3,933 research outputs found

    Tailoring coaching conversations with virtual health coaches

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    Interactive online health promotion interventions:a “health check”

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    As an increasingly popular medium by which to access health promotion information, the Internet offers significant potential to promote (often individualized) health-related behavioral change across broad populations. Interactive online health promotion interventions are a key means, therefore, by which to empower individuals to make important well being and treatment decisions. But how ldquohealthyrdquo are interactive online health promotion interventions? This paper discusses a literature review (or ldquohealth checkrdquo) of interactive online health interventions. It highlights the types of interactive interventions currently available and identifies areas in which research attention is needed in order to take full advantage for the Internet for effective health promotion

    Acquiring and Using Limited User Models in NLG

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    It is a truism of NLG that good knowledge of the reader can improve the quality of generated texts, and many NLG systems have been developed that exploit detailed user models when generating texts. Unfortunately, it is very difficult in practice to obtain detailed information about users. In this paper we describe our experiences in acquiring and using limited user models for NLG in four different systems, each of which took a different approach to this issue. One general conclusion is that it is useful if imperfect user models are understandable to users or domain experts, and indeed perhaps can be directly edited by them; this agrees with recent thinking about user models in other applications such as intelligent tutoring systems (Kay, 2001)

    Systematic review of context-aware digital behavior change interventions to improve health

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    Health risk behaviors are leading contributors to morbidity, premature mortality associated with chronic diseases, and escalating health costs. However, traditional interventions to change health behaviors often have modest effects, and limited applicability and scale. To better support health improvement goals across the care continuum, new approaches incorporating various smart technologies are being utilized to create more individualized digital behavior change interventions (DBCIs). The purpose of this study is to identify context-aware DBCIs that provide individualized interventions to improve health. A systematic review of published literature (2013-2020) was conducted from multiple databases and manual searches. All included DBCIs were context-aware, automated digital health technologies, whereby user input, activity, or location influenced the intervention. Included studies addressed explicit health behaviors and reported data of behavior change outcomes. Data extracted from studies included study design, type of intervention, including its functions and technologies used, behavior change techniques, and target health behavior and outcomes data. Thirty-three articles were included, comprising mobile health (mHealth) applications, Internet of Things wearables/sensors, and internet-based web applications. The most frequently adopted behavior change techniques were in the groupings of feedback and monitoring, shaping knowledge, associations, and goals and planning. Technologies used to apply these in a context-aware, automated fashion included analytic and artificial intelligence (e.g., machine learning and symbolic reasoning) methods requiring various degrees of access to data. Studies demonstrated improvements in physical activity, dietary behaviors, medication adherence, and sun protection practices. Context-aware DBCIs effectively supported behavior change to improve users' health behaviors

    Closing the Loop for Patients with Chronic Diseases - from Problems to a Solution Architecture

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    There is growing evidence that mobile health (mHealth) applications can assist patients with chronic conditions. However, most mHealth apps are isolated from healthcare professional (HCP) workflows and IT infrastructure. The resulting fragmentation of digital support in healthcare calls for integrating architectures. They would benefit patients, HCPs, product managers, and software developers. Our analysis of existing architectures has revealed valuable architectural elements, but none of the analyzed architectures provided sufficient integration for the chronically ill. Therefore, we propose an architecture for integrated mHealth solutions. We followed a design science research approach and performed all activities of the DSRM Process Model. By forming a closed control loop and engaging HCPs, the architecture is designed to improve patient adherence to treatment, health literacy, and recall of recommendations and information. The resulting Closing-the-Loop Architecture (LoopArt) deploys three software agents: a Health Literacy Agent, an Adherence Agent, and a Conversational Agent. For demonstration purposes, the Health Literacy Agent was implemented for obese patients as an integrated system consisting of a mHealth app and a collaboration tool as part of the electronic medical record (EMR)

    Communication Research into the Digital Society:Fundamental Insights from the Amsterdam School of Communication Research

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    Media and communication have become ubiquitous in today’s societies and affect all aspects of life. On an individual level, they impact how we learn about the world, how we entertain ourselves, and how we interact with others. On an organisational level, the interactions between media and organisations, such as political parties, NGOs, businesses and brands, shape organisations’ reputation, legitimacy, trust and (financial) performance, as well as individuals’ consumer, political, social and health behaviours. At the societal level, media and communication are crucial for shaping public opinion on current issues such as climate change, sustainability, diversity, and well-being. Media challenges are widespread and include mis- and disinformation, the negative impact of algorithms on our information diets, challenges to our privacy, cyberbullying, media addiction, and unwanted persuasion, among many others. All this makes the study of media and communication crucial. This book provides a broad overview of the ways in which people create, use, and experience their media environment, and the role of media and communication for individuals, organisations, and society. The chapters in the book were written by researchers from the Amsterdam School of Communication Research (ASCoR) on the occasion of its 25th anniversary. ASCoR is today the largest research institute of its kind in Europe and has developed over the past 25 years into one of the best communications research institutes in the world

    Framework for managing the COVID-19 infodemic : Methods and results of an online, crowdsourced WHO technical consultation

