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    <subfield code="a">Clinical Rehabilitation Experience Utilizing Serious Games :</subfield>
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    <subfield code="c">edited by Michael Lawo, Peter Knackfuss.</subfield>
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    <subfield code="a">Intro -- Preface -- Contents -- I Wearable and Pervasive Computing for Healthcare and Towards Serious Games An Introduction -- Abstract -- 1 Motivation -- 2 Wearable and Pervasive Computing -- 2.1 Interaction in Wearable Computing -- 2.2 Challenging Wearable Computing Systems -- 2.3 Wearable Computing Evolution -- 2.4 Wearable Computing in Healthcare -- 3 Understanding the User -- 3.1 Virtual User Model Methodology -- 3.2 Discussion of the Virtual User Model Approach -- 4 Serious Games and the Usefulness of Exergames -- 4.1 State of the Art -- 4.2 The Need for Further Research -- 5 Further Outline -- 6 References -- Acknowledgment -- II Reference Rehabilitation Platform for Serious Games The Rehab@Home Project -- Abstract -- 1 Introduction -- 2 Motivation -- 2.1 Rehabilitation -- 2.2 Mild Cognitive Impairments -- 3 Objectives -- 4 Technology Description -- 5 Developments -- 5.1 Scenario -- 5.2 Implementation -- 5.3 Evaluation -- 6 Results -- 6.1 First Pilot -- 6.2 Second Pilot -- 6.3 Third Pilot -- 7 Business Benefits -- 8 Conclusion -- 9 References -- Acknowledgment -- III Hardware and Software for Solving the Serious Game Challenge Using Commercial Off-the-Shelf Components and Open Source Software Frameworks -- Abstract -- 1 Introduction -- 2 Challenges -- 3 State of the Art for a Technical Approach -- 4 Interaction Devices -- 4.1 Kinect Sensor -- 4.2 Wii Remote -- 4.3 Leap Motion -- 4.4 E-Health Sensor Platform -- 4.5 Main Platform -- 4.6 Raspberry Pi -- 5 Methodology -- 5.1 Extendibility -- 5.2 Initial Framework Prototype -- 6 First Prototype -- 6.1 System Architecture -- 6.2 JSON Adapters for the Context System -- 6.3 Interfacing the eHealth Platform -- 6.4 Interfacing the Wii Remote -- 7 Second prototype -- 7.1 Wii Remote vs Kinect -- 7.2 Abstract Game Control -- 7.3 Context Framework -- 7.4 Sensor Adaptor Component -- 7.5 Control Component.</subfield>
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    <subfield code="a">8 Conclusion -- 9 References -- Acknowledgment -- IV Serious Games for Neuro-Rehabilitation A User Centred Design Approach -- Abstract -- 1 Introduction -- 2 Requirements -- 2.1 Patient -- 2.2 Therapist -- 2.3 Health System -- 3 Development of Technical Solutions for Rehabilitation -- 3.1 Involving User (UCD) -- 3.2 Basic Prototype Development -- 4 Case History: The Development of Rehab@Home -- 4.1 Prototype Evaluation -- 4.2 Description of the Final Solution -- 5 Conclusion -- 6 References -- V Technical Concept of Health Data Collection and Integration Data Analysis for Gaining Meaningful Medical Information -- Abstract -- 1 Introduction -- 2 Type of Data -- 2.1 Personal Data -- 2.2 Gaming Data -- 2.3 Biophysical Data -- 3 Data Protocol -- 3.1 IHE ('Integrating the Healthcare Enterprise') -- 3.2 HL7 (Health Level Seven International) -- 3.3 User Profiling &amp; Personalization -- 4 Rehabilitation Data Processing -- 4.1 Heartbeat Analysis -- 4.2 Score Analysis -- 4.3 Heart Beat and Score Trend Analysis -- 4.4 Inter Exercise Time -- 4.5 The Rest Phase -- 5 Results -- 5.1 Signal Acquisition Component -- 5.2 Signal Interpretation Component -- 5.3 Data Client -- 5.4 Rehab@Home Database -- 6 Conclusion -- 7 References -- VI Media Ecology Aspects of Homecare Assistive &amp; Rehabilitation Technology How to Integrate into the User Centred Design Process -- Abstract -- 1 Introduction -- 2 The Need -- 2.1 Ageing Population Demographic Trends -- 2.2 Design Thinking - Problem Finding, Framing and Solving -- 3 Homecare A&amp;RT Media Ecology - Challenges and Opportunities -- 3.1 About Media Ecology and Homecare A&amp;RT -- 3.2 Homecare A&amp;RT Media Ecology - General Aspects -- 3.3 Homecare A&amp;RT Media Ecology - Human Aspects -- 3.4 Homecare A&amp;RT Media Ecology - Social Aspects -- 3.5 Homecare A&amp;RT Media Ecology - Organizational Aspect.</subfield>
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    <subfield code="a">4 Overcoming A&amp;RT Media Ecology Barriers: Designing for the Elderly - User Centred Design (UCD) -- 4.1 Concept and General Considerations of UCD -- 4.2 Human Factors Considerations in UCD -- 4.3 Social Factors Considerations in UCD -- 4.4 Organizational Factors Considerations - Integrated Information and Shared Digital Network -- 5 Conclusion -- 6 References -- VII Intuitive Interaction Experiences with User Groups -- Abstract -- 1 Introduction - Previous Knowledge and Interaction -- 2 The Expertise of Generations -- 3 Previous Cultural Knowledge -- 4 Sensorimotor Barriers of Smartphones -- 5 Evaluation Method -- 5.1 Involvement of Elderly People with Mild to Moderate Cognitive -- 5.2 Statements of People with Cognitive Disorders -- 5.3 Adapting Interviews for People with Cognitive Disorders -- 6 Test Persons -- 6.1 Recruiting -- 6.2 Relationship Building -- 6.3 Creating Acceptance -- 6.4 Local Context -- 6.5 Ethical Considerations -- 6.6 Data Analysis -- 7 Experiences During the SafeMove User Evaluation -- 7.1 The Kfar Saba Meditowers Retirement Home -- 7.2 The Test Setting -- 7.3 Performing the Tests -- 7.4 Lessons Learned -- 8 Conclusion -- 9 References -- VIII Clinical Experiences from Clinical Tests Experiments in the Context of Rehab@Home -- Abstract -- 1 Introduction - Gaming in Rehabilitation -- 2 The Innovative Solution of Rehab@Home -- 3 Development of an Evaluation Protocol and an ICF Core Set for a Final Feasibility and Efficacy Pilot Study -- 4 A Pilot Efficacy Study as Validation of the Rehab@Home Gaming Platform -- 4.1 Intervention and Clinical Experience in Fondazione Don Gnocchi, Milan -- 4.2 Intervention and Clinical Experience at NTGB in Gmunderberg/ Austria -- 4.3 TMS Measurement at NTGB -- 5 Discussion and Conclusion -- 5.1 Importance of Continuity of Care -- 5.2 Long-term Perspective -- 6 References.</subfield>
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    <subfield code="a">IX Recognizing Emotional States An Approach Using Physiological Devices -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Experimental Set-up -- 4 Results and Analysis -- 5 Conclusion and Future Work -- 6 References -- X List of Authors.</subfield>
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    <subfield code="a">This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.</subfield>
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    <subfield code="a">Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2021. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. </subfield>
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