Implementing Gamification Techniques To Support Collection Of Longitudinal Kinematic Data For Use In A Clinical Setting

Andrew Ennis, Ian Cleland, Chris Nugent, Laura Finney, David Trainor, Aiden Bennett

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

It is estimated that 30%-40% of medicalinterventions have no reported evidence base and another 20%of interventions delivered are ineffective, unnecessary, or causeharm. There is therefore a real need to quantitatively assesstreatment effectiveness by providing clinicians with empiricaldata through real-time and longitudinal data collection,combined with data analytics.
LanguageEnglish
Title of host publicationUnknown Host Publication
Number of pages1
Publication statusAccepted/In press - 23 Jun 2016
EventThe 38th Annual International Conference of the IEEE Engineering in Medicine and Biology Society - Orlando, Florida, US
Duration: 23 Jun 2016 → …

Conference

ConferenceThe 38th Annual International Conference of the IEEE Engineering in Medicine and Biology Society
Period23/06/16 → …

Fingerprint

Biomechanical Phenomena

Keywords

  • Gamification
  • Accelerometer
  • Wireless Sensor
  • Step detection

Cite this

@inproceedings{59c0fec2fdf844f98716d466cd8945a6,
title = "Implementing Gamification Techniques To Support Collection Of Longitudinal Kinematic Data For Use In A Clinical Setting",
abstract = "It is estimated that 30{\%}-40{\%} of medicalinterventions have no reported evidence base and another 20{\%}of interventions delivered are ineffective, unnecessary, or causeharm. There is therefore a real need to quantitatively assesstreatment effectiveness by providing clinicians with empiricaldata through real-time and longitudinal data collection,combined with data analytics.",
keywords = "Gamification, Accelerometer, Wireless Sensor, Step detection",
author = "Andrew Ennis and Ian Cleland and Chris Nugent and Laura Finney and David Trainor and Aiden Bennett",
year = "2016",
month = "6",
day = "23",
language = "English",
isbn = "978-1-4577-0220-4",
booktitle = "Unknown Host Publication",

}

Ennis, A, Cleland, I, Nugent, C, Finney, L, Trainor, D & Bennett, A 2016, Implementing Gamification Techniques To Support Collection Of Longitudinal Kinematic Data For Use In A Clinical Setting. in Unknown Host Publication. The 38th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 23/06/16.

Implementing Gamification Techniques To Support Collection Of Longitudinal Kinematic Data For Use In A Clinical Setting. / Ennis, Andrew; Cleland, Ian; Nugent, Chris; Finney, Laura; Trainor, David; Bennett, Aiden.

Unknown Host Publication. 2016.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

TY - GEN

T1 - Implementing Gamification Techniques To Support Collection Of Longitudinal Kinematic Data For Use In A Clinical Setting

AU - Ennis, Andrew

AU - Cleland, Ian

AU - Nugent, Chris

AU - Finney, Laura

AU - Trainor, David

AU - Bennett, Aiden

PY - 2016/6/23

Y1 - 2016/6/23

N2 - It is estimated that 30%-40% of medicalinterventions have no reported evidence base and another 20%of interventions delivered are ineffective, unnecessary, or causeharm. There is therefore a real need to quantitatively assesstreatment effectiveness by providing clinicians with empiricaldata through real-time and longitudinal data collection,combined with data analytics.

AB - It is estimated that 30%-40% of medicalinterventions have no reported evidence base and another 20%of interventions delivered are ineffective, unnecessary, or causeharm. There is therefore a real need to quantitatively assesstreatment effectiveness by providing clinicians with empiricaldata through real-time and longitudinal data collection,combined with data analytics.

KW - Gamification

KW - Accelerometer

KW - Wireless Sensor

KW - Step detection

M3 - Conference contribution

SN - 978-1-4577-0220-4

BT - Unknown Host Publication

ER -