Providing a comprehensive introduction into an overview of the field of pervasive healthcare applications, this volume incorporates a variety of timely topics ranging from medical sensors and hardware infrastructures, to software platforms and applications and addresses issues of user experience and technology acceptance. The recent developments in the area of information and communication technologies have laid the groundwork for new patient-centred healthcare solutions. While the majority of computer-supported healthcare tools designed in the last decades focused mainly on supporting care-givers and medical personnel, this trend changed with the introduction of pervasive healthcare technologies, which provide supportive and adaptive services for a broad variety and diverse set of end users. With contributions from key researchers the book integrates the various aspects of pervasive healthcare systems including application design, hardware development, system implementation, hardware and software infrastructures as well as end-user aspects providing an excellent overview of this important and evolving field.
Author(s): Andreas Holzinger; Martina Ziefle; Carsten Röcker
Series: Human-Computer Interaction Series
Publisher: Springer Science & Business Media
Year: 2014
Language: English
Pages: 381
Foreword
Contents
Contributors
1 From Computer Innovation to Human Integration: Current Trends and Challenges for Pervasive HealthTechnologies
1.1 Introduction
1.2 Technical Innovations
1.2.1 Intelligent Objects and Smart Environments
1.2.2 Computing Moves to the Cloud
1.2.3 A World of Mobile Services
1.2.4 Collective Intelligence and User-Generated Content
1.2.5 Big Data and Knowledge Discovery
1.3 Societal Transformation Processes
1.3.1 Age, Technology Generation, and the Demographic Change
1.3.2 The Impact of Gender
1.3.3 Ethnicity and Culture
1.4 Resulting Research Challenges
1.5 Conclusion
References
2 On Challenges Designing the Home as a Place for Care
2.1 Introduction
2.2 Glossary
2.3 State-of-the-Art
2.3.1 Related Work
2.3.2 On Challenges Designing for the Home as a Place for Care
2.4 Open Problems
2.5 Future Outlook
References
3 EHealth Applications for Those in Need: Making Novel Interaction Technologies Accessible
3.1 Introduction
3.2 Glossary
3.3 State-of-the-Art
3.3.1 Patterns in the Introduction of Innovations
3.3.2 Method
3.4 Generic Design for All Solutions for Novel UI Technologies
3.5 Designing the User Interface of Future Accessible Services
3.6 How to Apply the Project Results
3.7 Future Outlook
References
4 The Innovation Binder Approach: A Guide Towards a Social-Technical Balanced Pervasive Health System
4.1 Introduction
4.2 Glossary: Overall Picture and Terminology
4.3 State-of-the-Art of the Innovation Binder Approach
4.3.1 Prior Art or the Sources of Inspiration for this Approach
4.3.2 Situating the Context of Use in Which the Approach was Developed: When to Use the Innovation Binder
4.3.3 How the Innovation Binder Approach Works Today
4.4 Open Problems
4.4.1 Over-Dependency on a Sunny Day Scenario
4.4.2 Countering the Horror Scenario
4.4.3 Scenarios are Not Actively Used by Partners, The Story is too Long or Detailed
4.4.4 Balance Between Openness and Closure, and the Waiting Game
4.4.5 No Interest in Trying the Innovation Binder Approach
4.4.6 The Team, Its Scale and Different Roles
4.4.7 Documenting the `Innovation Binder' Process
4.5 Future Outlook
References
5 The Brain Computer Interface: Barriers to Becoming Pervasive
5.1 Introduction
5.2 Glossary
