279 research outputs found

    Towards Evidence Based M-Health Application Design in Cancer Patient Healthy Lifestyle Interventions

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    Cancer is one of the most prevalent diseases in Europe and the world. Significant correlations between dietary habits and cancer incidence and mortality have been confirmed by the literature. Physical activity habits are also directly implicated in the incidence of cancer. Lifestyle behaviour change may be benefited by using mobile technology to deliver health behaviour interventions. M-Health offers a promising cost-efficient approach to deliver en-masse interventions. Smartphone apps with constructs such as gamification and personalized have shown potential for helping individuals lose weight and maintain healthy lifestyle habits. However, evidence-based content and theory-based strategies have not been incorporated by those apps systematically yet. The aim of the current work is to put the foundations for a methodologically rigorous exploration of wellness/health intervention literature/app landscape towards detailed design specifications for connected health m-apps. In this context, both the overall work plan is described as well as the details for the significant steps of application space and literature space review. Both strategies for research and initial outcomes of it are presented. The expected evidence based design process for patient centered health and wellness interventions is going to be the primary input in the implementation process of upcoming patient centered health/wellness m-health interventions.ENJECT COST-STSM-ECOST-STSM-TD1405-220216-07045

    A proposed framework of an interactive semi-virtual environment for enhanced education of children with autism spectrum disorders

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    Education of people with special needs has recently been considered as a key element in the field of medical education. Recent development in the area of information and communication technologies may enable development of collaborative interactive environments which facilitate early stage education and provide specialists with robust tools indicating the person's autism spectrum disorder level. Towards the goal of establishing an enhanced learning environment for children with autism this paper attempts to provide a framework of a semi-controlled real-world environment used for the daily education of an autistic person according to the scenarios selected by the specialists. The proposed framework employs both real-world objects and virtual environments equipped with humanoids able to provide emotional feedback and to demonstrate empathy. Potential examples and usage scenarios for such environments are also described

    Using affective avatars and rich multimedia content for education of children with autism

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    Autism is a communication disorder that mandates early and continuous educational interventions on various levels like the everyday social, communication and reasoning skills. Computer-aided education has recently been considered as a likely intervention method for such cases, and therefore different systems have been proposed and developed worldwide. In more recent years, affective computing applications for the aforementioned interventions have also been proposed to shed light on this problem. In this paper, we examine the technological and educational needs of affective interventions for autistic persons. Enabling affective technologies are visited and a number of possible exploitation scenarios are illustrated. Emphasis is placed in covering the continuous and long term needs of autistic persons by unobtrusive and ubiquitous technologies with the engagement of an affective speaking avatar. A personalised prototype system facilitating these scenarios is described. In addition the feedback from educators for autistic persons is provided for the system in terms of its usefulness, efficiency and the envisaged reaction of the autistic persons, collected by means of an anonymous questionnaire. Results illustrate the clear potential of this effort in facilitating a very promising autism intervention

    A review on brain computer interfaces: contemporary achievements and future goals towards movement restoration

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    Restoration of motor functions of patients with loss of mobility constitutes a yet unsolved medical problem, but also one of the most prominent research areas of neurosciences. Among suggested solutions, Brain Computer Interfaces have received much attention. BCI systems use electric, magnetic or metabolic brain signals to allow for control of external devices, such as wheelchairs, computers or neuroprosthetics, by disabled patients. Clinical applications includespinal cord injury, cerebrovascular accident rehabilitation, Amyotrophic Lateral Sclerosis patients. Various BCI systems are under re­search, facilitated by numerous measurement techniques including EEG, fMRI, MEG, nIRS and ECoG, each with its own advantages and disadvantages.Current research effort focuses on brain signal identification and extraction. Virtual Reality environments are also deployed for patient training. Wheelchair or robotic arm control has showed up as the first step towards actual mobility restoration. The next era of BCI research is envisaged to lie along the transmission of brain signals to systems that will control and restore movement of disabled patients via mechanical appendixes or directly to the muscle system by neurosurgical means

    Opening the Black Box: Explaining the Process of Basing a Health Recommender System on the I-Change Behavioral Change Model

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    Recommender systems are gaining traction in healthcare because they can tailor recommendations based on users' feedback concerning their appreciation of previous health-related messages. However, recommender systems are often not grounded in behavioral change theories, which may further increase the effectiveness of their recommendations. This paper's objective is to describe principles for designing and developing a health recommender system grounded in the I-Change behavioral change model that shall be implemented through a mobile app for a smoking cessation support clinical trial. We built upon an existing smoking cessation health recommender system that delivered motivational messages through a mobile app. A group of experts assessed how the system may be improved to address the behavioral change determinants of the I-Change behavioral change model. The resulting system features a hybrid recommender algorithm for computer tailoring smoking cessation messages. A total of 331 different motivational messages were designed using 10 health communication methods. The algorithm was designed to match 58 message characteristics to each user pro le by following the principles of the I-Change model and maintaining the bene ts of the recommender system algorithms. The mobile app resulted in a streamlined version that aimed to improve the user experience, and this system's design bridges the gap between health recommender systems and the use of behavioral change theories. This article presents a novel approach integrating recommender system technology, health behavior technology, and computer-tailored technology. Future researchers will be able to build upon the principles applied in this case study.European Union's Horizon 2020 Research and Innovation Programme under Grant 68112

