ATP: Aqua Therapy for Patients, a New Approach for Water
Rehabilitation Follow-up with Connected Devices Linked with a
Serious Game
B. Martins
1
, A. Amiens
2
, C. Adamo
3
, M. Ascoet
2
and F. Barbot
4
1
Instituto de Biofísica e Engenharia Biomédica, Faculdade de Ciências da Universidade de Lisboa,
Campo Grande, 1749-016, Lisboa, Portugal
2
Université de Technologie de Compiègne, Rue Roger Coutolenc, 60200, Compiègne, France
3
Institut de Recherche Biomédicale des Armées, D19, 91220, Bretigny-sur-Orge, France
4
Inserm CIC 1429, Hôpital Raymond-Poincaré, AP—HP, 104 Boulevard Raymond Poincaré, 92380, Garches, France
Keywords: Aquatic Therapy, Rehabilitation, Connected Devices, Serious Game.
Abstract: Rehabilitation is a public health issue that addresses the societal and economic problem of loss of autonomy.
Following a rehabilitation program may require an effort of movement and consistency for people with
motor difficulties who sometimes lack interest in this physiotherapy period that is difficult to concentrate
on. Thus, the ATP project proposes to improve the use of lower limb water rehabilitation by proposing a
device combining the use of sensors for direct biofeedback and serious game aspects to increase patient
motivation. The equipment will facilitate real-time monitoring and learning of rehabilitation. In addition, the
device will allow the physiotherapist, through information management and processing software, to
program personalized movement sequences based on each patient's pathology and monitor their progress
throughout the rehabilitation session and throughout the entire program. At each stage, the needs of
professionals and patients will be taken into account to ensure the success of rehabilitation processes.
1 INTRODUCTION
In the world, there are around 69 million traumatic
injuries, being traumatic brain injuries (TBI) one of
the leading causes of death and disability, about 15
million strokes and it is expected that 1 in 6 people
will have a stroke (Johnson and Griswold, 2017).
These problems, most of the time, cause motor
disorders like lower limbs incapacitating, and this
incapacity places a burden on health services due to
long physiotherapy period and sometimes permanent
disability of patients. Therefore, it is necessary to
find solutions that allow these patients to recover in
a quickly, effectively and less painful way.
1.1 Aquatic Therapy
The use of aquatic therapy was born after the Second
World War as a re-education technique for certain
neurological deficits such as polio (Kemoun and
Watelain, 2006). The aquatic environment thus
seems to have a large potential for rehabilitation,
whether for the treatment of acute traumas,
musculoskeletal disorders, neurological problems,
orthopaedic or rheumatological problems,
cardiopulmonary problems or by keeping fit in the
face of chronic diseases. Thanks to its clinical
adaptability, the practitioner can program therapies
adapted to a population of patients with diverse
pathologies.
From a physiological point of view, immersion
in an aquatic environment has many biological
effects, using all homeostatic systems (Becker,
2009). They are generally classified in 4 categories:
hydrostatic mechanics composed in particular of
Archimedes' thrust, hydrodynamic mechanics, the
physiological effect of water (temperature), and
psychological.
Indeed, according to Archimedes' theorem
"Anybody immersed in a fluid [...] undergoes a
vertical force [...] opposed to the weight of the
displaced fluid volume". This means that when the
patient is immersed up to the belly button, his
perceived weight represents 50% of his actual
weight. This allows the patient to feel lighter and
Martins, B., Amiens, A., Adamo, C., Ascoet, M. and Barbot, F.
ATP: Aqua Therapy for Patients, a New Approach for Water Rehabilitation Follow-up with Connected Devices Linked with a Serious Game.
DOI: 10.5220/0007697306270634
In Proceedings of the 12th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2019), pages 627-634
ISBN: 978-989-758-353-7
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
627
freer, and thus reassured. These effects combined
with the hydrostatic pressure also allow an elevation
of the centre of gravity as well as an easing of the
maintenance of static and dynamic equilibrium.
