This book constitutes the thoroughly refereed proceedings of the 4th International Workshop on ICTs for Improving Patients Rehabilitation Research Techniques, REHAB 2016, held in Lisbon, Portugal, in October 2016. The 10 revised full papers presented were carefully reviewed and selected from 33 submissions. The papers explore how technology can contribute toward smarter and effective rehabilitation methods.
Intends to examine the focus and aims that drive rehabilitation intervention and technology development. This book addresses the questions of what research is taking place to develop rehabilitation, applied technology and how we have been able to modify and measure responses in both healthy and clinical populations using these technologies.
This book constitutes the thoroughly refereed proceedings of the Third International Workshop on ICTs for Improving Patients Rehabilitation Research Techniques, REHAB 2015, held in Lisbon, Portugal, in October 2015. The 15 revised full papers presented were carefully reviewed and selected from 59 submissions. The papers explore how technology can contribute toward smarter and effective rehabilitation methods.
Artificial Intelligence (AI) in Healthcare is more than a comprehensive introduction to artificial intelligence as a tool in the generation and analysis of healthcare data. The book is split into two sections where the first section describes the current healthcare challenges and the rise of AI in this arena. The ten following chapters are written by specialists in each area, covering the whole healthcare ecosystem. First, the AI applications in drug design and drug development are presented followed by its applications in the field of cancer diagnostics, treatment and medical imaging. Subsequently, the application of AI in medical devices and surgery are covered as well as remote patient monitoring. Finally, the book dives into the topics of security, privacy, information sharing, health insurances and legal aspects of AI in healthcare. - Highlights different data techniques in healthcare data analysis, including machine learning and data mining - Illustrates different applications and challenges across the design, implementation and management of intelligent systems and healthcare data networks - Includes applications and case studies across all areas of AI in healthcare data
Showcases the latest trends in new virtual/augmented reality healthcare and medical applications and provides an overview of the economic, psychological, educational and organizational impacts of these new applications and how we work, teach, learn and provide care. With the current advances in technology innovation, the field of medicine and healthcare is rapidly expanding and, as a result, many different areas of human health diagnostics, treatment and care are emerging. Wireless technology is getting faster and 5G mobile technology allows the Internet of Medical Things (IoMT) to greatly improve patient care and more effectively prevent illness from developing. This book provides an overview and review of the current and anticipated changes in medicine and healthcare due to new technologies and faster communication between users and devices. The groundbreaking book presents state-of-the-art chapters on many subjects including: A review of the implications of Virtual Reality (VR) and Augmented Reality (AR) healthcare applications A review of current augmenting dental care An overview of typical human-computer interaction (HCI) that can help inform the development of user interface designs and novel ways to evaluate human behavior to responses in VR and other new technologies A review of telemedicine technologies Building empathy in young children using augmented reality AI technologies for mobile health of stroke monitoring & rehabilitation robotics control Mobile doctor brain AI App An artificial intelligence mobile cloud computing tool Development of a robotic teaching aid for disabled children Training system design of lower limb rehabilitation robot based on virtual reality
While virtual reality (VR) has influenced fields as varied as gaming, archaeology and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery of motor skills following accident or illness. Virtual Reality for Physical and Motor Rehabilitation reviews two decades of progress and anticipates advances to come. It offers current research on the capacity of VR to evaluate, address, and reduce motor skill limitations and the use of VR to support motor and sensorimotor function, from the most basic to the most sophisticated skill levels. Expert scientists and clinicians explain how the brain organizes motor behavior, relate therapeutic objectives to client goals and differentiate among VR platforms in engaging the production of movement and balance. On the practical side, contributors demonstrate that VR complements existing therapies across various conditions such as neurodegenerative diseases, traumatic brain injury and stroke. Included among the topics: Neuroplasticity and virtual reality. Vision and perception in virtual reality. Sensorimotor recalibration in virtual environments. Rehabilitative applications using VR for residual impairments following stroke. VR reveals mechanisms of balance and locomotor impairments. Applications of VR technologies for childhood disabilities. A resource of great immediate and future utility, Virtual Reality for Physical and Motor Rehabilitation distills a dynamic field to aid the work of neuropsychologists, rehabilitation specialists (including physical, speech, vocational and occupational therapists), and neurologists.
Digital Technology in Public Health and Rehabilitation Care: COVID Era provides an in-depth examination on how digital technology has impacted public health and rehabilitation during the COVID-19 pandemic. The book showcases the range of digital technology applications utilized in healthcare, including the use of mobile phones, computers, wearable and non-wearable technologies, sensors, 3D printers, robotics, Artificial Intelligence (AI), internet technologies, websites and apps, virtual and augmented realities, and computer games. With a wealth of case studies and insights, this book is an essential resource on the impact of digital technology on public health and rehabilitation services in the COVID-19 era. The COVID-19 pandemic had a major impact on the rehabilitation services available to those in need, particularly for older adults, people with physical and cognitive impairments, children with autism and ADHD, and individuals with physical and mental health disorders. In response to these challenges, the book focuses on the potential for advanced digital technologies to revolutionize public health and rehabilitation services, highlighting the need for researchers and healthcare professionals to work together to promote digital-based interventions. - Provides in-depth insights into the various digital technologies that are impacting public health and rehabilitation, including Mobile/Smart phone, Computers, wearable and non-wearable technologies, sensors, 3D printers/technologies, robotics, and more - Highlights the impact of the COVID-19 pandemic on public health and rehabilitation services, and how digital technology can help provide effective solutions during these challenging times - Brings together the expertise of multidisciplinary professionals, including researchers, doctors, nurses, physical therapists, occupational therapists, speech therapists, psychologists, and more
Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation. The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.
Sickle cell disease (SCD) is the most common cause of ischemic and hemorrhagic stroke in children and without treatment has a very high rate of recurrence. Acute neurological symptoms and signs are common in SCD at any age, and, as well as stroke, include transient ischaemic attack, headaches, seizures, and coma. An altered mental status with or without reduced level of consciousness, headache, seizures, visual loss, or focal signs can occur spontaneously, but also in numerous contexts, such as infection, acute chest syndrome (ACS), and acute anaemia. Nearly 50 years ago, it was clear from conventional cerebral angiography studies that the large extracranial and intracranial vessels were abnormal in patients with SCD and neurologic deficits, although the pathophysiology is not fully understood from human studies or laboratory models. Transcranial Doppler ultrasound has been used successfully to predict stroke risk in children, although those with abnormal time averaged maximum mean velocity >200 cm/sec may have very high blood flow or arterial stenosis. Although there are relatively few studies with matched controls, silent cerebral infarction on MRI is found in a high proportion of patients with SCD without clinical symptoms, sometimes starting as early as the 6th month of life, steadily accumulating with age, and predicting overt stroke. Meta-analyses have shown that typically siblings, children, and adults with SCD have cognitive difficulties over a wide range of domains, compared with matched controls. This includes processing speed and executive function.