A | B | C | D | E | F | G | H  | I | G | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

A


Assistive intervention

The general reference term of i-PROGNOSIS interventions that do not belong to the PGS. Assistive interventions are the targeted nocturnal intervention, the voice enhancement intervention and the gait rhythmic guidance intervention.

B


Behavioural model

A behavioural model that will be produced based on interventions performance and engagement data from a particular interventions user and it will relate to the user’s inclination towards self-health management.

Body/gesture recognition

The algorithmic recogntion of a person’s posture and gestures based on data provided by the Kinect device.

Bradykinesia

Slowness of movement

C


Cloud server

An server of the i-PROGNOSIS Microsoft Azzure Cloud-based data management infrastructure (server farm).

COMT inhibitors

A Catechol-O-Methyl Transferase inhibitor is an enzyme which inhibits the action of catechol-O-methyl transferase. This enzyme is involved in degrading neurotransmitters.

D


DaT Scan

A contrast agent to be used with single-photon emission computed tomography (SPECT) for detecting dopamine transporters (DaT) in suspected parkinsonian syndromes

Detection application

The i-PROGNOSIS mobile application (for smartphone) that includes the UI and all the services needed for the first and second stage of the i-PROGNOSIS Parkinson’s disease detection.

Dietary game

An electronic game involving a set of gamified scenarios, part of the personalised game suite, targeting the improvement of dietary habits.

Dyskinesia

Abnormality or impairment of voluntary movement

E


Emogame

An electronic game involving a set of gamified scenarios, part of the personalised game suite, targeting the improvement of facial emotional expressions.

Exergame

An electronic game involving a set of gamified scenarios, part of the personalised game suite, targeting the improvement of facial emotional expressions.

F


F-DOPA PET

18-flurodopa PET scan

G


Gait rhythmic guidance intervention (GRGI)

An assistive intervention targeting the sound-based reinstatement of normal gait when the user walks and has a freezing episode.

Game scenario

The context and the ensemble of actions that form a stage of each game in the personalised game suite.

H


Handwriting game

An electronic game involving a set of gamified scenarios, part of the personalised game suite, targeting the improvement of handwriting.

I


Intervention

An activity of the i-PROGNOSIS system developed to sustain the quality of life of the user.

J


K


Kinect

A commercial device that has the required sensors for the user to interact with the games by gestures and body movements. The Kinect® is developed by Microsoft Corporation, Redmond, WA.

L


M


Mandometer

A plate scale that is placed under the plate of the meal that the userconsumes and that collects and transmits food intake data to the smartphone. The Mandometer® is developed by Mando Group AB, Huddinge, Sweden.

MAO-B inhibitors

Monoamine oxidase inhibitors (MAOIs), were developed as initial antidepressants

N


O


P


Perfomance metric

The metric that will quantitatively (score) or qualitatively (achievement) indicate how the user performed during a personalised game suite game scenario.

Personalisation service

A service of a personalised game suite game that adapts the game play based on the user’s previous performance(s).

Personalised game suite

The collection of the i-PROGNOSIS gamified interventions (Exergames, Dietary game, Handwriting game, Voice game, Emogame) with personalised adaptation services for the user.

Q


QALY

Quality-adjusted life year

R


Rigidity

Stiffness or inflexibility of muscles

S


Smart belt

A belt worn around the abdomen that bears microphones and other hardware that captures and transmits bowel sounds to the smartphone.

Smart TV remote

A TV remote controller that besides serving as a regular and universal TV remote controller bears electrocardiogram (ECG) sensors and other hardware that captures and transmits ECG data to the smartphone.

Smartwatch

A smart (with advanced features and sensors to capture physical activity and physiological data) watch that connects to her/his smartphone.

T


Targeted nocturnal intervention (TNI)

An assistive intervention targeting the sleep stage reinstatement of the user after a sleep disturbance episode.

U


V


Virtual tutor

A virtual avatar, representing a tutor, that is part of the interventions platform and it guides and motivates users before, during and after their engagement with the games using natural language (oral or text).

Voice enhancement intervention (VEI)

An assistive intervention targeting the real-time improvement of voice quality when the interventions user talks on the smartphone during a call.

Voice game

An electronic game involving a set of gamified scenarios, part of the personalised game suite, targeting the improvement of oral communication.

W


X


Y


Z