Abstract-Play for Health (P4H)is an open and extensible telerehabilitation platform. It allows patients to perform rehabilitation exercises through a variety of videogames and interaction methods. Here, we extend P4H to address the training needs of patients with Parkinson's disease. We integrate a network of on-body inertial measurement units. This allows new motion-based interactions in serious games at home, and it is a cornerstone extension allowing P4H to now also assess the patient's movements in daily life. We introduce three new serious games in a virtual world on this platform. The game objectives are designed to be engaging, with automatically adapting challenge levels, and they realize motor-cognitive exercises according to specific therapeutic goals. We present the architecture and technical implementation of this system, including specifics in handling a large number of wireless Bluetooth sensors. We outline the scalability of the platform architecture to eventually handle other pathologies and discuss future technical improvements.
Clockwork Orange (1962). In the 50 years since its release, the film has become a cultural phenomenon that has been adopted and adapted by musicians and artists from David Bowie to Blur and The Fall (to name but a few), with homages across film and television (memorably in The Simpsons' episode 'Treehouse of Horror XXV' (2014), in a segment titled 'A Clockwork Yellow'). It is also testament to the endurance of Kubrick's film that it remains also a focus of critical study. This publication hopes to reveal and illustrate some of the most recent historical research around the film, considering its cultural position, legacy, marketing strategies, production and more.
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