In addition, the hydrostatic pressure, associated
with the viscosity of the medium, is at the origin of
exteroceptive sensory stimuli. The immersion of the
body in the water seems to cause a better perception
of the position of the patient’s limbs. On the same
idea, resistance to displacement seems to enhance
both exteroceptive and proprioceptive information,
thus allowing a better awareness of the "overall body
pattern during movement". Moreover, by a
mechanism still little known, it seems that the
hydrostatic pressure, by intensive stimulation of the
baresthetic receptors, would cause an analgesic in
the joints. This theory is known as gate control
system. This effect would improve the functional
abilities of the patient. In fact, the patient suffers less
and this induces a desire for movement hence easier
and therefore faster rehabilitation (Geytenbeek,
2001; Honda and Hiroharu, 2012).
These effects also make it possible to reduce the
stresses exerted on the joints. Therefore, in the event
of a fracture or arthroplasty (Medical Advistory
Secretariat, 2005; Gibson and Shields, 2015; Łyp et
al., 2016), the weight reduction of the body will
allow the patient to resume more easily and quickly
support on his leg, and relearn the normal pattern of
walking. This can reduce the use of medicines.
The hydrostatic pressure would also intervene on
the breathing phenomena by acting on the resistance
at the level of the diaphragm and on the swelling of
the abdomen. The temperature of water also plays a
role on the re-education. Indeed, the heat relaxes the
muscles, because of dilation of blood vessels
(Kemoun and Watelain, 2006; Becker, 2009).
Some studies (Rahmann etal., 2009; Stockton
and Mengersen, 2009; Villalta and Peiris, 2013)
have wondered what are the interests and
disadvantages of potential wounds of postoperative
aquatic therapy. According to these articles, the
aquatic therapy would improve functional
rehabilitation and would not increase the risk of
adverse effects related to wounds after surgery.
The article (Giaquinto et al., 2010) describes that
after a total knee intervention, aquatic therapy
seemed beneficial because all treated patients had
lower arthritis pain scales. In addition, patients
reported a pleasant sensation of safety, allowing
them to be rehabilitated more quickly.
In summary, what we know is that at the
musculoskeletal level, the use of water properties
allows a better rehabilitation through several effects:
Musculoligamentary circulation by increasing
oxygen supply and improving metabolic waste
disposal;
Decrease in potential edema;
Modular muscle toning;
Reduction of joint constraints by a work in
discharge;
Relaxing and analgesic effect of immersion,
especially on chronic pain;
Sensory stimulation, in the case of a significant
postural deficit, for example;
Stimulation of afferent fibres in subjects whose
sensitivity is impaired;
Proprioception and better perception of the body
diagram;
Improved motor coordination and balance by
using the inertia of water during central nervous
system dysfunction;
The articles, devoted to the study of the benefits of
water, demonstrate that the fields of application of
immersion in water are very wide and may be
suitable for a large part of the population: athletes,
paediatrics, disorders mentioned above, geriatrics
and obese persons.
1.2 Existing Solutions
On the market of water rehabilitation, several
companies propose therapy pools and underwater
treadmills. They all take advantage of this
supportive environment. The technologies combine
large boxes equipped a with treadmill on the ground
or specific water resistance jets. The water level is
adjustable in term of height in most cases. As a
consequence, the exercise can be adapted to adults
as well as children.
The applications are diverse: sport performance
purposes, recovery from injuries, weight challenge,
gait re-education after neurological disorders,
strokes… Only a small proportion of these kind of
products are registered as medical devices and they
do not record clinical parameters. The association of
such devices with connected gaming has not been
seen on the market for the moment.
Other systems exist on the market, like anti-
gravity treadmills using differential air pressure
technology to reduce the gravitational forces and
therefore permit moving without pain, reproducing a
kind of “levitation” environment.
The common goal of these technologies is a
feeling of body weight reduction and a minimized
joint impact. It is a great alternative to land-based
therapy, especially in the early stage of recovery.
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1.3 Serious Game
1.3.1 Concept
Defining a serious game is not something easy
because of the amount of classifications and criteria.
If there is only one thing to remember about it, this
should be that the serious game combines the
enjoyment experience of the game, with a useful
objective. According to (Alvarez and Damien,
2003), it could be summarized by the following
relationship:
Serious Game
= Utilitarian function(s) + Video Game
The serious game concept is, above all, a game
which engenders satisfaction and challenge to the
player. The ‘serious’ goal can be related to many
fields such as defense, health, education, learning,
ecology and so on (Alvarez and Damien, 2003). At
the end, the outcome can be sending a message,
sharing knowledge or developing and improving
skills.
