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Titlebook: eHealth 360°; International Summit Kostas Giokas,Laszlo Bokor,Frank Hopfgartner Conference proceedings 2017 ICST Institute for Computer Sci

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https://doi.org/10.1007/978-3-319-07926-4d development of the signal processing and longitudinal data analytics microservices developed to carry out these assessments and to forecast the long-term development of the disease. We also report on early findings from the application of these techniques in the wild with a cohort of early adopters.
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https://doi.org/10.1007/978-3-030-87120-8ive care infrastructure composed of a distributed infrastructure for heterogeneous devices in the home local area network (named xAAL) in conjunction with a machine to machine protocol (MQTT) to external health & well-being services.
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Gabriel Cristóbal,Saúl Blanco,Gloria Buenorder to construct this shared Culture of Participation we propose to use games (in place of Participatory Design sessions) to reach a sufficient level of shared understanding that will allow to improve rehabilitation methods and treatments.
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https://doi.org/10.1007/978-1-4684-4913-6nary results suggest that the game can successfully address a number of issues including improving the elderly technical skills, increasing the elderly physical activity as well as positive intergenerational interaction. The paper describes the game setup in details and presents some initial data gathered during the gameplay.
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Modern Turkey and the Armenian Genocidedifferences in anxiety experienced by participants exposed to VR-simulated job interviews before and after the trainings and suggest adequacy of VR as an assessment tool sensitive to the changes in internal states of candidates.
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A Transparent Home Sensors/Actuators Layer for Health and Well-Being Servicesive care infrastructure composed of a distributed infrastructure for heterogeneous devices in the home local area network (named xAAL) in conjunction with a machine to machine protocol (MQTT) to external health & well-being services.
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Cultures of Participation in the Healthcare Field: Could a VideoGame-Based Perspective Be Useful?rder to construct this shared Culture of Participation we propose to use games (in place of Participatory Design sessions) to reach a sufficient level of shared understanding that will allow to improve rehabilitation methods and treatments.
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A Location-Based Game for Two Generations: Teaching Mobile Technology to the Elderly with the Suppornary results suggest that the game can successfully address a number of issues including improving the elderly technical skills, increasing the elderly physical activity as well as positive intergenerational interaction. The paper describes the game setup in details and presents some initial data gathered during the gameplay.
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