Professional Documents
Culture Documents
Deliverable 2.2
I-DONT-FALL Fall Detection/Prevention Functionalities and
Operative Protocols
This work is partially funded by EU under the grant of CIP-Pilot actions 297225.
0.1.5 13/09/2012 Draft A.M. Sabatini (SSSA) Draft that includes the
requested contribution.
S. Rizou (SiLo)
The sections that report
and describe the pilot
protocols are
restructured and
rewritten.
1.2.0 14/10/2012 Final A.M. Sabatini (SSSA) Final version ready for
submission
1.3.0 15/02/2013 Final A.M. Sabatini (SSSA) Final version ready for
resubmission, replies to
M. Melideo (ENG)
the recommendations
R. Stamatia (SiLO) from the Reviewers were
R. Annicchiarico (FSL) provided.
Technical view
2.1.1 Goal
The goals of the IDF FD are the following: (a) to detect falls, by feeding the
threshold-based algorithms that run on the WIMU controller with data from the
WIMU sensors; (b) to raise alarms from the BS to the TESAN Call Centre (see
Section 2.3) when falls are detected; (c) to provide a limited form of ADL
monitoring by computing and storing activity summaries.
2.2.1 Goal
The i-Walker is designed to help and supporta user with some mobility
impairment, Fig. 2.
i) Hardware
The i-Walker is based on a standard rollator frame improved with sensors and
actuators. The following components are used in the i-Walker construction:
a standard rollator frame sized 500mm (W) x 600mm (L) x 850mm (H);
two 150W hub motors, 100mm diameter, embedded on the rollator rear
wheels;
two modified handlebars with brake handle and force measurement;
32 strain gauges mounted in 8 bridges to measure handlebar forces (X-
Y-Z) and normal wheels forces (F);
PGA signal conditioners for strain gauge measurements;
battery packs providing an autonomy of at least 4h (continuous usage);
an accelerometer circuit for inclination measurement;
eight microcontroller boards based on Microchip DSPIC 30f4011 for i-
Walker control: two motor controllers, two handlebar controllers, two
normal force controllers, one battery monitor board and one data
logger/communications interface;
a SPI to Bluetooth / WIFI communication interface for microcontroller;
a CAN bus communications network to connect all the microcontroller
boards;
DC-DC voltage converters to provide energy to the different modules.
Fig. 3: A screenshot of the interface available to users of i-Walker for control parameter
configuration.
ii) Software
All the software have been developed using IIS and ASP.NET technology
coupled with Microsoft SQL Server as database backend.
Even if all the software is not certified for medical purpose it has been built upon
a framework that is the only one that receives medical certification.
For the application server c# 3.5 framework have been used and the database
version is the 2005 enterprise edition.
v) Environmental Conditions
There are no particular restrictions for using the TESAN Call Centre platform.
i) Hardware
Regarding the hardware used for running the SOCIABLE cognitive training
software, IDF consortium will provide the following alternatives to the pilot
sites:
1) A normal PC running windows Software. In that case there is a loss of
functionality in terms of using touchscreen interfaces.
2) A multi-touch monitor (either on tablet, laptop or desktop computers)
3) A surface table providing multi-touch screen functionality.
1
Three partners of IDF project (SingularLogic, FSL and AUSL) participated also in SOCIABLE
project. According to the Exploitation Agreement of the SOCIABLE Consortium (internal
confidential document of the SOCIABLE Consortium), all SOCIABLE partners are allowed to
use the results of the SOCIABLE project for scientific reasons as input to other R&D projects.
To this end, IDF is allowed to use SOCIABLE services without any risk of IPR violations.
http://www.sociableproject.eu/
In the next, we present in more detail the specific hardware elements used in
the experiments of SOCIABLE as an illustrative example of hardware that
could host SOCIABLE applications.
Environmental Conditions
Cognitive training will be performed indoor in the institutions or in home
environment.
i) User/Physical Requirements
In order for the elderly to use the SOCIABLE cognitive training system, they
should be able to interact with the SOCIABLE applications. A typical example to
be employed in games involves pictures, images, puzzles and pieces that
should be selected and resized in the context of a cognitive training exercise. In
particular, elderly users should be able to:
touch objects and push them around (like in the real world), but at the
same time:
scale objects by using a twofinger gesture (unlike the real world).