In the Malone’s theory (Malone, 1981), three
characteristics compose an intrinsically motivation
instructional environment: the challenge, the fantasy
and the curiosity.
The challenge is provided by a goal whose
attainment is uncertain, depending of the
difficulty for example. The goal is one of the
reasons why a player wants to play. It uses the
player’ skills and takes part in the fantasy of the
game.
The fantasy is, in a manner of speaking, the story
of game and how it is related. A game can have
an infinity of universes – real or not – and
equally many manners to relate it.
The curiosity is a subtle balance between the
player expectations’ and the game evolution.
1.3.2 Place of the Serious Game in
Rehabilitation
Many studies in virtual reality or based on serious
games have shown the interest of these
environments that offer the opportunity to
significantly expand the variety of applications with
a positive effect on patient motivation (Sorita et al.,
2013). In other articles, authors raised this problem
of motivation particularly because of the
repetitiveness of the exercises (Rego et al., 2010).
For instance, (Burke et al., 2009) talk about the
“lack of patient interest in performing repetitive
tasks and in ensuring that they finish the treatment
program”. It is indeed recognized that a greater
involvement of the patient in his re-education will
lead to an interest in dedicating more time to the
activities that constitute it. So it seems obvious that
using serious game increase the patient involvement.
Not directly in the rehabilitation, but in an enjoyable
activity that makes him focus on something else less
boring or less exhausting.
To (Fovet et al., 2017), there are three important
levels for feedback in a therapy program: the game
feedback, the psychophysiological feedback and the
therapist feedback. Thus, in rehabilitation, the use of
serious games could not only improve the
motivation of patients, but also deliver patients
returns in a funny way regarding their performance
or in response to unsuitable movements. Thus, this
promotes learning or reprogramming of movements
sequences required to perform the requested activity.
The psychophysiological feedback refers to the
biofeedback that delivers a real time information
about the patient, inside the serious game and during
his session. A serious game is only one more tool in
the physiotherapist’ rehabilitation toolbox that is
why the therapist’ feedback is essential to support
and to advice the patient (Fovet et al., 2017).
2 ATP: AQUA THERAPY FOR
PATIENTS
The project was born as part of the ClinMed2018
Summer School granted by EIT Health. The purpose
of this 10-days course was to conceptualize an
innovative medical device from the needs identified
during our first three days in a hospital immersion.
The following days of this program gave us an up-
to-date general perspective of the life cycle of a
medical device: from the initial concept until it
reaches the market. These different lectures given by
professionals in the field of medical devices as well
as our different school backgrounds, within the
team, allowed us to develop our idea to a concept of
medical device.
It was at the Garches hospital, in the
rehabilitation department, that our idea of aquatic
therapy was born. Indeed, it is during the visits of
the different units of the hospital that some clinical
needs have been identified. After neurological
disorders (such as post-stroke patients with
hemiparesis, foot drop, paralysis and spasticity for
example), traumatic injuries or surgeries, it may be
difficult to regain mobility in the beginning of
recovery. In fact, because of long joint
ATP: Aqua Therapy for Patients, a New Approach for Water Rehabilitation Follow-up with Connected Devices Linked with a Serious Game
629
immobilisation, fear and pain is usually felt when
training mobility. To facilitate the rehabilitation
early process, water environment offers several
advantages as explain in introduction. Furthermore,
balneotherapy pools are only available in big
functional rehabilitation centres and private clinics
that can afford and support associated maintenance
costs. However, smaller clinical facilities have not
enough space and resources to use hydrotherapy.
Therefore, some patients have to travel kilometres to
find this specific solution. Our turnkey solution will
allow the practitioners to benefit from hydrotherapy
without requiring a swimming pool.
The ATP device consists of four main parts:
Water chamber where the patient will enter, and
the water rises until the adapted level;
Connected devices: a carpet with force sensors
inside and waterproof cameras;
Serious games for the patient to interact with;
Software and database, which integrates the
interface used by the physiotherapist and doctor
and a cloud.
Therefore, in this section, it is described in detail the
main parts of the device.
