Building on the successful editions in Boston (USA), Games for Health has now reached Europe. The non-profit Games for Health Europe is the official sister conference of the Games for Health project. Together with the USA organisation, we aim to bring serious gaming and healthcare together in order to contribute to more advanced healthcare across Europe.
Looking for the research behind SuperBetter Chief Creative Officer Jane McGonigal’s SXSW, Games for Health, Games for Change, or TED Global talks? Good news: You’ve found it!
MANKATO – When adjunct nursing professor Jean Humphries shows up to her Friday morning class in Edina, 11 of her students are there and waiting.
The other 29 show up a moment later, all at the same time, when Humphries touches a screen and connects over the new Cisco TelePresence TX9200 system with a classroom in Wissink Hall at Minnesota State University.
Suddenly, the students in her Nursing Research class are virtually in two places at once, connected through life-size and life-like high-definition video and audio technology that far surpass interactive TV experiences.
Welcome! November 5th & 6th 2012, Amsterdam Games for Health Europe 2012 is the second annual conference that will make the gamers work hard for their HP and the doctors to gain some extra XP!
A new virtual reality simulator—including sophisticated 3-D graphics and tactile feedback—provides neurosurgery trainees with valuable opportunities to practice essential skills and techniques for brain cancer surgery, according to a paper in the September issue of Neurosurgery, official journal of the Congress of Neurological Surgeons. The journal is published by Lippincott Williams & Wilkins, a part of Wolters Kluwer Health.
The Haptic Cow is a virtual reality (VR) simulator developed by a veterinarian (Sarah Baillie). After graduating from Bristol vet school, Sarah worked in veterinary practice for many years. In 2001, while still working as a vet, she undertook a Masters in Information Technology and then a PhD in the Department of Computing Science at the University of Glasgow. The Haptic Cow was developed to help train veterinary students to palpate a cow's reproductive tract, to perform fertility examinations and to diagnose pregnancy. The simulator uses haptic (touch feedback) technology and has a PHANToM haptic device (from SensAble Technologies) positioned inside a fibreglass model of the rear-half of a cow. When being trained with the Haptic Cow, the student palpates computer- generated 3D virtual objects representing the uterus, ovaries, pelvis and abdominal structures. The teacher provides instruction and feedback while following the student's hand movements inside the cow on the computer monitor. The Haptic Cow is being used by several UK vet schools.
Our mock clinical scenario: an elderly woman (fortunately, a mannequin, whose vital signs the EMS instructor makes up as we go along) collapses in a ShopRite supermarket, aisle 3. Unresponsive, she has stopped breathing. We check: no pulse. The instructor is quizzing us on the emergency response protocol. Then he asks a different type of question: “Is the patient dead or alive?”
The SWIFT project at the University of Leicester (Second World Immersive Future Teaching) has created a virtual genetics lab within the three-dimensional, virtual world of Second Life, to help students studying genetics and biological science. Phase one of SWIFT uses this virtual lab to help first year undergraduates become acclimatised to working in a laboratory; in particular to learn about the main pieces of equipment and the many health and safety factors involved.
In this video, PD Alchemi (Dr Paul Rudman) and Trinity Quicksand (Dr Suzanne Lavelle) introduce the SWIFT project and the virtual lab.
SWIFT is a three year research project by the departments of Genetics and Beyond Distance Research Alliance, and is funded by the Higher Education Academy National Teaching Fellowship Scheme (NTFS). The Principal Investigator is Prof.Annette Cashmore, researcher Dr Paul Rudman, genetics teacher/consultant Dr Suzanne Lavelle. Prof. Gilly Salmon was research director for the early part of SWIFT.
A man paralysed almost entirely from the neck down navigates through a virtual world using a brain-computer interface. The subject was able to do so about 90% of the time. More here: www.newscientisttech.com/article/dn12136
SeeMe RehabilitationVirtual reality is a technology that undoubtedly has great potential to be used in various branches of medicine. Although the systems associated with the use of virtual reality have been present on the market for many years, their use is not very popular.
