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[8/28]eHealth and Medical Serious Games Videoconference ¾È³»
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E-mail: workshop@medric.or.kr


Topic: eHealth and Medical Serious Games

Place: Colombo, Sri Lanka

Date: August 28, 2012 (Sri Lanka time)/ August 27, 2012 (PST)
Time:
11:00 am-12:30 pm (Sri Lanka)
2:30 pm-4:00 pm (Korea, Japan)
1:30 pm-3:00 pm (Singapore)
6:30 am-8:00 am (UK)
10:30pm- 12:00am (US)

System: Haeden Bridge (http://vc.koren.kr/)
Engineers: BK Koo (MedRIC, Korea)/ TC Chiang (NTU, TW):
Chair person: YoungSung Lee (MedRIC, Chungbuk National University)

Speakers:
1. Jeongeun Kim (Seoul National University, Korea): ¡°Current state of game-care in health & medicine: the Korean perspective¡±
2. J. Wesson Ashford (Stanford University, US): ¡°MemTrax, a game to measure memory, screen for memory impairment (particularly Alzheimer¡¯s disease), and possibly to protect against dementia and improve memory function¡±
3. David Wortley (Serious Games Institute, UK): ¡°ClinIC – a serious game that uses reflective learning methodologies to train nursing staff on patient care, part of a European Union Framework 7 Research project MIRROR¡±
4. Christopher Ng (Serious Games Association, Singapore): ¡°An introduction: Serious Games Association Singapore¡±
5. Shin-ichiro Takasugi (Kyushu U Hospital, Japan): ¡°Rehabilitation Game for aged patients in Japan¡±
6. Ashir Ahmed (Kyushu University, Japan): ¡°An Affordable, Usable, Sustainable and Preventive Healthcare System for Unreached People¡±



1. Jeongeun Kim, PhD
Dr Jeongeun Kim is an associate professor of College of Nursing Seoul National University, Seoul Korea where she gives lectures on Nursing Informatics to the undergraduate class and graduate courses. Dr Kim also serves for the joint appointment of the Interdisciplinary Program of Medical Informatics, Seoul National University. She graduated from and took her doctorate at Seoul National University, and finished post doctoral fellowship at University of Utah College of Nursing for Clinical Informatics. Her major research interests are Serious Games for Healthcare, Ubiquitous Health Information Technology and Patient Safety Solutions with Information Technology. She used to serve as the Secretary General of ¡°International Congress on Nursing Informatics 2006¡± and the Korean Society of Medical Informatics. Recently Dr Kim had established the KOSMI Working Group for the Consumer Health Informatics and Games for Health Korea Forum on Facebook.

Title: Current state of game-care in health & medicine: the Korean perspective
Abstract: Serious games can be applied to a broad spectrum of application areas, e.g. military, government, educational, corporate, and healthcare. In general terms, serious games are associated with ¡®games for purposes other than entertainment¡¯. Serious games encompass the same goals as edutainment, but extend far beyond teaching facts and rote memorization, and instead include all aspects of education – teaching, training, and informing. There are related and sometimes overlapping domains, such as edutainment, e-learning, game-based learning, and digital game-based learning. The term ¡®game-care¡¯ could be coined by adopting those terms and usages to make the ¡®game-based care¡¯ imaginable in this technology-savvy healthcare arena. It could be the new modality of utilizing various kinds of games to provide care in any instances when it is applicable and feasible. However, as there are too broad possibilities of developing and expanding the boundary of the game-care and its applicability and practicality, it is necessary to understand current state of game-care and share knowledge among related multidisciplinary professionals as it is only in its infancy. The aim of this presentation is to share some aspects of the game-care and the history of its emergence in the age of convergence to give a snap shot of new possibilities, and to share Korean experiences.