2.5.1 Goal
CAREPORTAL is the result of an in-depth review of societal needs and
assessment of demands on changing European and International Health and
Social Care Services. As a second generation Telehealth monitor, for use in the
home, residential care home, clinic and hospital, it is core data capturing
component of the Docobo DOC@HOME infrastructure used for remote
telehealth monitoring and assessment services. It was originally developed in
an EU Framework Programme 5 project. Current post project development has
integrated Telehealth, Telecare and Telemedicine into a single operational
platform with CAREPORTAL to:
function as the home/community monitor of the DOC@HOME system
auto-configures to provide the designated services and monitoring defined
on the WEB server. It can also be manually configured by system users to
meet their own requirements.
offer a complete prevention management and telehealth solution providing
societal and clinical monitoring of patients in their own homes capturing
early indicators of change in socio-health and mobility status.
provide early detection of change indicators that can then be used to
improve quality of life, avoid exacerbation of disease and reduce and
prevent risk of falling resulting in reduction of hospital admission.
establish a richness of data that includes new indicators of change, improve
data quality and enables a clinical and social reference framework from
which new treatments, preventative actions and approaches to care can be
developed
run a range of validated assessment tools/questionnaires that include:
Falls Efficacy Scale International (FES-I)
Short-FES-I falls assessment for use in clinical practice
SF-36; SF21 and variants
St Georges Respiratory Questionnaire
EQ-5D: a measure of health status from the EuroQol Group
HADS The Hospital Anxiety And Depression Scale
The configuration for IDF platform services is dependent on the data capture,
measurement and application deployment variants in individual pilot sites. Any
or all combinations are possible.
i) Hardware
The CAREPORTAL is designed, developed and manufactured within the
European Union to the stringent requirements of the Medical Device Directive
offering the following specification:
1.2GHz dual core CPU
PLS TFT LCD VGA (7, 640 x 480 pixels); Capacitive touch screen
Internal Memory (Maximum)16Gbytes
Audio Formats Supported 3GP / AAC / AMR / ASF / MPEG4 / MP3 /
WAV / WMA / 3GA / AWB / FLAC / MID / XMF
Video Player: 3GPP, ASF, AVI, MP4, WMV, FLV, MKV, WebM ;Video
Recording: HD (Recording);
Video Streaming
Video Telephony: H.264
Camera - Webcam, Optional rear camera for photos with Effective Pixel
Resolution: 3.0Megapixels
Communications: Wireless: WiFi 802.11, Bluetooth , 2G and 3G options;
Ethernet, POTS dialup modem
Interfaces: Ethernet and5 x USB
Network communications: Network Comms: GSM/EDGE/3G/GPRS
GPS
Android operating system
Power: Internal rechargeable lithium Polymer battery: External 12 Volt
dc, 2.5 amp
Environment: Operating temperature: +4C to 40C; Storage
temperature: -5C to 50 C; IP Rating: IP20; Size in mm: H115 x W195 x
D30
ii) Software
DOC@HOME Software
The software provides a secure WEB access to the programme that enables
registering of organisations, assignment of authorities, configuration,
assignment of applications, assigning alert conditions, enrolment of patients,
viewing of the patients health diary, logging of interventions and notes,
interrogation of the recorded data and transfer of patient and user data to third
party ICT systems. DOC@HOME uses Windows Server 2008 R2 operating
system.
CAREPORTAL software
CAREPORTAL provides an Android framework running on Linux operating
system. CAREPORTAL is a dumb machine until the application specific
software is loaded. In practice it utilises the front end UI of the DOC@HOME
platform. All set up control functions are made on the server which configures
the software in a series of applications which have defined functionality. When
this is completed and confirmed CAREPORTAL connects to the server and the
defined programme is uploaded.
ECG (Lead I) recording, Heart Rate, Pulse Rate, Respiration Rate, Heart Rate
Variability, Aortic Blood Flow are standard and form an important and effective
part of the Docobo Falls Prevention application.