Torn from a soldier’s body by an improvised explosive device, the bloody, severed leg lay on the floor — a sight far too familiar for many of the Americans who have fought in wars during the past decade in Iraq and Afghanistan.
But this injury didn’t take place during some faraway battle; it was a highly realistic simulation, created by an Orlando-area company to help train U.S. combat medics around the world.
Virtual reality gloves could be a way to train professionals such as doctors to create delicate tasks like brain surgery virtually without risking living patients. According to Dr. Rogers another application of the technology could be to develop special “electronic skin” around entire organs in the body which can allow doctors to monitor all sorts of functions such as internal temperature and blood flow remotely. Another potential application might be replacement for natural skin for as burn victims or amputees who lost their ability to sens
"While Albert Einstein's genius isn't included, an exclusive iPad application launched Tuesday promises to make detailed images of his brain more accessible to scientists than ever before. Teachers, students and anyone who's curious also can get a look."
On the Edge of the Magic Circle studies two threads of contemporary western gaming culture: Role-playing and pervasive games. Recreational role-playing includes forms such as tabletop role-playing games, larps and online role-playing games, while pervasive games range from treasure hunts to alternate reality games. A discussion on pervasive role-playing connects these strands together.The work has four larger research goals. First, to establish a conceptual framework for understanding role-playing in games. Second, to establish a conceptual framework for understanding pervasive games. Third, to explore the expressive potential of pervasive games through prototypes. And fourth, to establish a theoretical foundation for the study of ephemeral games.
The central outcome of the work is a theory complex that explains and defines role-playing and pervasive gaming, and allows them to be understood in the context of the recent discussion in game studies.
In order to understand these two borderline cases of games, the work establishes a theoretical foundation that highlights gameplay as a social process. This foundation combines the weak social constructionism of John R. Searle with the recent game studies scholarship from authors such as Jesper Juul, Jane McGonigal, Katie Salen and Eric Zimmerman.
Augmented reality would make it possible for a surgeon to look inside your body virtually, without harmful X-rays.
This video explains the future of augmented reality in medical applications. The National Science Foundation, in partnership with Mississippi State University, are attempting to improve depth perception in augmented reality systems. Currently, the distance and size of an object is good enough for television, but not enough for a surgeon. The researchers are looking to make it like X-ray vision! This video explains the how and the why.
Department of Clinical Neurological Sciences professor Mandor Jog, director of the National Parkinson Foundation Centre of Excellence at London Health Sciences Centre, runs through the augmented immersion virtual reality project which helps researchers understand how patients with neurodegenerative conditions, such as Parkinson’s, navigate their environments.
In a non-descript room of an eerily quiet wing of South Street Hospital, Mandor Jog’s work may look like a game to some. But the outcome could have a tremendous impact when it comes to the treatment of Parkinson’s disease and other neurological movement disorders.
This video demonstrates a user being tracked with the Primesense camera to acutate movement of an articulated stick figure, while Dr. Carolee Winstein, Professor and Director of the University of Southern California Rehabilitation Engineering Research Center (NIDRR-funded RERC) fields questions about the impact of this sensor system on the future of Virtual Rehabilitation. This work is being conducted at the University of Southern California's Institute for Creative Technologies in partnership with the RERC focusing on optimizing participation through technology. This RERC aims to address the rehabilitation needs of those aging with a disability through the use of innovative Virtual Reality and game-based systems. Key investigators on this work include Belinda Lange and Skip Rizzo in partnership with Evan Suma, Mark Bolas, Brad Newman and Kevin Chang. Carolee Winstein and Phil Requejo are the USC RERC Directors and more information on this RERC can be found at: http://www.isi.edu/research/rerc/. Learn more about ICT at http://ict.usc.edu.
Tej Tadi explains MindMaze, an EPFL start up based on Olaf Blanke's groundbreaking research in Cognitive Neuroscience, that uses virtual reality to rehabilitate patients who have suffered from strokes or other brain trauma.
Microsoft is promoting new uses for its Kinect device, including stroke patient rehabilitation and cleaner hospital operating theatres. . Report by Mark Morris. Like us on Facebook at http://www.facebook.com/itn and follow us on Twitter at http://twitter.com/itn
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