VOCATIONAL REHABILITATION
CONTENTS I WEARABLE AND PERVASIVE COMPUTING FOR HEALTHCARE AND TOWARDS SERIOUS GAMES AN INTRODUCTION II REFERENCE REHABILITATION PLATFORM FOR SERIOUS GAMES THE REHAB@HOME PROJECT III HARDWARE AND SOFTWARE FOR SOLVING THE SERIOUS GAME CHALLENGE USING COMMERCIAL OFF-THE-SHELF COMPONENTS AND OPEN SOURCE SOFTWARE FRAMEWORKS IV SERIOUS GAMES FOR NEURO-REHABILITATION A USER CENTRED DESIGN APPROACH V TECHNICAL CONCEPT OF HEALTH DATA COLLECTION AND INTEGRATION DATA ANALYSIS FOR GAINING MEANINGFUL MEDICAL INFORMATION VI MEDIA ECOLOGY ASPECTS OF HOMECARE ASSISTIVE & REHABILITATION TECHNOLOGY HOW TO INTEGRATE INTO THE USER CENTRED DESIGN PROCESS VII INTUITIVE INTERACTION EXPERIENCES WITH USER GROUPS VIII CLINICAL EXPERIENCES FROM CLINICAL TESTS EXPERIMENTS IN THE CONTEXT OF REHAB@HOME IX RECOGNIZING EMOTIONAL STATES AN APPROACH USING PHYSIOLOGICAL DEVICES I WEARABLE AND PERVASIVE COMPUTING FOR HEALTHCARE AND TOWARDS SERIOUS GAMES AN INTRODUCTION ABSTRACT PHYSICAL ACTIVITY IS A MAJOR PART OF THE USER'S CONTEXT FOR WEARABLE COMPUTING APPLICATIONS WHEN USING BODY-WORN SENSORS, ONE CAN ACQUIRE THE USER'S PHYSI- CAL ACTIVITIES IN RECENT YEARS, WEARABLE AND PERVASIVE COMPUTING WERE THE BASIS OF MANY RESEARCH PROJECTS IN INDUSTRIAL AND HEALTHCARE ENVIRONMENTS AS SUCH, PROJECTS USED WEARABLE COMPUTING TECHNOLOGY TO HELP PEOPLE WITH CHRONIC DISEASES LIKE CHRONIC OBSTRUCTIVE PULMONARY DISEASE (COPD), CHRONIC KIDNEY DISEASE (CKD), AND PARKINSON DISEASE (PD) HOWEVER, THE NEEDS OF THE TARGET GROUPS CANNOT BE SATISFIED JUST BY TECHNICAL SOLUTIONS ALONE MOTIVATION PLAYS A MAJOR ROLE IN REALLY HELPING PEOPLE SERIOUS GAMES OR EXERGAMES PROMISE A POSITIVE EFFECT ON MOTIVATION AND ACTIVITY IN THIS CHAPTER, WE WILL EXPLAIN THE BASIC TECHNOLOGY CONCEPTS OF WEARABLE AND PERVASIVE COMPUTING AND MOTIVA- TION USING SERIOUS GAMES BASED ON THE PERSONAL EXPERIENCE OF THE AUTHORS AND THEIR CO-WORKERS IN TOPIC-RELATED RESEARCH PROJECTS OVER THE LAST TWELVE YEARS MOTIVATION WEARABLE AND PERVASIVE COMPUTING UNDERSTANDING THE USER SERIOUS GAMES AND THE USEFULNESS OF EXERGAMES FURTHER OUTLINE REFERENCES VOCATIONAL REHABILITATION WITH ALL THESE PROJECTS, WE GOT AN UNDERSTANDING OF THE NEEDS OF THE TARGET GROUP BUT ALSO THE FEELING THAT A TECHNICAL SOLUTION ALONE WAS NOT ENOUGH FOR REALLY HELPING PEOPLE HERE THE IDEA OF USING SERIOUS GAMES [1] OR EXERGAMES ORIGINATED LITERATURE [2] PROMISES A POSITIVE EFFECT FROM EXERGAMES ON MOTIVA- TION AND ACTIVITY IN GENERAL WE THEREFORE INTEGRATED THIS INSIGHT INTO OUR RECENT RESEARCH PROJECTS ADDRESSING PEOPLE WITH SLIGHT COGNITIVE IMPAIRMENTS AND THOSE IN REHABILITATION AFTER A STROKE OR HAVING MS 4 IN THE FOLLOWING CHAPTER, WE WILL FIRST EXPLAIN THE BASIC CONCEPT BEHIND THIS TECHNOLOGICAL DEVELOPMENT AND MOTIVATION THROUGH THE USE OF SERIOUS GAMES OR EXERGAMES WE WILL FUR- THER SUMMARIZE THE FINDINGS OF OUR DIFFERENT PROJECTS AS THE BASIS OF THE RE- SEARCH OUTCOMES DESCRIBED IN THE REMAINING BOOK CHAPTERS INTERACTION IN WEARABLE COMPUTING THE INTERACTION BETWEEN THE USER, THE SYSTEM AND THE ENVIRONMENT IS USED TO EXPLAIN THE DIFFERENCE BETWEEN PERVASIVE AND WEARABLE COMPUTING IN PER- VASIVE AND EVEN MOBILE COMPUTING, THE INFORMATION DISPLAY AND THE INFOR- MATION INPUT DEVICE ARE MODIFIED DESKTOP HUMAN COMPUTER INTERFACES (HCI) HUMAN PERVASIVE SENSORS WEARABLE SYSTEM BACKEND SYSTEM FIGURE 1: WEARABLE COMPUTING INTERACTION PARADIGM