#hcsmeufr« …at this point, we feel strong enough in our position that strategically we also want to start focusing on the next major computing platform that will come after mobile. The history of our industry is that every 10 or 15 years there is a new major computing platform, whether it is the PC, the web, …
par e-mailSur ce sujetGrande-Bretagne: Pas de Google Glass dans les salles de cinémaGoogle: Porter des Google Glass n'est pas sans risquesUne faute?
Les minutes sont souvent précieuses quand il s'agit de sauver une vie. Un post-doctorant de la HES-SO de Sierre l'a bien compris. Il a développé une application sur Google Glass qui permettra aux ambulanciers d'interagir à distance avec un médecin. Ce dernier verra toute la scène grâce à la caméra intégrée dans les lunettes et pourra prodiguer des premiers conseils en attendant le transfert, explique jeudi «Le Nouvelliste». Aussi, des informations comme l'électrocardiogramme ou la température d'un patient pourront être envoyées directement, sans passer par le mail.
La question de la confidentialité des données médicales ne se pose pas, assure le chercheur à l'origine du projet. «Les données sont cryptées et envoyées directement de l'ambulance à l'hôpital, sans passer par un serveur, explique-t-il au quotidien valaisan. Il ne faut pas croire que Google recevra ces informations.» Le projet a été entièrement pensé et développé en Valais. Il devrait être commercialisé en même temps que la paire de lunettes du géant de l'informatique en Europe, soit en 2015. Reste à trouver des clients.
Last month, a mix of scientists, videographers and surgeons made history, capturing an entire surgery in first-person 3D and then turning it into an Oculus Rift experience.
The end result is, the team hopes, a new way to train medical students and surgeons. The next step, according to the MOVEO Foundation, which funded the project, is to create the first "live surgery" operation that will be filmed and broadcast on a virtual reality helmet simultaneously.
Video game-focused research being conducted by students and researchers at Champlain College in Vermont may prove to be an effective way of helping children with cystic fibrosis better deal with sticky mucus that can ...
There are a number of pilot projects, technology startups and other developers who are playing around with gamification in healthcare. It's not yet clear whether this approach -- mixing self-monitoring and entertainment -- is yielding the type of traction and adoption that will ultimately lead to sustainable patient behavior modifications and improved health outcomes. Still, I suspect there will be significant growth in this area over the next several years as more patients adopt a consumer mentality about their health and wellness.
For example, people using the Pact mobile app by GymPact risk losing money if they don't follow through on their commitment to exercise. The app requires them to set a personal goal to eat right and exercise several times each week. The users also designate a financial amount that they are willing to lose if they don't follow through on their promise. Those who faithfully exercise earn money that gets paid by those who don't keep their "pact," creating an ecosystem where some users are paying others.
We have only seen the beginning of how gamification principles will help patients improve their health.
The Pact app and its approach to improving health has some parallels to online gambling. Some people simply enjoy the entertainment aspect of online gambling, while others may have an addiction or are highly motivated by the desire to earn money. Similarly, there are people who are compelled to exercise and lose weight, while others are casually exercising to maintain an average level of fitness.
The concepts and principles of gamification are all around us, whether we recognize them or not. Many people are naturally competitive and like tocompare themselves to others. That is why companies like to host walking competitions and measure their employees' performance and progress by giving them wearable activity trackers like Fitbits. This desire to compete is also why television shows like The Biggest Loser are so popular. So, even if you are not the type of person to spend countless hours on playful games like Angry Birds or FarmVille, we are all wired in a way to enjoy and to be motivated by the core principles behind gamification.
Accenture reported there are seven key elements behind gamification: status, milestones, competition, rankings, social connectedness, immersion reality and personalization. As consumers become more engaged with their own health, they will take greater responsibility for managing their own condition. People who have diabetes will feel the need to learn more about their condition, their medications, and how they can improve their self-management.
Those who are healthy can stay that way by becoming more knowledgeable about disease prevention, age-appropriate screenings, and maintaining active lifestyles. As people gain more knowledge and insight about their conditions, they will want to set goals, measure their progress against those goals, reach milestones, and compare their performance against certain benchmarks. If patients take these steps to be actively engaged in staying healthy, they will apply gamification principles whether they realize it or not.