2. J. Wesson Ashford, M.D., Ph.D.

Dr. Ashford graduated from the University of California, Berkeley in 1970. At UCLA (1970 – 1985) he attained an M.D. (1974) and Ph.D. (1984). His Ph.D. dissertation was a finalist for the Lindsley Prize, for the best in Behavioral Neuroscience for the Society for Neuroscience, in 1984. At UCLA, Dr. Ashford trained in psychiatry (1975 - 1979) and was the first Chief Resident and Associate Director (1978 - 1980) on the Geriatric Psychiatry In-Patient Unit. In 1978 he conducted the first double-blind study of an anti-cholinesterase drug (physostigmine) to treat Alzheimer patients (published in 1981), a therapy which is now standard treatment for Alzheimer patients. Between 1980 and 1985, Dr. Ashford directed the Geriatric Psychiatry Out-patient Clinic at the UCLA Neuropsychiatric Institute and was an initiator of the UCLA/Alzheimer PET scan study. He subsequently served as an assistant professor, associate professor, and researcher at Alzheimer Centers at Southern Illinois University, the University of California, Davis, and the University of Kentucky, where he was also vice-chair for research in psychiatry.

Dr. Ashford¡¯s works in Alzheimer¡¯s disease and neuroscience have led to water-shed observations regarding the neuroplastic memory mechanisms of the brain that are specifically affected by Alzheimer pathology as well as to pinpointing where Alzheimer¡¯s disease disrupts memory. He has also been a pioneer in approaches to evaluating and screening for memory problems, dementia, and Alzheimer¡¯s disease.

Currently, Dr. Ashford is a Senior Research Scientist at the Stanford / VA Aging Clinical Research Center and the Director of the War Related Illness and Injury Study Center the VA Palo Alto Health Care System and Clinical Professor of Psychiatry and Behavioral Sciences at Stanford University (affiliated). He is Chair of the Memory Screening Advisory Board of the Alzheimer¡¯s Foundation of America, Clinical Editor of the Journal of Alzheimer¡¯s disease, and a member of the Medical Scientific Advisory Council for the Northern California and Northern Nevada Chapter of the Alzheimer¡¯s Association.

Dr. Ashford has been the primary developer of a computerized memory game that is useful as a screening test for memory problems, dementia, and Alzheimer¡¯s disease:

Title: MemTrax, a game to measure memory, screen for memory impairment (particularly Alzheimer¡¯s disease), and possibly to protect against dementia and improve memory function



3. David Wortley FRSA (UK )
David Wortley is the author of ¡°Gadgets to God¡±, a historical perspective of mankind¡¯s changing relationship with technology over the last 60 years and a vision of the future impact of disruptive communications technologies on business and society. He is also a freelance consultant on the strategic use of immersive and emerging technologies such as serious games, virtual worlds and social networks. His passion is helping organisations and individuals to leverage the power of these technologies for competitive advantage and business/personal development.

David is a Fellow of the Royal Society of Arts (FRSA) with a career which has embraced the converging and emerging technologies of telecommunications (Post Office Telecommunications), computing (IBM), digital media and community informatics (Mass Mitec, a rural SME) and the creative industries (De Montfort University Leicester, UK). He is a serial entrepreneur and innovator with a passion for applying technology to social and economic development David is currently supporting De Montfort University in Leicester as a Research Fellow in the Art, Design and Humanities Faculty. He was also Founding Director of the Serious Games Institute (SGI) www.seriousgamesinstitute.co.uk at Coventry University and was responsible for the development of the Institute as a global thought leader on the application of immersive technologies (which include video games; virtual worlds and social networking) to serious social and economic issues such as education; simulation; health; commerce and climate change. Working with academics; regional development agencies and leading computer games companies, David made the SGI a focal point for games based learning, simulation and immersive 3D virtual environments and an engine for innovation and social and economic regeneration. David is a respected ( see http://davidwortley.com/testimonials.html ) and sought-after international conference
speaker and writer for global publications on Learning Technologies, Defence and Health applications. He has written numerous papers on technology and society (see http://www.davidwortley.com/articles.html ) and is a regular conference presenter ( see http://www.davidwortley.com/conferences.html)

Title: ClinIC – a serious game that uses reflective learning methodologies to train nursing staff on patient care, part of a European Union Framework 7 Research project MIRROR
Abstract: Reflecting on our personal experiences and emotions can be a great mechanism for learning how to behave and react in certain specific situations. Unfortunately there are many such situations that people either never encounter or avoid in their daily lives. This limits the opportunity to learn through such personal experiences but with new tools like serious games it is now possible to create ¡®real new learning experiences¡¯ in a safe virtual environment. In this way, serious games can provide these missing learning opportunities because they allow people to access a potentially unlimited pool of environments through which they can experience those situations in a risk-free way and thereby enlarge the spectrum of our knowledge. The ClinIC game was developed by Italian Serious Games Company Imaginary in partnership with care professionals and seeks to apply the principles of reflective learning.