5.3 State of the Art: BCI Overview
5.3.1 Overview of BCI Algorithms
5.3.2 Hybrid BCI
5.3.3 Online Adaptation
5.3.4 BCI Commercialization
5.4 Open Problems: Barriers to Being Pervasive
5.4.1 Scientific Challenges
5.4.2 System Complexity and Support Infrastructure
5.4.3 User Acceptance, Fitness for Purpose and the BCI Nirvana
5.4.4 Ethics
5.5 Future Outlook: Promoters to Being Pervasive
5.5.1 Augmented Channels for Both Entertainment and Serious Games
5.5.2 Towards Personalized Hybrid-BCI Systems
5.6 Closing Arguments
References
6 `RehabMasterTM': A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers
6.1 Introduction
6.2 Glossary
6.3 State-of-the-Art
6.3.1 Supporting Stroke Patients in a Clinical Setting
6.3.2 Current Game-Based Rehabilitation Program
6.3.3 `RehabMasterTM': A Pervasive Rehabilitation Platform for the Stroke Patients
6.3.4 The Present Study
6.4 Methods
6.4.1 Session 1: Understanding the Clinical Setting
6.4.2 Session 2: Extracting Usability Factors for Different Stakeholders
6.4.3 Session 3: Designing a Motion-Based Rehabilitation System
6.5 Design
6.5.1 Part 1: Clinical Test
6.5.2 Part 2: Usability Test
6.6 Results
6.6.1 Part 1: Clinical Test
6.6.2 Part 2: Usability Test
6.7 Open Problems
6.7.1 Use of a High-Fidelity Prototype in the Early Design Process
6.7.2 Effective and Efficient Information Design for Handling a Large Amount of Recorded Patient Data
6.7.3 Ease of Customizing a System to Maintain a Suitable Degree of Challenge for an Individual Patient Undergoing Stroke Therapy
6.8 Future Outlook
References
7 Managing Telehealth and Telecare
7.1 Introduction
7.2 Glossary
7.3 State-of-the-Art
7.3.1 Related Work on Home Care Systems
7.3.2 The ACCENT Home Care System
7.4 Open Problems
7.5 Future Outlook
References
8 Personal Assistive Devices for Elderlies
8.1 Introduction
8.1.1 Demographics
8.1.2 Target Group
8.1.3 Technical Classification
8.2 Glossary
8.3 State-of-the-Art
8.3.1 Physical Aids
8.3.2 Cognitive Aids
8.3.3 Vegetative Aids
8.3.4 Past Results
8.4 Open Problems
8.4.1 Physical Aids
8.4.2 Cognitive Aids
8.4.3 Vegetative Aids
8.5 Future Outlook
8.5.1 Physical Aids
8.5.2 Cognitive Aids
8.5.3 Vegetative Aids
References
9 Sleep Quality Monitoring with the Smart Bed
9.1 Introduction
9.2 Glossary
9.3 State-of-the-Art
9.3.1 Related Work
9.3.2 Mobility Monitor
9.3.3 Observational Study
9.3.4 Discussion
9.4 Open Problems
9.4.1 Technical Challenges
9.4.2 HCI Challenges
9.5 Future Outlook
References
10 Interactive Infrastructures: Physical Rehabilitation Modules for Pervasive Healthcare Technology
10.1 Introduction
10.2 Glossary
10.3 State-of-the-Art
10.3.1 Three Key Issues
10.3.2 Design Responses to the Key Issues
10.3.3 Interactive Infrastructure
10.4 Future Outlook
References
11 The Ongoing Development of a Multimedia Gaming Module to Aid Speech, Language and Communication
11.1 Introduction
11.2 Glossary
11.3 Non-computerised Conventional Therapy
11.4 Results in Relation to Attainment Outcome: Interaction
11.4.1 Strand 1: Accepting and Sharing Feelings
11.4.2 Strand 2: Attending and Responding (Receptive Skills)
11.4.3 Strand 3: Vocal/Gestural Production (Expressive Skills)
11.4.4 Strand 4: Turn Taking
11.4.5 Strand 5: Interactive Play
11.5 Results in Relation to Attainment Outcome: Listening and Understanding
11.5.1 Strand 6: Understanding First Words and Actions
11.5.2 Strand 7: Listening for Information and Directions
11.5.3 Strand 8: Listening in Groups
11.5.4 Strand 9: Listening in Order to Respond to Texts
11.6 Results in Relation to Attainment Outcome: Expression and Talking