2.1 Water Chamber
The water chamber (figure 1) consists of three parts
of glass walls (the lateral sides and a door), and a
stainless-steel part comprising the removable screen
and the corners. It includes the connected carpet that
is sealed at the bottom of the chamber. Two
removable handrails are present on each side, so
they can be adjusted to the right height of each
patient. They allow the patient to maintain the
balance ensuring his safety. The cabin can be filled
with an adjustable quantity of water according to the
size of the patient and the body clinical target. The
water can reach the hip of a patient.
Figure 1: Representation of the water chamber of the ATP
device.
It also includes a reservoir and water filters that
can be placed in a different room to allow better
space management. The connection between the
reservoir and the chamber is made through
plumbing.
2.2 Connected Devices
The ATP is equipped with a carpet with the force
sensors inside and waterproof cameras. These
devices allow to test and track the patient’s
movement.
2.2.1 Connected Carpet
It is composed by an underwater force platform.
Such platform has been identified in the market. The
sensors that composed the force platform will be
placed in the floor to avoid no contact with water,
and the electronic parts will be placed in the
waterproof box outside the water chamber. The
collected information will then be sent to a computer
device
via Wi-Fi for data processing.
Figure 2: Representation of feet placement.
This arrangement, presented in figure 2, is
related to the movements that the patient must
perform in accordance with the serious games (that
will be explained next) projected on the screen. It
can be done to place his left foot forward, on the
right or take a step back. It is the same thing for the
right foot. In addition, it is possible to take more
support on one of his feet and the sensors in the
platforms will explain in real time the plantar
pressure of the patient. In addition, the carpet can
become unstable, according to the willingness of the
physiotherapist with a moving system, in order for
the patient to train his balance and posture. The
carpet allows to have information of the
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pedobarography and stabilometry of the patient, in
order to know the pressure exerted on the plantar
level, and if he places his foot correctly on the
sensors. The articles (Rosário, 2014; Skopljak et al.,
2014; Notarnicola et al., 2018) show that
pedobarography seems to be a good method for
monitoring effects of rehabilitation in a non-invasive
way. In fact, it’s important to have the evolution of
the patient, this device can allow knowing if the
patient takes confidence and improves his way of
walking.
2.2.2 Waterproof Cameras
The chamber will be equipped with cameras that
will track the patient's movements. These devices
will enable the practitioner to ensure that the patient
performs the right movements and the right
placements. It also allows following the evolution of
the rehabilitation in addition to the information
given by the sensors present in the carpet. The
cameras allow a following of the angles at the knees
and ankles.
It may be composed by a set of 4 cameras at 4,
located at the middle of each side, to get the best
viewing angles for each leg.
2.3 Serious Game
2.3.1 Game Concept
The serious game integrated into the ATP device
would be the following: the person in rehabilitation
will discover the world through the theme of travel
and culture. This thematic is quite universal and
intergenerational.
The principle of this serious game is to display
on the screen in front of the patient a world map. At
the beginning, it can be assumed that the player is in
France or in one town in particular. The goal is to
travel all around the world, to visit countries and
towns and to discover different cultures and famous
locations. Challenge is brought by the way of
transport and the new countries and places to
unlocked. The patients’ curiosity is maintained by
the cultural aspects: customs, history, and so on.
2.3.2 Relation between the Game and the
Rehabilitation
Conception of the serious game must be adapted
according to the rehabilitation needs. This one will
use the patient movements in the water and his
pressures on the carpet to move on the serious game
map. Depending on the movements done by the
patient, the four motion cameras and the sensors in
the carpet will record the positions of his legs and of
his feet. All that information will be transmitted to
the practitioner’s software and analyse in one hand
by the computer to move forward in the serious
game; in another hand, by the professional to
evaluate the progression of the patient in his
rehabilitation.
2.4 Software and Database
The last part of the device will be mainly dedicated
to the physiotherapist and will have a double utility.
The first is to centralize the information gathered
during the session, process and share it and the
second is to manage the application of the serious
game for the patient's rehabilitation session.
2.4.1 Software
Recording and the processing of the data from the
sensors and in a bigger dimension the storage and
exploitation of these in medical purposes is the first
goal of the software.