 


4. Christopher Ng
Christopher Ng has more than 15 years of leadership and experience in games distribution and marketing. Prior to joining Singapore Games Central, he was one of the few pioneers of Electronic Arts Asia Pacific as the General Manager. He has experienced the distribution market hands-on in Hong Kong, India, Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam.
Chris graduated from Murdoch University with Bachelor of Commerce in Business Management and Marketing. He spends time on photography and video gaming.

Title: Difficulties of Initiating a Serious Games Community in Singapore
Abstract: Serious games research and development had been undertaken in Singapore for more than 10 years, only the last 3 years do we see more initiative on the ground. We recognizes the need to establish a key hub in Asia as a way to progress research, widen partnerships and support the growth of serious games across South East Asia. Serious Games Association Singapore was form to bring together like-minds to spear-head this moment. Combining the conferences and exhibition in October, the association hopes to form the first Asian Federation of Serious Games. Combing the marketing and educational efforts, they vision to create an Asian hub for Serious Games and hope that this will contribute to this region healthcare program.

5. Shin-ichiro Takasugi, MD PhD
Association Professor
Chief of Rehabilitation Center
Kyushu University Hospital
Title: Rehabilitation Game for aged patients in Japan



6. Japan (2): Ashir Ahmed, PhD
Ashir Ahmed is an associate professor at the department of advanced information technology in Kyushu University, Japan and director of GCC project in Grameen Communications, Bangladesh. His research aims to produce and promote ICT based social services for the unreached community in the world. In 2007, he joined Kyushu University as a guest associate professor under the research superstar program by Japan Science and Technology Agency. Through this program, he developed a joint collaboration with Grameen and Kyushu University and produced numerous international projects e.g. GramWeb (a village information platform), ePassbook (an electronic gadget for unreached community), $300 portable clinic and IGPF (Income Generation Project for Farmers using ICT). Inside Kyushu University, he developed a team of multi-disciplinary researchers which ultimately produced two research organizations e.g. GCL (Grameen Creative Lab) and GTL (Grameen Technology Lab) in 2009. In 2011, a social business research institute has been established in the university. He is also a core contributor to establish Grameen Yukiguni Maitake Ltd, an agriculture based social business in Bangladesh. In 2003 to 2006, Ashir worked for NTT Communications to develop SIP based applications for home electronic devices and represented NTT Communications in International forum namely IETF to standardize NTT¡¯s technology. In 2000-2002, he worked as an MTS1 in Avaya Labs, Japan to R&D Avaya¡¯s SIP based products for Japanese market. Ashir was a visiting researcher at JGN (Japan Gigabit Network) project under the Telecommunication Advancement Organization and successfully setup regional TAO office in Sendai, Japan. Ashir received his Ph.D. in Information Sciences from Tohoku University in 1999.
Title: A portable clinic for achieving affordability, usability and sustainability in Healthcare for the Unreached
Abstract: The aim of our research project is to reduce deaths caused by easily curable diseases. We undertook an initiative to introduce common health checkup services to the unreached community in rural areas. Towards this end, we prototyped a portable clinic box equipped with nine major diagnostic tools. We also developed a simple equation to categorize patients into four groups (green, yellow, orange and red) for the level of action or attention required: from green for a normal condition wherein the patient can return with no more than healthcare tips to red wherein immediate consultation with a remote physician over a video conferencing system is required. A small healthcare call center for physician consultation was developed in an urban area for patients in the intermediate categories of yellow and orange. In July 2012, we started a pretest to verify the functionality of the portable clinic, tune the triage parameters and establish an efficient method of carrying out quality checkups on a large number of people in a short period of time. This talk will explain our experimental environment, pretest results and plan for checking 10,000 unreached people by the end of 2012.


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