Additional standard parameters are Pulse Oximetry, Blood Pressure and
Activity Monitoring. Inputs from residential Telecare Alarm systems can be
made directly to CAREPORTAL cradle for signal analysis and patient profiling.
Connection of other Sensors and Products (e.g. i-Walker10 and WIMU)
These devices can be wirelessly linked using the interoperable scripting
interface being developed to integrate all the disparate elements of the IDF
platform.
Application specific programmes - languages
Respondents to questions
Responses to questions that contribute to the information about a given patient
will have a number of sources.
Patient: this is a person who is enrolled on the system and is the
subject of the care delivery programme
Clinician: this is a healthcare professional with approved access to
treat and/or manage the patients care
Carer: an authorized family member, a friend or other non-clinical
professional person who is providing care for the patient
v) Environmental conditions
(a) Operating temperature: +4C to 40C;
(b) Storage temperature: -5C to 50 C;
(c) IP Rating: IP20
(d) Size in mm: H115 x W195 x D30
(e) Weight in grams: 346
i) Start-up Phase
Installation
The WIMU and the smartphone will be delivered with all software needed to
support the IDF FD services.
Software updates on the WIMU will be done as follows:
1. connect the WIMU to the PC Tablet via a standard USB port; the WIMU is
configured to work as an USB disk;
2. save the WIMU manager binary file on the USB disk;
3. remove the USB connection and turn off/on the WIMU.
Configuration
The IDF FD service configuration requires that the following entities are
properly set:
1. text/audio message that has to be used to communicate with the end user;
2. time duration of the alarm buzz ON;
3. address and password that are needed to get access to the Web services
provided by the TESAN Call Centre;
4. address and password that are needed to get access to the services
provided by the IDF server.
When the warning message related to the battery level of either the WIMU or
the smartphone appears on the screen, the end user and other actors (e.g.,
medical experts, formal or informal caregivers) must replace the WIMU and
recharge the battery of the removed WIMU and/or the battery of the
smartphone.
The procedure is as follows:
1 close the FallDetector app on the smartphone;
2 switch the depleted WIMU off and then remove it from the user waist;
3 take the fully-charged WIMU from the USB plug;
4 place the fully-charged WIMU on the user waist and switch it on;
5 run the FallDetector app on the smartphone and wait until BT
connession is established between the WIMU and the smartphone.
6 plug the depleted WIMU into the USB plug for recharge.
Replacing batteries of WIMU and/or smartphone and recharging imply the
complete stop of the service. Moreover, during the recharging phase, the
WIMU under recharge cannot be worn by the end user for his/her safety. The
assistance of the caregiver during these phases will minimize the risks of
incurring in falls that cannot be monitored.
i) Start-up Phase
The startup phase for TESAN Call Centre consists only in the creation of a
specific center for the IDF patients and the creation of the data so to have
assigned for every patient his UID and his/her UUDI.
iii) Configuration
The configuration have already been set up during the development phase.
Installation
Pilots should only install the software providing cognitive training services on
the surface computing equipment. This step is done once in the beginning,
when SOCIABLE cognitive training system is installed on the hardware that will
host the SOCIABLE application.
Configuration
Since each training game improves a specific skill (e.g. memory, orientation,
language), medical experts design the training program (selection of cognitive
training games) according to the specific level of deficits of the elderly through
back-office application. Through a configurable interface, the menu of available
training games is customized based on the training program of the medical
experts.In other words, configuration can be performed in an individual level, i.e.
determining a special set of cognitive exercise for each patient. For the medical
study of the IDF project, a specific set of cognitive exercises is specified that will
be followed by all patients performing cognitive training.
Installation
All i-Walker software will be preinstalled. It will be provided with all the low level
microcontrollers programmed.
