- Augmented Reality Applications
- Anatomy and Medical Technology
- Virtual Reality Applications and Impacts
- Context-Aware Activity Recognition Systems
- Surgical Simulation and Training
- Educational Games and Gamification
- Mobile Learning in Education
- Technology Use by Older Adults
- Social Media in Health Education
- Mobile Health and mHealth Applications
- EEG and Brain-Computer Interfaces
- Learning Styles and Cognitive Differences
- Telemedicine and Telehealth Implementation
- Dementia and Cognitive Impairment Research
- Simulation-Based Education in Healthcare
- Persona Design and Applications
- Innovations in Medical Education
- Motivation and Self-Concept in Sports
- Muscle activation and electromyography studies
- Innovative Teaching and Learning Methods
- Stroke Rehabilitation and Recovery
- Innovative Approaches in Technology and Social Development
- Aging and Gerontology Research
- Advanced Radiotherapy Techniques
- Semantic Web and Ontologies
Aristotle University of Thessaloniki
2015-2024
European Network of Living Labs
2024
Democritus University of Thrace
2002-2021
Boston Children's Hospital
1992
Many platforms have emerged as response to the call for technology supporting active and healthy aging. Key requirements any such e-health systems subsequent business exploitation are tailor-made design proper evaluation. This paper presents design, implementation, wide deployment, evaluation of low cost, physical exercise, gaming (exergaming) FitForAll (FFA) platform system usability, user adherence efficacy explored. The FFA is tailored elderly populations, distilling literature guidelines...
The role of emotion is crucial to the learning process, as it linked motivation, interest, and attention. Affective states are expressed in brain overall biological activity. Biosignals, like heart rate (HR), electrodermal activity (EDA), electroencephalography (EEG) physiological expressions affected by emotional state. Analyzing these biosignal recordings can point a person's Contemporary medical education has progressed extensively towards diverse resources using virtual reality (VR)...
Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician's environment without danger and patients. This has led this learning modality be accepted as essential component of medical education. With advent visually audio-rich 3-dimensional multi-user (MUVE), new deployment platform emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration...
Augmented, mixed, and virtual reality applications content have surged into the higher education arena, thereby allowing institutions to engage in research development projects better understand their efficacy within curricula. However, despite increasing interest, there remains a lack of robust empirical evidence justify mainstream acceptance this approach as an effective efficient learning tool. In study, impact mixed application focused on long spinal cord sensory motor pathways is...
Background: This article presents the system architecture and validation of NeuroSuitUp body–machine interface (BMI). The platform consists wearable robotics jacket gloves in combination with a serious game application for self-paced neurorehabilitation spinal cord injury chronic stroke. Methods: implement sensor layer, to approximate kinematic chain segment orientation, an actuation layer. Sensors consist commercial magnetic, angular rate gravity (MARG), surface electromyography (sEMG),...
In this guide we provide instructions and recommendations about creating running escape rooms for healthcare education. recent years there has been a growing interest in adopting as an educational tool to be included curricula, attempt explain why how these tools are fit the particularities of type We first describe steps that design team will have follow create room from scratch, core characteristics like target audience learning goals actual puzzle testing. then continue by providing...
Abstract Virtual reality has long existed, but its wider adoption in education is recent. Studies informed by theoretical underpinned co-creation frameworks and utilization of evaluations are scarce literature. Thus, this study internationally evaluated the efficacy three virtual reusable e-resources (VRReRs), co-created based on ASPIRE framework, for teaching clinical skills to university students. The followed a mixed-methods approach, combining SUS, SUS Presence Questionnaire, TAM, UTAUT2...
Background: Virtual patients are interactive computer simulations that increasingly used as learning activities in modern health care education, especially teaching clinical decision making. A key challenge is how to retrieve and repurpose virtual unique types of educational resources between different platforms because the lack standardized content-retrieving repurposing mechanisms. Semantic Web technologies provide capability, through structured information, for easy retrieval, reuse,...
Immersive experiential technologies find fertile grounds to grow and support healthcare education. Virtual, Augmented, or Mixed reality (VR/AR/MR) have proven be impactful in both the educational affective state of student’s increasing engagement. However, there is a lack guidance for stakeholders on developing integrating virtual resources into training. Thus, authors applied Bardach’s Eightfold Policy Analysis Framework critically evaluate existing protocols determine if they are...
Thyroid cancer (TC) is one of the fastest growing cancers all over world. Differentiated thyroid (DTC) most frequent subtype TC. When appropriate treatment given, prognosis for patient generally excellent. Despite good carcinomas, symptoms may range from emotional to physical discomfort, depending on hormone status, which can severely affect patient. Moreover, diagnostic and therapeutic procedures that DTC patients have undergo, such as thyroidectomy radioiodine therapy, significantly their...
Curriculum size constantly challenges healthcare education and training. Technology enhanced, immersive educational content like Virtual, Augmented, or Mixed Reality (VR/AR/MR collectively XR) aims to facilitate knowledge retention skills acquisition in the sector. Core challenge this effort is increasing costs, time resources, required for designing developing XR content. An approach address participatory design methods. Co-creation approaches distribute burden of development amongst...
Background Atrial fibrillation (AF) is the most common sustained cardiac arrhythmia and a leading cause of mortality morbidity. Patient knowledge about AF its management paramount but often limited. Patients need to be appropriately informed treatment options, medicinal adherence, potential consequences nonadherence, while also understanding goals expectations from it. Mobile health apps have experienced an explosion both in their availability acceptance as “soft interventions” for patient...
Medical education escape rooms are emerging as a viable technological resource for pedagogy-first, learner-centric educational activities. This work presents the evaluation results of first flipped classroom implementation in medical education, thus utilizing mobile-driven augmented reality (AR) room. A total 21 first-year students attended activity that aimed to acclimate with workflows basic life support. Knowledge acquisition and user perceptions were evaluated. was evaluated an ad hoc...
Education has tapped into gaming to increase engagement and facilitate knowledge retention through experiential modalities. There have been several high technological intensity digital laboratories where learners are engaged with the subject matter various activities. also low web based solutions that familiarize curriculum material but in less experientially intensive manners. A ubiquitous approach highly impactful, cost, reusability gamified educational is a versatile mixed reality...
One of the most frequent manual occupational tasks involves pushing and pulling a cart. Although several studies have associated health risks with pulling, effects are not clear since social, cognitive physical components. The present work investigates real case task from manufacturing company. study initially characterizes in accordance Standard No. ISO 11228-2:2007 as low risk. An experiment 14 individuals during three modalities was performed order to further investigate application...