109,538 research outputs found

    IT-based Regulation of Personal Health: Nudging, Mobile Health Apps and Personal Health Data

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    journal articleMobile health applications and devices (“mobile health apps”) are increasingly embedded in organizational programs to regulate the personal health behaviors of individuals and populations. In this paper, we draw on de Vaujany et al.’s (2018) framework for IT-based regulation systems to consider how regulatory outcomes can develop in such settings, in which individual actors have strong agency and regulation is indirect and voluntary. Through an instrumental case of a continuous glucose monitoring system used for self-regulation of diabetes, we examine how IT artifacts become embedded in self- regulation practices, how data generated by these apps are implicated in regulatory feedback loops, and how networks of individual, organizational and technological actors are mobilized in regulatory regimes. We examine how data about bodily states and IT features such as displays and alarms ‘nudge’ individuals towards compliance with expert rules materialized in the IT artifact. We then identify regulatory affordances of mobile health apps for predicting and surveilling personal health. We also theorize how multilevel networks of trifecta of rules, IT artifacts, and practices develop through regulatory episodes as a regulatory lattice, and how social regulation is realized as a result. We conclude by considering the theoretical and practical implications of this analytical approach to investigate IT-based regulation in the open, distributed, and indirect regulatory contexts

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    MOSAIC vision and scenarios for mobile collaborative work related to health and wellbeing

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    The main objective of the MOSAIC project is to accelerate innovation in Mobile Worker Support Environments by shaping future research and innovation activities in Europe. The modus operandi of MOSAIC is to develop visions and illustrative scenarios for future collaborative workspaces involving mobile and location-aware working. Analysis of the scenarios is input to the process of road mapping with the purpose of developing strategies for R&D leading to deployment of innovative mobile work technologies and applications across different domains. This paper relates to one specific domain, that of Health and Wellbeing. The focus is therefore is on mobile working environments which enable mobile collaborative working related to the domain of healthcare and wellbeing services for citizens. This paper reports the work of MOSAIC T2.2 on the vision and scenarios for mobile collaborative work related to this domain. This work was also an input to the activity of developing the MOSAIC roadmap for future research and development targeted at realization of the future Health and Wellbeing vision. The MOSAIC validation process for the Health and Wellbeing scenarios is described and one scenario – the Major Incident Scenario - is presented in detail

    HotMobile 2008: Postconference Report

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    HotMobile 2008 presented a two-day program on mobile computing systems and applications. The authors focuses on the sessions on sensors, modularity, wireless, security, systems, and screens. The mobile device is the most amazing invention in history and that it has had the largest impact on human kind. Because mobile phones combine mobile devices with ongoing developments in software and communication technologies, they have the potential to change the way people think and act

    Wattsup? Motivating reductions in domestic energy consumption using social networks

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    This paper reports on the design, deployment and evaluation of “Wattsup”, an innovative application which displays live autonomously logged data from the Wattson energy monitor, allowing users to compare domestic energy consumption on Facebook. Discussions and sketches from a workshop with Facebook users were used to develop a final design implemented using the Facebook API. Wattson energy monitors and the Wattsup app were deployed and trialled in eight homes over an eighteen day period in two conditions. In the first condition participants could only access their personal energy data, whilst in the second they could access each others’ data to make comparisons. A significant reduction in energy was observed in the socially enabled condition. Comments on discussion boards and semi-structured interviews with the participants indicated that the element of competition helped motivate energy savings. The paper argues that socially-mediated banter and competition made for a more enjoyable user experience

    The formation of professional identity in medical students: considerations for educators

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    <b>Context</b> Medical education is about more than acquiring an appropriate level of knowledge and developing relevant skills. To practice medicine students need to develop a professional identity – ways of being and relating in professional contexts.<p></p> <b>Objectives</b> This article conceptualises the processes underlying the formation and maintenance of medical students’ professional identity drawing on concepts from social psychology.<p></p> <b>Implications</b> A multi-dimensional model of identity and identity formation, along with the concepts of identity capital and multiple identities, are presented. The implications for educators are discussed.<p></p> <b>Conclusions</b> Identity formation is mainly social and relational in nature. Educators, and the wider medical society, need to utilise and maximise the opportunities that exist in the various relational settings students experience. Education in its broadest sense is about the transformation of the self into new ways of thinking and relating. Helping students form, and successfully integrate their professional selves into their multiple identities, is a fundamental of medical education

    Invited review: Epidemics on social networks

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    Since its first formulations almost a century ago, mathematical models for disease spreading contributed to understand, evaluate and control the epidemic processes.They promoted a dramatic change in how epidemiologists thought of the propagation of infectious diseases.In the last decade, when the traditional epidemiological models seemed to be exhausted, new types of models were developed.These new models incorporated concepts from graph theory to describe and model the underlying social structure.Many of these works merely produced a more detailed extension of the previous results, but some others triggered a completely new paradigm in the mathematical study of epidemic processes. In this review, we will introduce the basic concepts of epidemiology, epidemic modeling and networks, to finally provide a brief description of the most relevant results in the field.Comment: 17 pages, 13 figure

    DRLViz: Understanding Decisions and Memory in Deep Reinforcement Learning

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    We present DRLViz, a visual analytics interface to interpret the internal memory of an agent (e.g. a robot) trained using deep reinforcement learning. This memory is composed of large temporal vectors updated when the agent moves in an environment and is not trivial to understand due to the number of dimensions, dependencies to past vectors, spatial/temporal correlations, and co-correlation between dimensions. It is often referred to as a black box as only inputs (images) and outputs (actions) are intelligible for humans. Using DRLViz, experts are assisted to interpret decisions using memory reduction interactions, and to investigate the role of parts of the memory when errors have been made (e.g. wrong direction). We report on DRLViz applied in the context of video games simulators (ViZDoom) for a navigation scenario with item gathering tasks. We also report on experts evaluation using DRLViz, and applicability of DRLViz to other scenarios and navigation problems beyond simulation games, as well as its contribution to black box models interpretability and explainability in the field of visual analytics
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