 3D widgets in a simple multi user application. KEY WORDS: 3D user interfaces, animation principles, usability testing

    LOCATION BASED CONTEXT AWARENESS THROUGH TAG-CLOUD VISUALIZATIONS

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    People often only see what that they already know or explicitly look for. Thus, while mobile users might be interested in the historic background of their surrounding, its current significance or its relation to specific events, they are likely to miss places of interest if they are not explicitly pointed out. Location based services (LBS) like mobile tourist guides offer a potential technological solution, but the production cost of multimedia content is prohibitive in many cases, limiting the coverage of such services to major tourist areas. To provide mobile users with information on the spatial context of a location or a route we present an approach that gathers context information from freely available sources like Wikipedia and creates visualizations of this data that provide users with the necessary cues to increase awareness of their spatial context. In our approach we first gather geo-referenced information that is located close to a point or route. In the second step this data is filtered to extract key-words that characterize the environment. These are then rendered as a tag-cloud in the third step. By skimming the tag-clouds a user gets a good impression of the characteristic features of an environment and in essence performs a further filtering step. The user can interactively adjust the level of detail of the visualization or follow up on individual key-words to adjust the presentation to his interests. By combining web 2.0 technologies and public data sources with filtering and visualization techniques we exploit the browsing capability of humans to provide a service that increases location awareness at arbitrary locations. The approach makes it easy to author an additional text and it can incorporate the ever increasing amount of available georeferenced information. 1

    Multi-Modal, Multi-Touch Interaction with Maps in Disaster Management Applications

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    Multi-touch interaction has become popular in recent years and impressive advances in technology have been demonstrated, with the presentation of digital maps as a common presentation scenario. However, most existing systems are really technology demonstrators and have not been designed with real applications in mind. A critical factor in the management of disaster situations is the access to current and reliable data. New sensors and data acquisition platforms (e.g. satellites, UAVs, mobile sensor networks) have improved the supply of spatial data tremendously. However, in many cases this data is not well integrated into current crisis management systems and the capabilities to analyze and use it lag behind sensor capabilities. Therefore, it is essential to develop techniques that allow the effective organization, use and management of heterogeneous data from a wide variety of data sources. Standard user interfaces are not well suited to provide this information to crisis managers. Especially in dynamic situations conventional cartographic displays and mouse based interaction techniques fail to address the need to review a situation rapidly and act on it as a team. The development of novel interaction techniques like multi-touch and tangible interaction in combination with large displays provides a promising base technology to provide crisis managers with an adequate overview of the situation and to share relevant information with other stakeholders in a collaborative setting. However, design expertise on the use of such techniques in interfaces for real-world applications is still very sparse. In this paper we report on interdisciplinary research with a user and application centric focus to establish real-world requirements, to design new multi-modal mapping interfaces, and to validate them in disaster management applications. Initial results show that tangible and pen-based interaction are well suited to provide an intuitive and visible way to control who is changing data in a multi-user command and control interface
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