Forthcoming articles

International Journal of Telemedicine and Clinical Practices

International Journal of Telemedicine and Clinical Practices (IJTMCP)

These articles have been peer-reviewed and accepted for publication but are pending final changes, are not yet published and may not appear here in their final order of publication until they are assigned to issues. Therefore, the content conforms to our standards but the presentation (e.g. typesetting and proof-reading) is not necessarily up to the Inderscience standard. Additionally, titles, authors, abstracts and keywords may change before publication. Articles will not be published until the final proofs are validated by their authors.

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International Journal of Telemedicine and Clinical Practices (6 papers in press)

Regular Issues

  • Systematic review of indoor fall detection systems for the elderly using Kinect   Order a copy of this article
    by Amina BEN HAJ KHALED, A.L.I. KHALFALLAH, Mohamed Salim BOUHLEL 
    Abstract: The fall of the elderly presents a major health problem as it may cause fatal injuries. To improve the life quality of the elderly, researchers have developed several fall detection systems. Several sensors have been used to overcome this problem. So far, Microsoft Kinect has been the most used camerabased sensor for fall detection. This motion detector can interact with computers through gestures and voice commands. In this article, we presented a comprehensive survey of the latest fall detection research using the Kinect sensor. We provide an overview of the main features of the two Kinect versions V1 and V2 and compare their performances. Then we detailed the method used for the articles selection. We provided a classification of the fall detection techniques to highlight the main differences between them. Finally, we concluded that it is not enough to evaluate a system performance under simulated conditions. It is important to test these approaches on old people who are likely to fall.
    Keywords: Depth sensor; elderly health care; fall detection; Kinect V1; Kinect V2; PRISMA; machine learning.

    by Chidozie Mbada, Ayomide Salami, Adesola Odole, Isaiah Gambo, Olumide Dada, Adeyemi Adejumobi, Funminiyi Olatoye, Moses Makinde, Olukemi Bateye, Francis Fatoye 
    Abstract: There is increasing demand for Virtual Reality Games (VRGs) in rehabilitation, however, validated condition-specific VRGs are limited. This study developed and tested the feasibility of a Kinect Xbox operated non-immersive Back Extension-Glide Virtual Reality Game (BE-G VRG) for patients with Low-Back Pain (LBP). Forty consenting patients with chronic LBP participated in this study. Feasibility of the VRG was explored in terms of usability and satisfaction using System Usability Scale (SUS); while game experience was assessed using Core Elements of Gaming Experience Questionnaire and Game User Experience Satisfaction Scale (GUESS). The Visual Analogue Scale (VAS) was used to assess pain intensity. Participants VAS score was 5.02
    Keywords: Virtual Reality Games; Low Back Pain; Rehabilitation.

Special Issue on: IJTMCP WIS 2018 Fighting Inequalities

  • The Use Of Games For Controlling Diabetes And Obesity In Chicagos South Side   Order a copy of this article
    by Nilmini Wickramasinghe 
    Abstract: Lower socio-economic groups of populations are sadly over represented with respect to diabetes and obesity. Moreover, current attempts to stem such increases have not proved to be successful which leads to the onset of a further set of co-morbidities, poor health and often early death. This paper proffers the potential of serious games that invoke social influence dynamics and are developed around culturally and socially relevant contexts as a way to address this growing problem. This paper begins with a brief review of how serious games can be used as an effective learning and communication medium as well as outlining the benefits of social influence before applying the constructs to an Urban Health (Chicago) context. The paper demonstrates how, in this context, games can be used as a pedagogical tool to foster superior learning and understanding. Playing games or using other simulation-oriented applications can offer a visual portrayal of situations, from which this population can garner understanding and applicability to clinical constructs and knowledge.
    Keywords: Diabetes; obesity; serious games; health inequality; urban health; gaming.

  • Health information-seeking styles and health information literacy in relation to anticipated health-promoting behaviour - results from an online diabetes risk test survey   Order a copy of this article
    by Kristina Eriksson-Backa, Hai Nguyen 
    Abstract: The paper presents results from a survey of users of an online diabetes risk test. We studied relationships between information-seeking styles and everyday health information literacy, as well as anticipated behaviours in case of risk for type 2 diabetes for 184 respondents who had taken the risk test prior to responding to the survey. We assessed active, moderate and passive health information-seeking styles, as well as low, basic and high everyday health information literacy and tested them against health-promoting information-related activities and health behaviour. Significant relationships occurred between information-seeking styles and four activities: check further information, make an appointment, increase the amount of physical activities and do nothing. Education level was significantly related to two health-promoting behaviours, whereas level of everyday health information literacy was related to only one. Despite limitations, the results of this exploratory study open up for further research about the role of information-seeking styles and health-promoting behaviour.
    Keywords: diabetes risk test; e-health services; Finland; health information literacy; health-promoting behaviour; information-seeking styles; online self-assessments.

  • Active DigiAge Technology Acceptance by Ageing People   Order a copy of this article
    by Marina Weck, Nina Helander 
    Abstract: The ageing of society is a worldwide phenomenon, particularly in industrialised countries, like Finland. To tackle the challenges of swiftly rising healthcare and social welfare costs and a new type of demand for related services, digital assistive technology solutions have emerged in recent years. Through qualitative semi-structured interviews conducted in South Finland, this empirically driven study contributes to the understanding of the attitudes of ageing people toward digital assistive technology that maintains their daily life activities. Empirical investigations demonstrated that ageing people cannot be treated as one homogeneous group when developing technology for them. The findings have revealed that the major moderating factors that may significantly influence older adults acceptance and willingness to use the digital assistive technology include functional capacity, sociodemographic characteristics, digital literacy and educational background as well as the social environment supporting their ability to maintain an independent life in their own homes.
    Keywords: digital assistive technology; ageing people; technology acceptance; functional capacity; sociodemographic factors; digital literacy.

  • Incident data in enhancing school safety: An example from Finland   Order a copy of this article
    by Eila Lindfors 
    Abstract: Safety is an obvious element of a good learning environment. However several changes in society challenge a holistic safety culture of schools that is seen according to the EduSafe-model as a combination of preparedness and prevention, incident management and recovery and considered from physical, social, psychological and pedagogical perspectives. The study presents a pilot example how to manage incidents how to recognise, report and monitor safety incidents in schools. On the basis of the content analysis it was found incidents that happen either to students or teachers during lessons. rnIncident management was a new procedure in schools and it needs to be facilitated since it is the only way to identify risks and prevent injuries and accidents. However facilitating incident management is not easy since all the teachers are not committed to report incidents systemically, digital applications should have a high-level usability and also students should have an opportunity to participate in reporting and incident management. rn
    Keywords: Incident reporting; incident management; learning environment; school safety; safety culture.