"Digital health is the convergence of the digital and genetics revolutions with health and healthcare. As we are seeing and experiencing, digital health is empowering us to better track, manage, and improve our own and our family's health. It's also helping to reduce inefficiencies in healthcare delivery, improve access, reduce costs, increase quality, and make medicine more personalized and precise. ...
The essential elements of the digital health revolution include wireless devices, hardware sensors and software sensing technologies, microprocessors and integrated circuits, the Internet, social networking, mobile and body area networks, health information technology, genomics, and personal genetic information.
The lexicon of Digital Health is extensive and includes all or elements of mHealth (aka Mobile Health), Wireless Health, Health 2.0, eHealth, Health IT, Big Data, Health Data, Cloud Computing, e–Patients, Quantified Self and Self–tracking, Wearable Computing, Gamification, Telehealth & Telemedicine, Precision and Personalized Medicine, plus Connected Health."
(Paul Sonnier, Story of Digital Health)
"As we walk through our daily lives, we use visual cues to navigate and understand the world around us. We observe the size and shape of objects and rooms, and we learn their position and layout almost effortlessly over time. This awareness of space and motion is fundamental to the way we interact with our environment and each other. We are physical beings that live in a 3D world. Yet, our mobile devices assume that physical world ends at the boundaries of the screen."
(Johnny Lee, Google Advanced Technology and Projects group)
"PechaKucha 20x20 is a simple presentation format where you show 20 images, each for 20 seconds. The images advance automatically and you talk along to the images. ...
PechaKucha Nights are informal and fun gatherings where creative people get together and share their ideas, works, thoughts, holiday snaps –– just about anything, really –– in the PechaKucha 20x20 format."
(Astrid Klein and Mark Dytham)
Note that it is possible to create a self–running presentation in MS Powerpoint through following these steps: http://office.microsoft.com/en–gb/powerpoint–help/set–the–timing–and–speed–of–a–transition–HA010377985.aspx and here: http://www.youtube.com/watch?v=YGVCKCn6jBc#t=2m10s
Date: 29 May 2013 – 30 May 2013
Location/venue: Thistle Brighton, King's Road, Brighton, England, BN1 2GS
The Higher Education Academy's second annual learning and teaching Arts and Humanities conference, 'Storyville: Exploring narratives of learning and teaching' will take place on 29–30 May 2013 in Brighton.
"At the heart of the Arts and Humanities disciplines sit stories–stories which create and recreate worlds, distant and present, stories which inspire and engage, stories which grow imaginations and expand what is thinkable.
Stories are everywhere, and our second annual conference seeks to explore the intersections between narrative and learning and teaching..."
(Higher Education Academy, UK)
"Games come naturally to human beings. Playing a game is a way of exploring the world, a form of structured play, a natural learning activity that's deeply tied to growth. Games can be fun and entertaining, but games can have practical benefits too.
This blog is about games designed to help you get more innovative, creative results in your work. We'll show you not only how to play them but how to design them so they fit your own specific work goals."
(Dave Gray, Sunni Brown and James Macanufo)
Dave Gray, Sunni Brown and James Macanufo (2010). 'Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers', O'Reilly Media