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Tag: development
09/19/2023

Symposium Focuses on Digital Tech for Mental Health

Article Excerpt: Technology offers new avenues for mental health delivery. Digital record keeping, virtual consultations, wearables that monitor activity and well-being, mindfulness apps, and AI-based chatbots are just a few examples. But these advances have not been leveraged effectively enough, Cornell Tech Professor and HealthRhythms Co-Founder Tanzeem Choudhury said in a keynote talk Tuesday at the Digital Mental Health and AI Symposium organized by the Center for Technology and Behavioral Health. Choudhury explored the challenges that have forestalled digital mental health from delivering on some of its early promises and how to move the needle forward.

Full Article: https://tinyurl.com/ysvssb4s

Article Source: Dartmouth News

07/06/2023

AI In Mental Health: Opportunities And Challenges In Developing Intelligent Digital Therapies

Article Excerpt: Clinicians, therapists, and researchers are increasingly finding that artificial intelligence (AI) can be a powerful tool in the provision of mental healthcare. As I will cover in this article, a growing body of evidence suggests that AI can help with diagnosing conditions, developing therapies, and enabling more personalized approaches and treatments.

Full Article: https://tinyurl.com/35at64cr

Article Source: Forbes

05/12/2022

Digital-Therapeutics Offer a New Model for Medicine, but Face Obstacles

Article Excerpt: Startups have raised billions of dollars in venture capital to develop software-based digital therapeutics for a range of diseases. Now, many are wrestling with the challenge of bringing these treatments to patients. Several are experimenting with new business strategies to clear hurdles to commercial success.

Full Article: https://tinyurl.com/yhezfdtv

Article Source: The Wall Street Journal

01/10/2022

MSLife — Digital behavioral phenotyping of multiple sclerosis symptoms in the wild using wearables and graph-based statistical analysis

Guo G, Zhang H, Yao L, Li H, Xu C, Li Z, Xu W. (2021). MSLife — Digital behavioral phenotyping of multiple sclerosis symptoms in the wild using wearables and graph-based statistical analysis. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 5, 4, Article 158 (December 2021). https://doi.org/10.1145/3494970

MSLife is a program to identify and track behavioral symptoms associated with multiple sclerosis (MS). Multiple sclerosis is a neurological disease with a variety of symptoms including depression, fatigue, and sleep problems. MSLife was implemented in a clinical pilot study for one week among 30 MS patients. GENEActiv smartwatches with light sensors and accelerometers were utilized to monitor daily life activities. Clinical behavioral instruments were used to assess MS symptoms. Data was evaluated using a graph-based statistical analysis framework to identify relationships between MS symptoms and daily life activities, incorporating participants’ demographic characteristics. The pilot study found that the digital behavioral symptoms significantly improve the tracking of MS symptoms. This new approach can potentially be applied to future studies exploring behavioral characteristics of chronic diseases. MSLife also indicates that use of smartwatches can be effective and feasible for monitoring MS symptoms and progression.

09/20/2021

Developing a theory-driven serious game to promote prescription opioid safety among adolescents: Mixed methods study

Abraham O, Thakur T, Brown R. (2020). Developing a theory-driven serious game to promote prescription opioid safety among adolescents: Mixed methods study. JMIR Serious Games 2020;8(3):e18207 https://games.jmir.org/2020/3/e18207 DOI: 10.2196/18207

This study aimed to develop a conceptual framework and design a serious game prototype to educate teenagers about prescription opioid safety. Serious games offer engagement activities through a narrative to educate users through role-play and practicing skills in real-life situations. First, researchers created an integrated conceptual framework that included health behavior and game development models. Then, the researchers went through the formal process of serious game development and created a game prototype: MEDSMART: Adventures in PharmaCity. The game prototype was assessed through group discussions, individual interviews, and questionnaires with adolescents after completing gameplay. The researchers analyzed the responses and identified themes. The game was tested with 319 adolescents and emerging young adults (ages 11 to 26 years old) in middle schools, high schools, and colleges in Wisconsin. Results suggested that the teens found the game objectives, outcomes, and design appealing. The participants also gave suggestions to add direction on gameplay, to provide clearer instructions and concise dialogue, and to resolve technical issues in the game. The preliminary feedback will be used to fine-tune the game and integrate learning analytics to track players’ in-game behaviors.

06/04/2021

Workshop on implementation science and digital therapeutics for behavioral health

Lord S, Campbell A, Brunette M, et al. (2021). Workshop on implementation science and digital therapeutics for behavioral health. JMIR Mental Health. 8(1): e17662. doi: 10.2196/17662

This paper describes proceedings of a day-long workshop, “Implementation Science and Digital Therapeutics” hosted by The Center for Technology and Behavioral Health (CTBH). Read More

03/08/2021

The use of social media as a tool for stakeholder engagement in health service design and quality improvement: A scoping review

Walsh L., Hyett N., Juniper N., Li C., Rodier S. & Hill S. (2021) The use of social media as a tool for stakeholder engagement in health service design and quality improvement: A scoping review. Digital Health. DOI: 10.1177/2055207621996870

This scoping review summarizes how social media is used by health services, providers, and consumers to inform health service design and quality improvement. An advisory group of stakeholders provided advice throughout the review process. Studies of any health service stakeholders, in any health setting, where social media is utilized for communications, user populations, and quality improvement are included in the review (N=40). Deductive qualitative content analysis was used to understand results from each study. Included studies involved health service organizations, clinical and non-clinical providers, young people, people with chronic illness/disability, and First Nations people. Twitter was the most common social media platform among the studies. The researchers developed a typology of social media use in design and quality improvement with nine different models of use. Results demonstrate the ways in which social media is used as a tool for stakeholders in health service design and quality improvement. Different models of use are identified and may be suitable for organizing user populations, activities, and stages of the quality improvement cycle.

11/02/2020

New Smart Fabric Can Identify Fruits And Help With Watering The Plants

Article Excerpt: A team of researchers from Dartmouth College and Microsoft Research has designed a smart table cloth that can detect various non-metallic objects ranging from avocadoes to credit cards. This new fabric is named as Capacitivo…“This research has the potential to change the way people interact with computing through everyday soft objects made of fabrics,” said Xing-Dong Yang, an assistant professor and senior author for the study.

Full Article: https://tinyurl.com/y578489v

Article Source: AtomsTalk