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eHealth 360°

Overview of attention for book
Cover of 'eHealth 360°'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Remote Assistance for Elderly to Find Hidden Objects in a Kitchen
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    Chapter 2 Tele-guidance Based Navigation System for the Visually Impaired and Blind Persons
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    Chapter 3 Twinkle Megane: Near-Eye LED Indicators on Glasses for Simple and Smart Navigation in Daily Life
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    Chapter 4 Proposal of a New Privacy Protection Scheme for the Data Subject on the International Cooperation Information Sharing Platform
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    Chapter 5 A Transparent Home Sensors/Actuators Layer for Health and Well-Being Services
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    Chapter 6 Augmenting Object with IoT to Enhance Elders’ Social Life
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    Chapter 7 ICT Use in Family Caregiving of Elderly and Disabled Subjects
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    Chapter 8 Self-aware Early Warning Score System for IoT-Based Personalized Healthcare
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    Chapter 9 Towards Longitudinal Data Analytics in Parkinson’s Disease
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    Chapter 10 Cultures of Participation in the Healthcare Field: Could a VideoGame-Based Perspective Be Useful?
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    Chapter 11 Exploiting Users Natural Competitiveness to Promote Physical Activity
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    Chapter 12 A Location-Based Game for Two Generations: Teaching Mobile Technology to the Elderly with the Support of Young Volunteers
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    Chapter 13 Ring a Bell? Adaptive Auditory Game Feedback to Sustain Performance in Stroke Rehabilitation
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    Chapter 14 Games and Gamification for Healthy Behaviours: The Experience of PEGASO Fit 4 Future
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    Chapter 15 Effect of Different Looting Systems on the Behavior of Players in a MMOG: Simulation with Real Data
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    Chapter 16 Assessing the Emotional State of Job Applicants Through a Virtual Reality Simulation: A Psycho-Physiological Study
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    Chapter 17 Exergames on Line for Childhood Obesity: Using a Web Platform as an Ambulatory Program to Increase the Acceptance and Adherence to Physical Activity (PA)
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    Chapter 18 A VR-Based Serious Game to Regulate Joy in Adolescents: A Comparison of Different Devices
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    Chapter 19 Serious Games to Teach Nutrition Education to Children Between 9 to 12 Years Old. Pickit! and Cookit!
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    Chapter 20 Ageing Positively with Digital Games
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    Chapter 21 Usability and Fun of the INTERACCT Client
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    Chapter 22 Gamification of a System for Real Time Monitoring of Posture
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    Chapter 23 Positive Technologies for Promoting Emotion Regulation Abilities in Adolescents
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    Chapter 24 Technology for Well-Being at School. App iNclusion by CeDisMa: A Support for Teachers to Teach Inclusively, for Students to Really Learn
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    Chapter 25 Interacting with Videogames in Adolescence: Effects of Graphic Visualization on Perceived Presence and Visuospatial Competences
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    Chapter 26 Use Moving Average Filter to Reduce Noises in Wearable PPG During Continuous Monitoring
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    Chapter 27 Effective Prognosis Using Wireless Multi-sensors for Remote Healthcare Service
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    Chapter 28 Qualitative Study of Surgeons Using a Wearable Personal Assistant in Surgeries and Ward Rounds
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    Chapter 29 A Multi-agent Approach to Assist with Dressing in a Smart Environment
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    Chapter 30 APT: Enhanced Speech Comprehension Through Adaptive Pitch Transposition in Cochlear Implants
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    Chapter 31 A Wireless Sensor-Based System for Self-tracking Activity Levels Among Manual Wheelchair Users
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    Chapter 32 Non Invasive Detection of Coronary Artery Disease Using PCG and PPG
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    Chapter 33 Detection and Assessment of Behaviours Associated with the Risk of Obesity in Adolescents
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    Chapter 34 Towards Stress Detection in Real-Life Scenarios Using Wearable Sensors: Normalization Factor to Reduce Variability in Stress Physiology
