Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Pannese healthcare
1. Serious Games and digital
interactive technologies
for Healthcare
Lucia Pannese
Kranj, 25 September 2012
2. Brief History of Games for Healthcare
Games and Simulations for Healthcare are not new!
The Nursery Rhyme “game” Ring a ring o‘ Roses is associated with the Plague
Children play “Doctors and Nurses” etc…
4. Fields of application of Serious Games
& simulations in Healthcare
Supporting therapy, rehabilitation after severe illness
Self‐management of illness /chronic conditions (e.g. diabetes)
“Exergames“ ‐ motivating and supporting physical activity and
healthy lifestyle
Anonymous group therapy
Preventive medicine
Behavioural change
Healthy Nutrition
Train healthcare professionals (medical procedures, methods for
diagnosis, patient monitoring …..)
Doctor‐patient communication
11. Games for Staff at Hospital
Hoists are used to move and handle
children in situations when manual
handling is a high risk.
There is a risk of injury if the equipment is
not used correctly. GOSH created a 30
minute simulation to reinforce practical
training for operators using a hoist in a
practical setting.
GOSH:
Great Ormond Street Hospital
15. The Virtual Pain Manager
‐ target group: nurses
‐ simulation contents: student nurses must use a Patient Controlled
Analgesia (PCA) machine with a post‐operative patient in order to
control and reduce the patient’s pain sufficiently, ideally within 48 game
hours
16. Virtual ECG
- target group: students and professionals
‐ simulation contents: user is supposed to place electrodes correctly on the
body of the patient in order to connect the ECG machine and record the ECG
‐ online, high fidelity, simulation that aims to reduce the incidence of
inaccurate ECG scans by teaching accurate recording of ECG scans through
practice. Learners attach the ECG electrodes and cables to a ‘patient’ and
record an ECG.
19. Self‐management of illness and chronic conditions
Packy & Marlon:
‐ adventure game for the Nintendo platform
popular in the early 1990s
‐ target group: diabetic children and adolescents
‐ game contents: player has to manage his character’s blood‐glucose monitoring,
insulin use, and food selections while he tries to save a diabetes summer camp
from marauding rats and mice.
‐ studies and researches: clinical trial of outpatients at Stanford University Medical
Center and Kaiser Permanente clinic, the game reduced their diabetes‐related,
urgent‐care, and emergency room visits by 77 percent.
24. Supporting therapy
Hope Labs Re‐Mission Game:
‐ target group: adolescent and young‐adult cancer
patients
‐ game contents: player controls a robot that enters
the bodies of cancer patients in order to destroy diseased cells; meanwhile he
has to monitor and manage side effects of cancer and its treatment
‐ studies and research: improving of both treatment adherence as well as
indicators of cancer‐related self‐efficacy and knowledge
25. Exergames: Dance Dance Revolution
‐ developed in Japan for children
‐ game contents: music video game that requires players to
dance in progressively more complicated and strenuous patterns
in time with music.
‐ studies and research: game has been implemented in schools in West
Virginia
→ improvements in aerobic capacity, blood pressure, and overall fitness
level as well as children's self‐esteem
26. Exergames ‐ Recent design trends
Many incentives in the USA to fight against severe
health problems and lack of healthy culture (food, etc.)
The most recent Exergames are based on special
hardware / input devices (e.g. Wii Remote and Wii
Balance Board for Nintendo Wii, Kinect for Xbox
360, PlayStation Move for PlayStation 3 or Gamercize,
which connects exercise machines such as stationary cycles
and steppers to diverse video game consoles)
→ players' movements are turned into the game's
controller Gamercize played on PS2
Exergaming, nowadays, can be found in specialist rooms of
larger fitness facilities or gyms designed only for exergaming
programmes
27. Effectiveness of Exergames
A study by the University of California San Diego and San Diego State
University of 29 seniors and the Wii exercise showed a decrease in
depression as well as an improvement of mental capacity, emotional
health, social aspects and pain
Studies have shown that Gamercize notably increases players' motivation
to keep up their exercise routine
Furthermore, combining cardiovascular exercise and balance practice has
been shown to increase academic success
Research projects have shown that exergaming can connect players over a
network and, this way, support the social power of exercising together
28. Microsoft Kinect Xbox
Kinect is an input device developed by Microsoft for the Xbox 360 video game
console and Windows PCs
Features:
Motion sensor: tracks your entire body
Skeletal tracking: Kinect creates a digital skeleton based on depth data
Facial recognition: Kinect collects physical data to be able to recognize you
Voice recognition: microphones recognize and seperate your voice from
other noises in the room
29. The Kinect Effect
People have started to use Kinect in creative ways: not only for
entertainment but also in education and healthcare sectors.
Some innovative examples:
Integration of Kinect into the therapy of autistic people (e.g. at the Lakeside
Center in Issaquah, WA)
Supporting the rehabilitation progress of stroke and other brain injury
patients by motivating them to move certain parts of their body (e.g. Royal
Berkshire Hospital in Reading, UK)
Usage in hospitals, for example in operating rooms, to help doctors navigate MRIs
and CAT scans with a wave of their hand (e.g. Tedesys in Spain)
→ this way they can avoid bacteria infections since they do not have to
touch anything
Usage for vitual anonymous group therapy through the creation of a Kinect avatar
32. Scottish Qualifications Authority
complete tasks related to the
knowledge you would be expected
to demonstrate in a real-life retail
environment
Patient’s safety and risk prevention