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    Background: An infodemic is an overabundance of information—some accurate and some not—that occurs during an epidemic. In a similar manner to an epidemic, it spreads between humans via digital and physical information systems. It makes it hard for people to find trustworthy sources and reliable guidance when they need it. Objective: A World Health Organization (WHO) technical consultation on responding to the infodemic related to the coronavirus disease (COVID-19) pandemic was held, entirely online, to crowdsource suggested actions for a framework for infodemic management. Methods: A group of policy makers, public health professionals, researchers, students, and other concerned stakeholders was joined by representatives of the media, social media platforms, various private sector organizations, and civil society to suggest and discuss actions for all parts of society, and multiple related professional and scientific disciplines, methods, and technologies. A total of 594 ideas for actions were crowdsourced online during the discussions and consolidated into suggestions for an infodemic management framework. Results: The analysis team distilled the suggestions into a set of 50 proposed actions for a framework for managing infodemics in health emergencies. The consultation revealed six policy implications to consider. First, interventions and messages must be based on science and evidence, and must reach citizens and enable them to make informed decisions on how to protect themselves and their communities in a health emergency. Second, knowledge should be translated into actionable behavior-change messages, presented in ways that are understood by and accessible to all individuals in all parts of all societies. Third, governments should reach out to key communities to ensure their concerns and information needs are understood, tailoring advice and messages to address the audiences they represent. Fourth, to strengthen the analysis and amplification of information impact, strategic partnerships should be formed across all sectors, including but not limited to the social media and technology sectors, academia, and civil society. Fifth, health authorities should ensure that these actions are informed by reliable information that helps them understand the circulating narratives and changes in the flow of information, questions, and misinformation in communities. Sixth, following experiences to date in responding to the COVID-19 infodemic and the lessons from other disease outbreaks, infodemic management approaches should be further developed to support preparedness and response, and to inform risk mitigation, and be enhanced through data science and sociobehavioral and other research. Conclusions: The first version of this framework proposes five action areas in which WHO Member States and actors within society can apply, according to their mandate, an infodemic management approach adapted to national contexts and practices. Responses to the COVID-19 pandemic and the related infodemic require swift, regular, systematic, and coordinated action from multiple sectors of society and government. It remains crucial that we promote trusted information and fight misinformation, thereby helping save lives.peer-reviewe

    Journal of Communication Pedagogy, Complete Volume 4, 2021

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    This is the complete volume 4 of the Journal of Communication Pedagogy

    Gamification Strategies : A Characterization Using Formal Argumentation Theory

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    Gamified software applications are omnipresent in everyday life. The idea of using game design elements in non-game contexts to engage and motivate tasks has rapidly gained traction in the human–computer interaction and the psychology fields, but scarcely in the artificial intelligence (AI) research area. In this paper, we propose a software agent perspective of gamification elements to solve two specific problems: (1) a reactive perspective that gamification designers have for those gamified affordances, i.e. the visual cue (output) is only triggered by user interaction, and (2) a lack of formal treatment of gamified software, where strict characterization of software behavior as done in AI, guarantee that the information-based output follows the intended goal of the software. Our contributions presented in this paper are (1) two taxonomies of affordances based on the type of information that every element communicates, and the type of agency that is capable; (2) a framework to formalize the decision-making process for gamified software agents; and (3) a characterization of gamified stories using formal argumentation theory dialogues. We exemplify our contributions with two gamified platforms in the healthcare and financial literacy fields.© The Author(s) 2022. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.fi=vertaisarvioitu|en=peerReviewed

    Development of “LvL UP”, a smartphone-based, conversational agent-delivered holistic lifestyle intervention for the prevention of non-communicable diseases and common mental disorders

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    Background: Non-communicable diseases (NCDs) and common mental disorders (CMDs) are the leading causes of death and disability worldwide. Lifestyle interventions via mobile apps and conversational agents present themselves as low-cost, scalable solutions to prevent these conditions. This paper describes the rationale for, and development of, “LvL UP”, a digital lifestyle intervention aimed at preventing NCDs and CMDs.Materials and Methods: A multidisciplinary team led the intervention design process of LvL UP, involving four phases: (i) preliminary research (stakeholder consultations, systematic market reviews), (ii) selecting intervention components and developing the conceptual model, (iii) whiteboarding (prototype development), and (iv) testing and refinement. The Multiphase Optimization Strategy and the UK Medical Research Council framework for developing and evaluating complex interventions were used to guide the intervention development.Results: The first version of LvL UP features a scalable, smartphone-based, and conversational agent-delivered holistic lifestyle intervention built around three pillars: Move More (physical activity), Eat Well (nutrition and healthy eating), and Stress Less (emotional regulation and wellbeing). Intervention components include health literacy and psychoeducational coaching sessions, daily "Life Hacks” (healthy activity suggestions), breathing exercises, and journaling. Engagement components involve motivational interviewing and storytelling to deliver the coaching sessions, as well as progress feedback and gamification. Offline materials are also offered to allow users access to essential intervention content without needing a digital device.Conclusions: The development process of LvL UP led to an evidence-based and user-informed digital health intervention aimed at preventing NCDs and CMDs. LvL UP is designed to be a scalable, engaging, prevention-oriented, holistic intervention for adults at risk of NCDs and CMDs. A feasibility study, and subsequent optimisation and randomised-controlled trials are planned to further refine the intervention and establish effectiveness. The development process described here may prove helpful to other intervention developers
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