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    Chapter 35 Personalized Characterization of Sustained Attention/Vigilance in Healthy Children
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    Chapter 36 Increasing Quality of Life Awareness with Life-Logging
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    Chapter 37 SPW-1: A Low-Maintenance Wearable Activity Tracker for Residential Monitoring and Healthcare Applications
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    Chapter 38 Inertial Sensor Based Modelling of Human Activity Classes: Feature Extraction and Multi-sensor Data Fusion Using Machine Learning Algorithms
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    Chapter 39 Questioning the Reflection Paradigm for Diabetes Mobile Apps
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    Chapter 40 Questioning Classic Patient Classification Techniques in Gait Rehabilitation: Insights from Wearable Haptic Technology
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    Chapter 41 Stress Detection Using Smart Phone Data
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    Chapter 42 SenseCare: Using Affective Computing to Manage and Care for the Emotional Wellbeing of Older People
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    Chapter 43 Patient’s Empowerment and Behaviour Change: Complementary Approaches in EU Projects PALANTE and PEGASO
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    Chapter 44 CAD Patient Classification Using MIMIC-II
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    Chapter 45 Data Mining of Intervention for Children with Autism Spectrum Disorder
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    Chapter 46 From Wellness to Medical Diagnostic Apps: The Parkinson’s Disease Case
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    Chapter 47 CardioFit: Affordable Cardiac Healthcare Analytics for Clinical Utility Enhancement
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    Chapter 48 Design Fictions: A Tool for Debating Societal, Legal and Ethical Aspects of Personal and Pervasive Health Systems
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    Chapter 49 Engineering IoT Healthcare Applications: Towards a Semantic Data Driven Sustainable Architecture
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    Chapter 50 Recognizing Human Behaviour from Temporal Sequential Data with Activity Assignment
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    Chapter 51 Emotion Recognition in the Wild: Results and Limitations from Active and Healthy Ageing Cases in a Living Lab
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    Chapter 52 Smart Adaptable System for Older Adults’ Daily Life Activities Management
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    Chapter 53 An Ambient Assisted Living Technology Platform for Informal Carers of the Elderly
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    Chapter 54 Volume Visualization Tools for Medical Applications in Ubiquitous Platforms
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    Chapter 55 Analysis of Mobility Management Solutions for Mobile Medical Multimedia Transmission in HetNet Environments
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    Chapter 56 On the Extraction of Anthropometric Parameters by Visual and Non-visual Means
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    Chapter 57 m-Skin Doctor: A Mobile Enabled System for Early Melanoma Skin Cancer Detection Using Support Vector Machine
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    Chapter 58 Perceptual Quality of Reconstructed Medical Images on Projection-Based Light Field Displays
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    Chapter 59 A Survey on Multimedia Quality of Experience Assessment Approaches in Mobile Healthcare Scenarios
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    Chapter 60 Monitoring of Fetal Heart Rate via iPhone
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    Chapter 61 Use of Infertility Handling Among Women of Reproductive Age
Attention for Chapter 40: Questioning Classic Patient Classification Techniques in Gait Rehabilitation: Insights from Wearable Haptic Technology
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Citations

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17 Mendeley
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Chapter title
Questioning Classic Patient Classification Techniques in Gait Rehabilitation: Insights from Wearable Haptic Technology
Chapter number 40
Book title
eHealth 360°
Published by
Springer International Publishing, December 2016
DOI 10.1007/978-3-319-49655-9_40
Book ISBNs
978-3-31-949654-2, 978-3-31-949655-9
Authors

Theodoros Georgiou, Simon Holland, Janet van der Linden, Glenis Donaldson

Editors

Kostas Giokas, Laszlo Bokor, Frank Hopfgartner

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 17 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 1 6%
Unknown 16 94%

Demographic breakdown

Readers by professional status Count As %
Student > Master 6 35%
Student > Bachelor 3 18%
Student > Ph. D. Student 3 18%
Student > Doctoral Student 1 6%
Lecturer > Senior Lecturer 1 6%
Other 0 0%
Unknown 3 18%
Readers by discipline Count As %
Engineering 7 41%
Computer Science 4 24%
Nursing and Health Professions 2 12%
Unknown 4 24%