Bigdata oriented multimedia mobile health applications

Z Lv, J Chirivella, P Gagliardo - Journal of medical systems, 2016 - Springer
In this paper, two mHealth applications are introduced, which can be employed as the
terminals of bigdata based health service to collect information for electronic medical …

A systematic review of serious games used for rehabilitation of individuals with Parkinson's disease

LC de Oliveira, LC Mendes, RA de Lopes… - Research on Biomedical …, 2021 - Springer
Purpose This study consists of a systematic review that aims to identify and evaluate the
scenario of the use of serious games in the rehabilitation of individuals with Parkinson's …

Considerations on effective feedback in computerized speech training for dysarthric speakers

M Bakker, L Beijer, T Rietveld - Telemedicine and e-Health, 2019 - liebertpub.com
Introduction: In this article, we consider the role of feedback in computerized speech training
for patients with dysarthric speech due to acquired neurological disorders such as …

Self-care technologies and collaboration

F Nunes, G Fitzpatrick - International Journal of Human-Computer …, 2015 - Taylor & Francis
The self-management of a chronic condition is a collaborative activity, performed by patients
and carers. However, to date, self-care technologies have been mostly designed for …

Understanding the mundane nature of self-care: ethnographic accounts of people living with Parkinson's

F Nunes, G Fitzpatrick - proceedings of the 2018 CHI Conference on …, 2018 - dl.acm.org
Self-care technologies have been influenced by medical values and models. One of the
values that was acritically incorporated was that self-care was medicalised, and, as a result …

Assistive HCI-serious games co-design insights: the case study of i-PROGNOSIS personalized game suite for Parkinson's disease

SB Dias, JA Diniz, E Konstantinidis, T Savvidis… - Frontiers in …, 2021 - frontiersin.org
Human-Computer Interaction (HCI) and games set a new domain in understanding people's
motivations in gaming, behavioral implications of game play, game adaptation to player …

A game based assistive tool for rehabilitation of dysphonic patients

Z Lv, C Esteve, J Chirivella… - 2015 3rd IEEE VR …, 2015 - ieeexplore.ieee.org
An assistive training tool for rehabilitation of dysphonic patients is designed and developed
according to the practical clinical needs. The assistive tool employs a space flight game as …

Designing for and with People with Parkinson's: A Focus on Exergaming

R McNaney, M Balaam, A Holden, G Schofield… - Proceedings of the 33rd …, 2015 - dl.acm.org
Parkinson's is a complex and multifaceted condition with a myriad of symptoms, thus,
designing for and with this user group requires careful consideration. We reflect upon two …

[HTML][HTML] Attitudes toward the use of voice-assisted technologies among people with Parkinson disease: findings from a web-based survey

O Duffy, J Synnott, R McNaney… - JMIR rehabilitation …, 2021 - rehab.jmir.org
Background: Speech problems are common in people living with Parkinson disease (PD),
limiting communication and ultimately affecting their quality of life. Voice-assisted technology …

** pong: An exergame for cognitive inhibition training

H Zhang, Z Shen, S Liu, D Yuan… - International Journal of …, 2021 - Taylor & Francis
Cognitive inhibition, a key constituent of healthy cognition, has been shown to be
susceptible to age-related cognitive declines. Research has shown that cognitive …