The software has to be able to restitute
information understandable by the practitioner, in
particular the physiotherapist. For instance, a
representation of the gait and a restitution of where
and how the patient puts his feet on the carpet
(pedobarography). That is very important to the
professional as an indicator of good evolution of the
rehabilitation. In addition, this could be a source of
advices if the patient’s movements are not correctly
done.
The second function is the management of the
serious game. From the interface of the software, a
specific part will be dedicated to the Serious Game.
Like that, before each session, the practitioner just
will have to set the serious Game (movements the
patient has to work on, duration of the exercises,
difficulty, and so on). At the end, the progression of
the patient is recorded as a track of his work. The
progression will be symbolized by the bonus and the
evolution of the patient in the gameplay.
2.4.2 Database
Another aspect of the device is to centralize all the
information gathered by the sensors and the cameras
during the rehabilitation. Two objectives for that: the
big data and the share of the information about one
patient to all the health care professional around
him. Indeed, we already know that only a little part
of this kind of information is shared between the
medical staff. The hypothesis is the more the
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631
professionals will have interaction around one
patient in rehabilitation, the more his rehabilitation
will be efficient in all its dimensions (physical,
psychological, and so on…).
The expression ‘Big data’ has to be understood
like a big amount of information about the gait in the
rehabilitation context in order to improve the
knowledge of the professionals: a better
comprehension of its mechanic can be helpful to
find indicators to predict the healing.
2.5 Our Added Value
Our product aims to allow the motor rehabilitation
of people suffering from motor disorders such as
neurological disabilities, strokes, traumatic injuries
(ankle, knee, and hip), orthopaedics post-operative.
The project has four main added values:
The use of the water for the re-education;
The use of the sensors to follow the evolution of
the rehabilitation of the patient;
The water chamber which allows a more
practical rehabilitation for the patients in private
clinics;
And the serious game that makes the re-
education more attractive and motivating for the
patients.
Indeed, the novelty of this system is based on the use
of a serious game for rehabilitation in water. There
are a lot of benefits to use the water for
rehabilitation, as we said before. The water is use as
a supportive environment. In fact, the weight
sensation is reduced, enabling to train the motricity
in a painless way, because of the decrease pressure
on joints and bones to resume support on the legs
faster. Water resistance enhance also the muscular
rehabilitation. So, thanks to its qualities, water can
allow people who do not stand on their feet on the
ground, to regain self-confidence inside the water
which allows them to relearn how to walk. Finally,
all the benefits of water can reduce the time of
rehabilitation in comparison with a conventional
therapy (Geytenbeek, 2001; Honda and Hiroharu,
2012).
The second added value concerns the
combination of different sensors that track the
patient's progress in real time. In other words, his
plantar pressure will be used to verify that he
correctly places his foot thanks to the plantar
platforms, and the waterproofs cameras for tracking
the patient's movement.
The value added by the box comes from the fact
that there are not enough balneotherapy centres.
Patients often have to walk miles to find a centre
that allows this kind of rehabilitation. The idea
would be to equip private clinics with these boxes to
allow the patient to have easier access. These boxes
require the presence of physiotherapists to check the
progress of the session and adjust the serious game
to the pathology of the patient.
Finally, the serious game makes the therapy
more attractive to the patient, and possibly reduces
the orthopaedic recovery time.
3 DEVELOPMENT PLAN
3.1 Regulatory Strategy
The registration requirements and thus the technical
file are related to our medical device class. Each
country has its own classification rules and we will
focus here on European directives. So, according to
the clinical use we provide for the device, one of the
first things is to define the class of the medical
device, following the VIII Annex classification of
the Regulation (EU) 2017/745 of the European
Parliament and of the Council’ of 5 April 2017 on
medical device’ (European Parliament and Council
of the European Union, 2017).
The intended purpose is the water rehabilitation
of the lower-limb. It’s a non-invasive device, with
transient duration (less than 60 minutes). The device
depends on a source of electrical energy, so it is an
active device, has monitoring elements and includes
software. Considering all these elements, ATP is a
Class I medical device.
As consequence, the conformity evaluation
procedure only depends on the manufacturer’s
responsibility (no intervention of the notified body).
As the device has a measure function, a production
quality assurance must be implemented.
3.2 Validation and Verifications Tests
In order to validate and ensure reliability, the device
must be properly tested to verify the operating
conditions, effectiveness and safety of its
functionalities. Therefore, verification and validation
tests must be carried out.
