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Die Digitale Transformation im Gesundheitswesen

Authors: --- ---
ISBN: 9783954663262 9783954663576 Year: Language: German
Publisher: MWV Medizinisch Wissenschaftliche Verlagsgesellschaft Grant: Knowledge Unlatched - 103092
Subject: Medicine (General)
Added to DOAB on : 2018-04-11 11:01:51
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Der digitale Wandel macht vor keiner Branche halt: Die Digitalisierung wird auch die Gesundheitswirtschaft in den nächsten Jahren deutlich verändern. Dies betrifft Kostenträger und Leistungserbringer, aber vor allem die Versicherten und Patienten, die durch digitale Lösungen eine aktive Rolle als souveräne Kunden einnehmen werden. Online-Apotheken greifen die stationären Apotheken an, das Krankenhaus 4.0 setzt auf digitale Patientenakten, Start-ups und Entrepreneure bauen an Apps und Lösungen für ein innovatives Gesundheitssystem. Das Buch beleuchtet aus verschiedenen Perspektiven praxisnah und fundiert die Digitalisierung im Gesundheitswesen. Akteure aus Politik, Krankenversicherung, Gesundheitseinrichtungen, Selbstverwaltung und Wirtschaft verorten ihre Institutionen in der digitalen Transformation. Experten, junge Entscheider und Start-ups zeigen Chancen, Herausforderungen und Grenzen auf und gehen der Frage nach, wie die Digitalisierung die Gesundheitsversorgung verändern wird.

Wearable Technologies

Authors: ---
ISBN: 9783038975137 / 9783038975144 Year: Pages: 160 DOI: 10.3390/books978-3-03897-514-4 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: General and Civil Engineering --- Materials --- Biotechnology
Added to DOAB on : 2019-01-15 10:37:01
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In the future, wearable technology will revolutionize the way we live. The current trend is to augment ordinary wearable objects – e.g. watches, glasses, bracelets, and clothing – with advanced information and communication technologies such as sensors, electronics, software, connectivity, and power sources. These wearable devices can monitor and assist the user in the management of his/her daily life with applications that range from activity tracking, sport and wellness, mobile games, and environmental monitoring, up to e-health.This book explores recent advances in the multidisciplinary field of wearable technologies and the important remaining gaps that must be addressed in order to obtain a massive diffusion.Articles in this book address topics that include wearable sensing and bio-sensing technologies, smart textiles, smart materials, wearable microsystems, low-power and embedded circuits for data acquisition, and processing and data transmission.

Computers and Games for Mental Health and Well-Being

Authors: --- --- --- --- et al.
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454969 Year: Pages: 311 DOI: 10.3389/978-2-88945-496-9 Language: English
Publisher: Frontiers Media SA
Subject: Medicine (General) --- Psychiatry --- Public Health
Added to DOAB on : 2019-01-23 14:53:42
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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

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