Configuration
i-Walker can be configured by setting two main parameters and . The
parameter is an offset that can be set to create a permanent resistance or i-
Walker force pushing against the user. The parameter is a gain applied to the
forces done by the user. The combination of both parameters allows the
therapists to create a patients tailored configuration. This configuration will not
be done by the patient but by the caregivers/medical staff involved in the IDF
project. Engineers will train and advise this staff.
i) Start-up Phase
Refer Patient for Assessment
Clinicians can electronically refer patients to care managers for telehealth
assessment. (This is prior to the provision of CAREPORTAL equipment in the
home of the User)
Assess patient for Telehealth monitoring
Clinicians share telehealth assessment results with other members of the care
team and if appropriate agree deployment of Telehealth equipment.
Installation
Install and commission Telehealth equipment
The clinician electronically submits an order for the appropriate telehealth
equipment from suppliers who then carry out installation and commissioning in
the patients home. The supplier then carries out user training or trains the
community nurse to install and commission the equipment and subsequently
train the user themselves.
Configuration
Enrol Patient on Telehealth system
The patient is enrolled on the system and care team members are notified that
the patient is receiving a live telehealth monitoring service.
Create/update Telehealth Care Plan
The Care Plan is created or updated and clinicians are allowed to share
details of a patients care plan with care team members
Create Telehealth Patient Record
The system is capable of auto-populating patient telehealth records by
drawing on existing sources, for example, the Patient Demographic Service
(PDS) in the UK. This allows users of telehealth systems to import existing
demographic information from central systems into the telehealth record at the
point of record creation.
Primary Actors and Interfaces The primary user involved in the use
case and the interfaces between him
and the system.
Sub-Variations
Variation 1
4'. The end user answers to the call.
5'. The end user confirms the fall.
6'. The operator provides first instruction to the end user.
7'. The Call centre sends an ambulance to the end user.
8'. The operator accesses to the IDF Web UI and records that the end user
Sequence Diagram
None
None
Sub-Variations
None
Sequence Diagram
None
1. The user together with the medical expert or clinician goes through the
assigned homework exercises: 5 minutes.
2. The user is reminded of the basics on the use of the surface computer:
5 minutes
3. The Touch screen UI shows to the patient the list of training exercises
to execute according to the configuration.
5. After the patient ended each exercise the score and related information
produced by the Cognitive Training Games are automatically
registered into the patient records.
6. The medical expert reports any other medical observation on the Web
UI.
7. The medical expert indicates on the Web UI that the training is finished.
Extensions
None
Sub-Variations
In case of performing cognitive training at home, only the steps 4 and 5 will
take place.
Sequence Diagram
None
Sub-Variations
None
Sequence Diagram
None
None
Sub-Variations
None
Sequence Diagram
None
Sub-Variations
None
Sequence Diagram
None
GAMES DESCRIPTION
For each exercise has been realized a specific video; to se the video use this
link:
http://dl.dropbox.com/u/45129956/IDF%20Training%20Videos/D2.2%20-
%20Exercises%20Videos.zip
WARM-UP EXERCISES
Stretching
(Duration: 1 min) VIDEO EX 28
Points of attention
At patient improvement increase exercise difficulty:
- Increase speed
- Increase repetition
- Increase holding position
- Execute with one hand on walker handles
Points of attention
At patient improvement increase exercise difficulty:
- Increase speed
- Increase repetition
- Increase holding position
- Execute with one hand on walker handles
BALANCE EXERCISES
(all exercises are in increasing order of difficulty)
Lift up heels
(Duration: 1 min) VIDEO EX 01-02-03
Points of attention
At patient improvement increase exercise difficulty:
- Execute with eyes closed
- Execute with one hand on walker handles
- Hold heels longer
Lift up tiptoes
(Duration: 1 min) VIDEO EX 01-02-03
Points of attention
At patient improvement increase exercise difficulty:
- Execute with eyes closed
- Execute with one hand on walker handles
- Hold tiptoes longer
Lift up heels/tiptoes
(Duration: 1 min) VIDEO EX 01-02-03
Lateral load shift with contralateral leg flexion and torso rotation
(Duration: 1 min) VIDEO EX 06
Points of attention
At patient improvement increase exercise difficulty:
- Execute with eyes closed
- Increase speed
- Increase repetition
- Execute with one hand on walker handles
Points of attention
At patient improvement increase exercise difficulty:
- Increase repetition
- Execute with one hand on walker handles
GAIT EXERCISES
(all exercises are in increasing order of difficulty)
References
Peel NM, McClure RJ, Hendrikz JK (2006). Health-protective behaviours and
risk of fall-related hip fractures: a population-based case-control study. Age
Ageing, 35(5):491-497.
