6,701 research outputs found
CoachAI: A Conversational Agent Assisted Health Coaching Platform
Poor lifestyle represents a health risk factor and is the leading cause of
morbidity and chronic conditions. The impact of poor lifestyle can be
significantly altered by individual behavior change. Although the current shift
in healthcare towards a long lasting modifiable behavior, however, with
increasing caregiver workload and individuals' continuous needs of care, there
is a need to ease caregiver's work while ensuring continuous interaction with
users. This paper describes the design and validation of CoachAI, a
conversational agent assisted health coaching system to support health
intervention delivery to individuals and groups. CoachAI instantiates a text
based healthcare chatbot system that bridges the remote human coach and the
users. This research provides three main contributions to the preventive
healthcare and healthy lifestyle promotion: (1) it presents the conversational
agent to aid the caregiver; (2) it aims to decrease caregiver's workload and
enhance care given to users, by handling (automating) repetitive caregiver
tasks; and (3) it presents a domain independent mobile health conversational
agent for health intervention delivery. We will discuss our approach and
analyze the results of a one month validation study on physical activity,
healthy diet and stress management
Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions
Increasing evidence has shown that theory-based health behavior change
interventions are more effective than non-theory-based ones. However, only a
few segments of relevant studies were theory-based, especially the studies
conducted by non-psychology researchers. On the other hand, many mobile health
interventions, even those based on the behavioral theories, may still fail in
the absence of a user-centered design process. The gap between behavioral
theories and user-centered design increases the difficulty of designing and
implementing mobile health interventions. To bridge this gap, we propose a
holistic approach to designing theory-based mobile health interventions built
on the existing theories and frameworks of three categories: (1) behavioral
theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior,
and the Health Action Process Approach), (2) the technological models and
frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design
and Behavior Change Support System, and the Just-in-Time Adaptive
Interventions), and (3) the user-centered systematic approaches (e.g., the
CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic
approach provides researchers a lens to see the whole picture for developing
mobile health interventions
A smartphone-based health care chatbot to promote self-management of chronic pain (SELMA) : pilot randomized controlled trial
Background: Ongoing pain is one of the most common diseases and has major physical, psychological, social, and economic impacts. A mobile health intervention utilizing a fully automated text-based health care chatbot (TBHC) may offer an innovative way not only to deliver coping strategies and psychoeducation for pain management but also to build a working alliance between a participant and the TBHC.
Objective: The objectives of this study are twofold: (1) to describe the design and implementation to promote the chatbot painSELfMAnagement (SELMA), a 2-month smartphone-based cognitive behavior therapy (CBT) TBHC intervention for pain self-management in patients with ongoing or cyclic pain, and (2) to present findings from a pilot randomized controlled trial, in which effectiveness, influence of intention to change behavior, pain duration, working alliance, acceptance, and adherence were evaluated.
Methods: Participants were recruited online and in collaboration with pain experts, and were randomized to interact with SELMA for 8 weeks either every day or every other day concerning CBT-based pain management (n=59), or weekly concerning content not related to pain management (n=43). Pain-related impairment (primary outcome), general well-being, pain intensity, and the bond scale of working alliance were measured at baseline and postintervention. Intention to change behavior and pain duration were measured at baseline only, and acceptance postintervention was assessed via self-reporting instruments. Adherence was assessed via usage data.
Results: From May 2018 to August 2018, 311 adults downloaded the SELMA app, 102 of whom consented to participate and met the inclusion criteria. The average age of the women (88/102, 86.4%) and men (14/102, 13.6%) participating was 43.7 (SD 12.7) years. Baseline group comparison did not differ with respect to any demographic or clinical variable. The intervention group reported no significant change in pain-related impairment (P=.68) compared to the control group postintervention. The intention to change behavior was positively related to pain-related impairment (P=.01) and pain intensity (P=.01). Working alliance with the TBHC SELMA was comparable to that obtained in guided internet therapies with human coaches. Participants enjoyed using the app, perceiving it as useful and easy to use. Participants of the intervention group replied with an average answer ratio of 0.71 (SD 0.20) to 200 (SD 58.45) conversations initiated by SELMA. Participants’ comments revealed an appreciation of the empathic and responsible interaction with the TBHC SELMA. A main criticism was that there was no option to enter free text for the patients’ own comments.
Conclusions: SELMA is feasible, as revealed mainly by positive feedback and valuable suggestions for future revisions. For example, the participants’ intention to change behavior or a more homogenous sample (eg, with a specific type of chronic pain) should be considered in further tailoring of SELMA
AI-Enabled Smartphone-Based Intervention Mental Health Application for University Students
The novel COVID-19 outbreak has resulted in lockdowns and university campus closure which affected the mental health of university students negatively. This was reflected in mental disorders, with emotional, physical fitness, exercise, and studying are the most affected aspects during the pandemic. The design and development of a smartphone application is the objective of this paper. The app\u27s goal is to assist university students in improving their mental health and overall quality of life by answering a structured questionnaire at first then the app uses artificial intelligence for sentiment analysis of a user’s social interaction. Then the app connects the user with random peers who share similar mental sentiments to chat with and if there is no peer available, a chatbot is used. In case of significant loneliness, the app connects the user with caregivers, community volunteers, and health professionals
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
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