The verification tests try to determine whether
the result at each stage in the development process
satisfies the needs of the next phase. The primary
objective is to detect as many errors as possible,
whether conception, design or assembly errors.
There are several tests being that for this equipment
include:
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Measurement of the specifications of the
components: functioning of the sensors
(sensibility of the sensors, transmission
capacity…), verification of the proper placement
of the waterproof cameras to follow the
movements of the patient optimally, and so on;
Measurement of the speed of water filling in the
cabin and the adjustment of the temperature, as
well as the sliding of the bars;
Overheating: check if the device does not
overheat with continuous use throughout the day;
Power supply: check if all devices are properly
powered;
Study of adverse conditions: verify if the system
is minimally resistant to conditions like stress
and shock;
Software study: verify if the application does not
block with a continuous use throughout the day.
Validation tests are performed during or at the end
of the development process to assess whether the
specified requirements of the device or a component
are met. These tests, carried out according to a
complete risk analysis, include validate the
effectiveness and precision of the sensors to acquire
measurements and also the usability of the device.
The usability tests will include a large patient
population to test the use of the chamber (patient
size, weight, age). These tests aimed to ensure issues
like the dimensions of the devices, the sensors
functioning on the human body. It will be necessary
to validate the use of these devices by clinical tests.
For the software, we need to do several tests
based on users’ stories to prove the usability of it,
with wireframes first, then with a prototype. The aim
is to ensure ourselves of the usability of the
software.
For the serious game they must be developed and
designed with a strict collaboration between
physiotherapists, patients and developers, so the
specific needs of both, the professional, the patient
and the rehabilitation will be respected in the
specifications book. About the tests of the serious
game, it is the same process as for the software:
personas, experience maps, wireframing and
prototype.
Finally, all along the life of the system, risk
matrices will be used to ensure its proper
functioning and to prevent the emergence and
neutralisation of possible risks.
3.3 Economic Model
In order to have a successful business strategy, we
identified who are the stakeholders and what is the
clinical pathway. The physiotherapist and private
clinical centre may profit from the investment on our
product for different reasons. First, if we consider
the doctor-physiotherapist link: the physiotherapist
equipped with the device may be recommended and
thus privileged by the patient for his treatment.
Considering the patient-physiotherapist link: this
attractive and powerful equipment brings an added
value for the physiotherapist renown thanks to fattest
recovery; on this point is also important to refer, as a
future step, that one trend of the rehabilitation
market relies on the “digital” or “e-tech” enthusiasm
in our modern society, above all for the sporty
community. Indeed, consumerism begins to reach
healthcare and the patients ask for the best care.
Therefore, as we intend to sell our device
directly to private physiotherapy clinics, we are
going to adopt a B2C relationship. For that, we
would disclose our products from unpaid channels,
with the issuance of a website with information and
product specifications, and paid channels, such as
medical equipment exhibition, direct email contact
and congresses. In order to have a business strategy,
we decided to adopt the Continuity Income Method
Business Model - along with the sale of the product
(chamber of water and sensors and a user
formation), there would also be a loyalty of the
cloud and assistance of the product with an annual
fee (subscription fees).
4 CONCLUSIONS
As water provides essential advantages for early
physical rehabilitation like buoyancy, weightlessness
and confidence for moving, underwater
rehabilitation is highly valued. To meet to the
demand of physiotherapists without aquatic
facilities, the ATP project proposes to develop water
rehabilitation for the assessment and training of
lower limbs capacities with connected devices
toward measure effort and feedback. The project
also depends on the use of a serious game which is
not only to improve the motivation of patients but
also to deliver biofeedback in a fun way about their
performance or in response to potential incorrect
movements.
ACKNOWLEDGEMENTS
We thank Frédéric Barbot for his help in the first
days of our immersion course, and for his
ATP: Aqua Therapy for Patients, a New Approach for Water Rehabilitation Follow-up with Connected Devices Linked with a Serious Game
633
involvement during the months that followed. Thank
you to the entire Garches CIC team who welcomed
us during our immersive experience. Thanks to EIT
Health and the speakers for giving us the
opportunity to participate in the summer school and
to be able to work intensively on our project while
giving us courses and advice very useful to the
development of our concept.
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