Each training session that will comprehend cognitive training will be dedicated
for 2/3 to executive functions and attention exercises and 1/3 to other cognitive
functions.
During each part of the training medical expert will choose games to trained the
selected function (pool) according with preferences of patients (to improve
motivation) and trying also to vary the training.
Difficulty level
Each game will start with the easiest level and the level difficulty will be
increased after two sessions at the top level.
GAMES DESCRIPTION
EXECUTIVE FUNCTIONS
Picture sort
There are two boxes of different colour. The images are presented one by one
on top of the screen and the user has to drag and drop each image to the
correct box by discovering the hidden rule.
Instructions
When you moved in your friends house photo boxes opened, the box labels
were gone and the photos mixed up. Try to sort them out by putting photos in
the correct photo box. Pay attention your friend has shared the photos with a
hidden rule. Drag photos that follow the rule in the green box and photos that
dont follow the rule in the red box.
Difficulty levels
Difficulty level 1: In the case of difficulty level 1, the difference between
the pictures is obvious.
Difficulty level 2: In this case we have subcategories (fruits vs. things that
are foods but not fruit such as chicken, potato, but also different things
such as car, airplane etc).
Similarity
The user is presented with a couple of words/pictures; he has to explain in what
way they are alike. The computer presents the options and the user has to
choose the answer selecting with his finger.
Instruction
You have to help your nephew to do homework. On the screen it will appear a
pair of word/figure. Your nephew has to figure out in what way these things are
alike. Help him choosing the answer with your finger that best describe the
similarity. Pay attention some other answer could be right but you have to
choose the answer that best describe both things.
Difficulty level:
Difficulty level 1:
Banana -Orange? Options: Fruits, are both round, grow in the
same season
Boat-Car? Options: Transport, have the engine, need water to
work
Difficulty level 2:
Air - Water? Options: Are necessary to live, are liquid, the air we
breathe and the water we drink.
Poetry - Statue? Options: Are art, a portry describe a statue, read
a poetry and see a statue.
Difficulty level 3:
Praise-Punishment? Options: Educational techniques, are both
admiration, they cancel each other out.
Differences
The user is presented with a couple of words/pictures; he has to explain in what
way they are different. The computer shows the options and the user has to
choose the answer selecting with his finger.
Instruction
You have to help your nephew to do homework. On the screen it will appear a
pair of word/figure. Your nephew has to figure out in what way these things are
different. Help him choosing the answer with your finger that best describe the
difference between the pair of word/figure. Pay attention some other answer
could be right but you have to choose the answer that best describe differences.
Difficulty level
Difficulty level 1:
Sugar honey: are sweet/ Honey is natural, sugar must be
processed/ are liquid.
Difficulty level 2:
Astronomy astrology: Astronomy is the study of the universe,
astrology is the study of positions of stars and planets/ astrology
is a part of astronomy/ astronomy is the study of planets, astrology is
the study of stars.
Difficulty level 3:
Liemisunderstanding: Lie is intentional, misunderstanding is
unintentional/both are false interpretation/ are synonymous.
Analogies
Analogies provide excellent training in seeing relationships between concepts.
In analogies, the user is given one pair of related words/pictures and another
word/picture without its pair. The user must choose a word/picture that has the
same relationship to the word/picture as the first pair. For example, fire is to hot,
as ice is to cold. Pairs of words/picture can be related in many ways, including
the following types: opposites, synonyms, things that go together (bow/arrow),
object and classification (green/color), object and related object (dog/puppy),
object and function (pen/write), problem and solution (tired/sleep), degrees of a
characteristic (cold/freezing) etc.