We can't forget about those who enjoy smartphone games and spend many hours tapping on screens to play mind-numbing (but thoroughly entertaining) games. For these individuals, adding a gaming element to disease self-management could reduce their apprehension toward the medications and treatments associated with the condition. There are also examples of this targeted at children. Muppets Band-Aids incorporated a quick response code on the Band-Aids so a parent can scan the code with their smartphone to show an entertaining video to a toddler who just scraped his knee. When Kermit the Frog starts singing about feeling blue, will the child forget about his scraped knee? There is a more serious example of the Pain Squad iPhone app that is designed to help children dealing with cancer track their symptoms so their clinical care team can do a better job to manage their pain.
Simulation games such as PatientPartner are aimed at helping patients improve their medication adherence. By walking through a virtual role-playing game, patients can learn about the various clinical outcomes that may result if they fail to adequately manage their health conditions. Monster Manor is a game that engages young children with diabetes to be better at taking their insulin and to have fun while they are doing it.
We have only seen the beginning of how gamification principles will help patients improve their health. As healthcare providers, payers and innovators find successful ways to engage patients by applying gamification strategies to both children and adult patients, we will see a shift in population healththat is driven by more engaged and motivated individuals. Gamification will motivate some patients to receive ongoing feedback, reminders and status updates about their progress in caring for their own health.
Il s'agit de traiter les diverses formes de phobies (peur du sang, des araignées, des ascenseurs, de la foule, etc.) mais aussi les phobies post-traumatiques nées d'accidents ou d'agressions. Outre le traitement par pharmacologie, d'autres thérapies ont été étudiées, et le site Van Gogh est la seule unité en Belgique à appliquer la thérapie par réalité virtuelle.
Le responsable du service psychiatrique de ce site a précisé qu'il s'agit d'amener le patient non plus à éviter jusqu'à l'invalidité mais à affronter progressivement sa peur en en retrouvant le contrôle.
Le patient est placé, via la 3D, dans le contexte visuel et acoustique de ce qui a fait naître sa phobie, en l'amenant à s'y accoutumer et à la vaincre, avec la présence d'un clinicien, en hôpital de jour. Les responsables du CHU envisagent une extension des possibilités de cette thérapie, avec l'aide d'un graphiste appelé à reconstituer les décors qui entoureront les patients.
Une patiente a témoigné des effets de cette thérapie.
Agressée en rentrant chez elle, elle était devenue incapable d'y revenir ou d'en sortir. Une thérapie en 3D, avec la reconstitution du décor, en plein jour puis à la nuit tombée, lui a permis de guérir de cette phobie.
A l’initiative des « P’tits Doudous de l’Hôpital Sud », une association d’infirmiers et de médecins anesthésistes du CHU de Rennes innove en utilisant le numérique pour faciliter la prise en charge des enfants lors des interventions chirurgicales, en proposant un jeu interactif sur tablette.
Des chercheurs italiens ont démontré les bienfaits thérapeutiques de la Wii Balance Board de Nintendo sur des malades atteints de sclérose en plaques, leur permettant d'accroître leur équilibre et leur coordination.La sclérose en plaques est une...
RÉMI ROUSSEAU SOURCE August 30, 2014 Over the weekend, I attended a virtual reality meetup near my home city of Cincinnati. The event had plenty of Oculus Rift units on hand, but it also had a couple other VR headsets priced at more than $10,000. To my surprise, Oculus blew them out of the water. This $350 device wasn't just cheaper; it was significantly more responsive. This disparity was fresh in my mind while reading about a new project to teach medical students about surgery through the Oculus Rift. By strapping on a VR headset, students who want to learn about hip replacement surgery can get a first-person view of the procedure from the surgeon's perspective. If you have an Oculus Rift developer kit, you can experience the surgery for yourself. The project was put together by Rémi Rousseau for the Moveo Foundation, a group that aims to improve surgery through technology. Dr. Thomas Gregory, a surgeon at European Hospital Georges Pompidou and a professor at Paris