11.6.1 Strand 10: Conveying Feelings
11.6.2 Strand 11: Conveying Information
11.6.3 Strand 12: Expression with Individuals and in Groups
11.6.4 Strand 13: Knowledge About Language---Sounds and Words
11.7 Results in Relation to Attainment Outcome: Reading and Writing
11.7.1 Strand 14: Reading for Information
11.7.2 Strand 15: Reading for Enjoyment
11.7.3 Strand 16: Matching and Sequencing
11.8 An Evaluation of Non-computerised Interventions
11.9 Open Problems
11.10 Difficulties Addressed by State-of-the-Art Interventions
11.11 The Development of the Module
11.12 How the Problems and Limitation Were Resolved
11.13 The Module
11.14 The Unique Assignment in the Module
11.15 Case Studies (Profiles)
11.16 The Development and Production
11.17 Design-for-One Approach
11.17.1 Early Intervention
11.17.2 Feedback and the Next Cohort of Students
11.17.3 The Responsibility of the Academic
11.18 Students Useful Contribution and the Assets they Bring
11.18.1 Students' Motivation and Gains From the Module
11.18.2 Theoretical Knowledge, Practical Skills and Design Techniques
11.18.3 Relating Academia With Society and Humanity
11.18.4 Credits Towards Their Degree Programme
11.18.5 A Real Coursework
11.19 What the Practitioners Gained
11.20 What the Schools Gained
11.21 What the Learners Gained
11.22 Future and State-of-the Art Research in Pervasive Health Technologies Outlook
11.22.1 Games for Learners with Autism and/or Other Disabilities (GLAD) Personalised, Individualised Software Development Company
11.22.2 Interesting State-of-the-Art Research into Pervasive Health Technological Innovations in this Book
11.23 Conclusion
References
12 Pervasive Assistive Technology for the Deaf-Blind Need, Emergency and Assistance Through the Sense of Touch
12.1 Introduction
12.2 Glossary
12.3 State-of-the-Art
12.3.1 Aids for Functional and Augmented Communication
12.3.2 Language-Based Devices
12.3.3 Systems for Environment Interaction
12.3.4 Devices for Interaction With Everyday Objects
12.3.5 Indicators and Other Signaling/Alert Devices
12.4 Open Problems
12.5 Future Outlook
12.6 Reading
References
13 A New Methodology (CON-INFO) for Context-Based Development of a Mobile User Interface in Healthcare Applications
13.1 Introduction
13.2 Glossary
13.3 State-of-the-Art and Open Problems
13.3.1 Context Model
13.3.2 User Modeling
13.3.3 Design for Adaptation
13.3.4 Quality-in-Use Measurement
13.4 CON-INFO Methodology
13.4.1 Phase 1: Context Model for Pervasive Healthcare
13.4.2 Phase 2: User Model for Pervasive Healthcare
13.4.3 Phase 3: Context Descriptors
13.4.4 Phase 4: Design Approach for Adapting MUI
13.4.5 Phase 5: Validation Using a New Quality-in-Use Model for MUIs
13.5 Case Study (PHIS)
13.5.1 Experimental Design
13.5.2 Hypothesis
13.5.3 Objective Factor Analysis
13.5.4 Subjective Factor Analysis
13.6 Discussion of Research Findings
13.7 Summary
13.8 Future Outlook
References
14 An Integrated Patient-Centric Approach for Situated Research on Total Hip Replacement: ESTHER
14.1 Introduction
14.2 Glossary
14.3 State-of-the-Art
14.3.1 Research Developments of THR Post-operatory Home Recovery Technologies
14.3.2 In-situ and Self-Reflection Methods
14.4 Open Problems
14.5 ESTHER: Tool to Explore the Context of Total Hip Replacement
14.6 Integrated Patient-Centric Approach: From Reporting to Reflecting
14.6.1 The Evolving Needs of Patients Along the Recovery Process
14.6.2 Towards a more Complex Intervention: From Tool to Application
14.7 Future Outlook
14.8 Conclusions
References