Difficulty levels
The difficulty levels will be determined on the basis of the abstraction level and
the frequency/familiarity of the stimuli (which could be words, pictures or even
sounds). Three difficulty levels are envisaged:
Difficulty level 1
Verbal analogies
1. Car: road train:______________________
track vehicle fast wheel
Picture analogies
Picture analogies
1. Fish: submarine bird: ______________________
kite airplane cloud birdcage
Difficulty level 3
Verbal analogies
1. Violence: activity melancholy: ______________________
evening cruelty mood silence
N back
This exercise is in progress as part of the IDF project.
The user is presented with a sequence of pictures (Figure 1). The user is asked
to press the picture when a pictures matches with a picture presented n steps
earlier in the sequence (e.g. 1, 2 or 3). By side, a green flag or a red X appear
whether the answer is right or wrong.
Figure 1
Press the picture each time the current picture that you see matches the one
from n steps earlier in the sequence.
Difficulty levels
The difficulty level is determined by the number of steps:
Figure 1
Difficulty levels
The difficulty level is determined by the maximum number of pictures positioned
every time.
Figure 1
A B
Figure 2
Difficulty levels
The difficulty level is determined by the maximum number of stones colored
every time:
If the user makes one or more errors the sequence is not incremented in the
following step. After 3 repetitions the sequence is reduced by one step. In this
way the level of difficulty is tailored on the subject capacity.
ATTENTION
Instruction
A groups of persons will appear one at time on the screen . Touch with your
finger on the arrow that corresponds to direction of the central person.
Three difficulty levels are determined on the basis of the number of distractors,
namely:
Difficulty level 1: 5 persons in total, all showing to the same direction
except for the person in the middle.
Difficulty level 2: 5 persons in total, 3 of them showing to one direction, 1
showing to another and the person in the middle showing to a different
direction from all the others.
Difficulty level 3: 5 persons in total, 2 of them showing to one direction
(e.g. up), 2 of them showing to two different directions (left and right
respectively) and the person in the middle showing to a different direction
from all the others (e.g. down).
Guess who
The aim of the game consists of trying to eliminate candidates and correctly
guess the mystery person chosen using the cues provided.
Instructions
Youll be presented with images of 10/15/20 different people. Based on the cues
provided, try to eliminate candidates and correctly guess the mystery person
chosen! Time matters, so be as fast as you can!
MEMORY
Difficulty levels
Difficulty level 1. The user is asked to hide 5 items: car keys, wallet, glasses,
TV remote control and pills.
Difficulty level 2. The user is asked to hide 7 items: car keys, wallet, glasses,
TV remote control, pills, identity card and camera.
Difficulty level 3. The user is asked to hide 10 items: car keys, wallet,
glasses, TV remote control, pills, identity card, camera, watch, umbrella and
mobile phone.
Instruction
The hotel has lost your order. Try to remember it from this list. Choose your
dishes by dragging them from the menu your order! Try to be as fast.
Difficulties levels
Difficulty level 1: the user is presented with 8 dishes
Difficulty level 2: the user is presented with 12 dishes
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Difficulty level 3: the user is presented with 16 dishes.
Instruction
You will be presented with a design created on a 9-dot grid. Look at it carefully
and try to memorize it. When the design disappears, try to reproduce it on the
empty grid.
Difficulty levels
Difficulty level 1: The design is comprised by two non-overlapping
elements
Difficulty level 2: The design is comprised by three non-overlapping
elements.
Difficulty level 3: The design is comprised by three elements of different
colors. In this case, the user will select the appropriate colour from a
small palette (red, green, blue, black)
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Find the pairs
The aim of the game, consist of finding the pairs matching images.
Instructions
The user has to find the pairs that match the images. Cards are randomly dealt
with the picture side down. Flip over any two cards by tapping on them. If the
pictures on the cards are identical they will disappear. If they are not identical
they will be flipped back picture side down.
At the start of the game the images have to show to the patient one by one and
called. Then the images have to face down and placed on a grid
Difficulty levels
Difficulty level 1: 8 cards (4 pairs)
Difficulty level 2: 14 cards (7 pairs)
Difficulty level 3: 20 cards (10 pairs)
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after a few seconds. Among the smaller photos is the one that was shown
previously and needs to be chosen from. The user is given time to press the
correct photo/button in order to continue the game. The user is notified when
making a mistake and then the game starts from the beginning. It would be nice
to have a press effect on the photos. The user takes as time as needed to
make a choice and the game continues in that manner.
