Current Issue : April - June Volume : 2016 Issue Number : 2 Articles : 5 Articles
Online telemedicine systems are useful due to the possibility of timely and efficient healthcare services. These systems are based on\nadvanced wireless and wearable sensor technologies. The rapid growth in technology has remarkably enhanced the scope of remote\nhealth monitoring systems. In this paper, a real-time heartmonitoring system is developed considering the cost, ease of application,\naccuracy, and data security. The system is conceptualized to provide an interface between the doctor and the patients for two-way\ncommunication. The main purpose of this study is to facilitate the remote cardiac patients in getting latest healthcare services\nwhich might not be possible otherwise due to low doctor-to-patient ratio.The developed monitoring system is then evaluated for\n40 individuals (aged between 18 and 66 years) using wearable sensors while holding an Android device (i.e., smartphone under\nsupervision of the experts). The performance analysis shows that the proposed system is reliable and helpful due to high speed.\nThe analyses showed that the proposed system is convenient and reliable and ensures data security at low cost. In addition, the\ndeveloped system is equipped to generate warning messages to the doctor and patient under critical circumstances...
Background: Telemedicine can alleviate the increasing demand for elderly care caused by the rapidly aging population. However,\nuser adherence to technology in telemedicine interventions is low and decreases over time. Therefore, there is a need for methods\nto increase adherence, specifically of the elderly user. A strategy that has recently emerged to address this problem is gamification.\nIt is the application of game elements to nongame fields to motivate and increase user activity and retention.\nObjective: This research aims to (1) provide an overview of existing theoretical frameworks for gamification and explore\nmethods that specifically target the elderly user and (2) explore user classification theories for tailoring game content to the elderly\nuser. This knowledge will provide a foundation for creating a new framework for applying gamification in telemedicine applications\nto effectively engage the elderly user by increasing and maintaining adherence.\nMethods: We performed a broad Internet search using scientific and nonscientific search engines and included information that\ndescribed either of the following subjects: the conceptualization of gamification, methods to engage elderly users through\ngamification, or user classification theories for tailored game content.\nResults: Our search showed two main approaches concerning frameworks for gamification: from business practices, which\nmostly aim for more revenue, emerge an applied approach, while academia frameworks are developed incorporating theories on\nmotivation while often aiming for lasting engagement. The search provided limited information regarding the application of\ngamification to engage elderly users, and a significant gap in knowledge on the effectiveness of a gamified application in practice.\nSeveral approaches for classifying users in general were found, based on archetypes and reasons to play, and we present them\nalong with their corresponding taxonomies. The overview we created indicates great connectivity between these taxonomies.\nConclusions: Gamification frameworks have been developed from different backgroundsââ?¬â?business and academiaââ?¬â?but rarely\ntarget the elderly user. The effectiveness of user classifications for tailored game content in this context is not yet known. As a\nnext step, we propose the development of a framework based on the hypothesized existence of a relation between preference for\ngame content and personality....
Introduction. This study aimed to assess rehabilitation professionalsââ?¬â?¢ attitude toward implementation and application of\ntelerehabilitation technology as a novel study in rehabilitation academic centers and affiliated clinics in Tehran. Methods. It\nwas a descriptive cross-sectional study. To collect data, a researcher-designed questionnaire was developed. 141 rehabilitation\nexperts participated in the study. Results. A majority of faculty members (78%) and clinicians (89.7%) either were in ââ?¬Å?definite\nagreementââ?¬Â or ââ?¬Å?somewhat agreedââ?¬Â with implementation and application of this technology, which demonstrates an overall positive\nattitude. Discussion. Based on the positive attitudes of the majority of participants toward implementation and application of this\ntechnology and their preferences in offering different telerehabilitation services, it seems that there is an appropriate and desirable\nacceptance and administrative culture to implement this technology among rehabilitation experts in Tehran. It is thus expected that\nimplementation and application of this technology will be a promising experience in rehabilitation academic centers and affiliate\nclinics in Tehran....
Background: Digital media and gaming have received considerable interest from researchers and clinicians as a model for\nlearning a broad range of complex tasks and facilitating the transfer of skills to daily life. These emerging rehabilitation technologies\nhave the potential to improve clinical outcomes and patient participation because they are engaging, motivating, and accessible.\nOur research goal is to develop preventative and therapeutic point-of-care eHealth applications that will lead to equivalent or\nbetter long-term health outcomes and health care costs than existing programs. We have produced a novel computer-aided\ntele-rehabilitation platform that combines computer game-based exercises with tele-monitoring.\nObjective: Compare the therapeutic effectiveness of an in-home, game-based rehabilitation program (GRP) to standard care\ndelivered in an outpatient physical therapy clinic on measures of balance, gaze control, dizziness, and health-related quality of\nlife.\nMethods: A randomized, controlled, single-blind pilot trial will be conducted. Fifty-six participants with a diagnosis of peripheral\nvestibular disorder will be randomly assigned to either usual physical therapy (comparator group) or to a game-based intervention\n(experimental group). Measures to be assessed will include gaze control, dynamic balance, and self-reported measures of dizziness.\nResults: The project was funded and enrollment was started in August 2014. To date, 36 participants have been enrolled. There\nhave been 6 drop-outs. It is expected that the study will be completed January 2016 and the first results are expected to be submitted\nfor publication in Spring of 2016.\nConclusions: A successful application of this rehabilitation program would help streamline rehabilitation services, leverage\ntherapist time spent with clients, and permit regular practice times at the client�s convenience....
Objective\nAs the global burden of chronic disease rises, policy makers are showing a strong interest\nin adopting telehealth technologies for use in long term condition management, including\nCOPD. However, there remain barriers to its implementation and sustained use. To date,\nthere has been limited qualitative investigation into how users (both patients/carers and\nstaff) perceive and experience the technology. We aimed to systematically review and\nsynthesise the findings from qualitative studies that investigated user perspectives and\nexperiences of telehealth in COPD management, in order to identify factors which may\nimpact on uptake.\nMethod\nSystematic review and meta-synthesis of published qualitative studies of user (patients,\ntheir carers and clinicians) experience of telehealth technologies for the management of\nChronic Obstructive Pulmonary Disease. ASSIA, CINAHL, Embase, Medline, PsychInfo\nand Web of Knowledge databases were searched up to October 2014. Reference lists of\nincluded studies and reference lists of key papers were also searched. Quality appraisal\nwas guided by an adapted version of the CASP qualitative appraisal tool.\nFindings\n705 references (after duplicates removed) were identified and 10 papers, relating to 7 studies\nwere included in the review. Most authors of included studies had identified both positive\nand negative experiences of telehealth use in the management of COPD. Through a line of\nargument synthesis we were able to derive new insights from the data to identify three overarching\nthemes that have the ability to either impede or promote positive user experience of telehealth in COPD: the influence on moral dilemmas of help seekingââ?¬â?(enables dependency\nor self-care); transforming interactions (increases risk or reassurance) and reconfiguration\nof ââ?¬Ë?workââ?¬â?¢ practices (causes burden or empowerment).\nConclusion\nFindings from this meta-synthesis have implications for the future design and implementation\nof telehealth services. Future research needs to include potential users at an earlier\nstage of telehealth/service development....
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