Instructions
The photo album illustrates a large photo which is quickly replaced with another
one. Try to select the original photo among the smaller ones!
Difficulty levels
The difficulty level is determined by the number of the photos illustrated every
time, the time the photo to remember stays on screen (very short short
medium), the complexity of the photos and the similarities between them.
ABSTRACT REASONING
Incomplete grids
The aim of the game is to complete the design show it. The user has to choose
the correct figure that best completes the pattern.
VISUOSPATIAL ABILITIES
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Puzzle
The user is shown pieces of a puzzle and is asked to put them onto the grid as fast as he
can in order to make the picture. There is no time limit to complete the game, but the
user gets a time bonus if he/she puts the puzzle together quickly enough.
Difficulty levels
Difficulty level 1. Puzzles with 9 pieces
Difficulty level 2. Puzzles with 15 pieces
Difficulty level 3. Puzzles with 21 pieces
LANGUAGE
Difficulty levels
Difficulty level 1: list of 10 simple, concrete, everyday words
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Difficulty level 2: list of 15 both concrete/frequently used and abstract/less
frequently used words
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SPATIAL ORIENTATION
Travelling in Europe
The user is presented with a map of Europe. Each country is clearly
recognizable: different colour, name and a landmark easily identifiable (e.g.
Eiffel tower for Paris). On this map the route that is going to be followed is
presented.
Instruction
You decided with your friend to have a trip in Europe next summer. Your friends
have already planned the tour and show you the map with the countries to visit.
When the route disappears try to remember the countries you well visit and the
route to follow! At the beginning point with your finger the country chosen and
then mark the route with your finger how your friend showed.
Difficulty level
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Difficulty level 1: The tour comprises 3 countries.
Difficulty level 2: The tour comprises 5 countries.
Difficulty level 3: The route comprises 7 countries.
My home
For the purposes of this orientation game, the user has to find his way in his
new home. A person standing in the center of a red circle in placed on the
starting point. A different indication is used to show the room where the user
must go.
Instructions
You have just moved in your new house. Try to familiarize with it by going from
one room to another as fast as you can! Use your finger to draw your route,
without bumping into the furniture.
Difficulty levels
The difficulty levels are determined on the basis of the number of rooms,
furniture and decorative items.
Difficulty level 1: Five rooms. Bedroom, kitchen, living room, wc, garden.
Few furniture and decorative items.
Difficulty level 2: Seven rooms. Bedroom, office, kitchen, living room, play
room, wc, garden. More furniture and decorative items.
Difficulty level 3: Nine rooms. Master bedroom, kids bedroom, kitchen,
living room, play room, office, wc, gym, garden. Many furniture and
decorative items.
References
Tinetti ME, Speechley M, Ginter SF. Risk factors for falls among elderly persons
living in the community. N Engl J Med. 1988;319:17011707.
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Rapport LJ, Hanks RA, Millis SR, et al. Executive functioning and predictors of
falls in the rehabilitation setting. Arch Phys Med Rehabil. 1998;79:629633.
Yogev-Seligmann G, Hausdorff JM, Giladi N (2008) The role of executive
function and attention in gait. Mov Disord 23: 32942.
Mirelman A, Herman T, Brozgo M, Dorfman M, Sprecher E, Schweiger A, Giladi
N, Hausdorff JM. (2012). Executive Function and Falls in Older Adults: New
Findings from a Five-Year Prospective Study Link Fall Risk to Cognition.
PlosOne, 7 (6), 1-8.
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7 ANNEX III PLACEBO TRAINING PROTOCOL
Randomized controlled trials are experimental study designs in which
individuals are randomly assigned to a treatment group or a control group (e.g.,
placebo, standard therapy, or other treatment). Randomized controlled trials are
the most accepted scientific method of determining the benefit of a therapeutic
procedure and represent the best available evidence for this intervention and
condition.
In literature (Mosby, 2005) one of the possible definition of placebo group is: n
a group of persons that serves as a baseline for comparison for assessment of
the effects of a particular intervention. While persons in the treatment group
receive the experimental treatment being studied, the attention placebo control
group receives a treatment that mimics the amount of time and attention
received by the treatment group but is thought not to have a specific effect upon
the subjects.
By comparing peoples responses to the placebo and to the treatment being
tested, researchers can tell whether the treatment is having any real benefit,
rather than patients simply feeling better because something is being done.
In order to better understand placebo effects, in non-randomized or uncontrolled
trials, where there isnt a control group, results can have a potential bias. For
instance, one study design commonly used in the cognitive rehabilitation
therapy literature is the single-group before and after (pre-post) design. In
studies that employ this design, a group of individuals are tested on an outcome
of interest before receiving the intervention and then are retested on that
outcome after receiving the intervention. The pre-post assessment of the
outcome is intended to measure any change or improvement that results from
receiving the intervention.
However, a number of alternative factors may also explain changes observed in
this type of study. These factors include spontaneous recovery (e.g.,
improvements in cognitive functioning that may occur without therapy that
specifically targets cognitive problems); testing effects (i.e., practice effects of
taking a pre-test and then taking it again as the post-test); and placebo effects
(i.e., improvements that may result from individualized attention received by
patients in a study, regardless of the specific intervention). Thus, randomized
controlled trials were considered the most appropriate source of evidence for
the questions posed in this report because they allow researchers, clinicians,
and the public, including patients and their lay caregivers, to distinguish
between the effectiveness of cognitive rehabilitation therapy and other factors
that might lead to false conclusions about whether the therapy is actually
working.
Moreover patients beliefs and expectancies are critically important for the
effects of placebo and need to be carefully considered in the rehabilitative field,
especially due to the intensive interaction between the rehabilitation team, the
patients and their families.
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It is already known that not all placebo interventions will have the same effects
(Vickers AJ 2000). Evidence exists that sham devices and procedures have
enhanced placebo effects compared to placebo pills (Kaptchuk TJ 2000). For
example, a RCT prospectively compared the two different placebo controls- a
sham device (a validated sham acupuncture needle) and an oral placebo pill
and found that the sham device reduced pain significantly more than an inert pill
(1. Kaptchuk TJ 2006). Elaborate rituals can produce effects that are greater
than simple pill ingestion. Furthermore, the accompanying efforts of
participation (for instance - procedures such as laser therapy) are much more
evocative and potentially potent than medication. Whether assigned to a
genuine or dummy treatment, patients have to make a commitment to travel
and therefore do the potentially valuable exercise for just getting to the
treatment. Transportation often requires the assistance of family and friends
that can provide tacit social support. In a trial, these factors, which will
accounted as non-specific, are all likely to increase the effect size of the
placebo arm and show a difference from the genuine treatment which is more
difficult to detect.
Patients and practitioners often need to negotiate and reach mutual agreement
on how to cooperate and work together in a manner far more complex than
what is required to take medications. These interactions often require
explanations, assurances, opportunities for dialogue and a high degree of trust.
Such genuine patient-physicians encounters, necessary in both the genuine
and placebo arms, have demonstrated their ability contribution to positive health
outcomes (Di Blasi 2001). For example, a recent RCT demonstrated that
augmenting the patient-practitioner with a patient-centered approach in sham
acupuncture treatment can significantly enhance clinical outcomes compared to
sham acupuncture performed in a business-like disease-centered clinical
encounter (Kaptchuk TJ 2008).
References
Mosby's Dictionary of Complementary and Alternative Medicine. (c) 2005,
Elsevier
Vickers AJ, de Craen AJ. Why use placebos in clinical trials? A narrative review
of the methodological literature. J Clin Epidemiol. 2000;53:15761.
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Kaptchuk TJ, Goldman P, Stone DA, et al. Do medical devices have enhanced
placebo effects? J Clin Epidemio. 2000;53:78692.
Kaptchuk TJ, Stason WB, Davis RB. Sham device v inert pill: randomised
controlled trial of two placebo treatments. BMJ. 2006;332:3917.
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