    Technical evaluation of the mEducator 3.0 linked data-based environment for sharing medical educational resources

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    mEducator 3.0 is a content sharing approach for medical education, based on Linked Data principles. Through standardization, it enables sharing and discovery of medical information. Overall the mEducator project seeks to address the following two different approaches, mEducator 2.0, based on web 2.0 and ad-hoc Application Programmers Interfaces (APIs), and mEducator 3.0, which builds upon a collection of Semantic Web Services that federate existing sources of medical and Technology Enhanced Learning (TEL) data. The semantic mEducator 3.0 approach It has a number of different instantiations, allowing flexibility and choice. At present these comprise of a standalone social web-based instantiation (MetaMorphosis+) and instantiations integrated with Drupal, Moodle and OpenLabyrinth systems. This paper presents the evaluation results of the mEducator 3.0 Linked Data based environment for sharing medical educational resources and focuses on metadata enrichment, conformance to the requirements and technical performance (of the MetaMorphosis+ and Drupal instantiations)

    Using the Social-Local-Mobile App for Smoking Cessation in the SmokeFreeBrain Project: Protocol for a Randomized Controlled Trial

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    Background: Smoking is considered the main cause of preventable illness and early deaths worldwide. The treatment usually prescribed to people who wish to quit smoking is a multidisciplinary intervention, combining both psychological advice and pharmacological therapy, since the application of both strategies significantly increases the chance of success in a quit attempt. Objective: We present a study protocol of a 12-month randomized open-label parallel-group trial whose primary objective is to analyze the efficacy and efficiency of usual psychopharmacological therapy plus the Social-Local-Mobile app (intervention group) applied to the smoking cessation process compared with usual psychopharmacological therapy alone (control group). Methods: The target population consists of adult smokers (both male and female) attending the Smoking Cessation Unit at Virgen del Rocío University Hospital, Seville, Spain. Social-Local-Mobile is an innovative intervention based on mobile technologies and their capacity to trigger behavioral changes. The app is a complement to pharmacological therapies to quit smoking by providing personalized motivational messages, physical activity monitoring, lifestyle advice, and distractions (minigames) to help overcome cravings. Usual pharmacological therapy consists of bupropion (Zyntabac 150 mg) or varenicline (Champix 0.5 mg or 1 mg). The main outcomes will be (1) the smoking abstinence rate at 1 year measured by means of exhaled carbon monoxide and urinary cotinine tests, and (2) the result of the cost-effectiveness analysis, which will be expressed in terms of an incremental cost-effectiveness ratio. Secondary outcome measures will be (1) analysis of the safety of pharmacological therapy, (2) analysis of the health-related quality of life of patients, and (3) monitoring of healthy lifestyle and physical exercise habits. Results: Of 548 patients identified using the hospital’s electronic records system, we excluded 308 patients: 188 declined to participate and 120 did not meet the inclusion criteria. A total of 240 patients were enrolled: the control group (n=120) will receive usual psychopharmacological therapy, while the intervention group (n=120) will receive usual psychopharmacological therapy plus the So-Lo-Mo app. The project was approved for funding in June 2015. Enrollment started in October 2016 and was completed in October 2017. Data gathering was completed in November 2018, and data analysis is under way. The first results are expected to be submitted for publication in early 2019. Conclusions: Social networks and mobile technologies influence our daily lives and, therefore, may influence our smoking habits as well. As part of the SmokeFreeBrain H2020 European Commission project, this study aims at elucidating the potential role of these technologies when used as an extra aid to quit smoking

    The Impact of Math Anxiety on Working Memory:A Cortical Activations and Cortical Functional Connectivity EEG Study

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    Mathematical anxiety (MA) is defined as a feeling of tension, apprehension, or fear that interferes with mathematical performance in various daily or academic situations. Cognitive consequences of MA have been studied a lot and revealed that MA seriously affects solving the complex problem due to the corruption of working memory (WM). The corruption of WM caused by MA is well documented in behavioral level, but the involved neurophysiological processes have not been properly addressed, despite the recent attention drawn on the neural basis of MA. This is the second part of our study that intents to investigate the neurophysiological aspects of MA and its implications to WM. In the first study, we saw how MA affects the early stages of numeric stimuli processes as the WM indirectly using event-related potentials in scalp electroencephalographic (EEG) signals. This paper goes one step further to investigate the cortical activations, obtained by the multichannel EEG recordings as well as the cortical functional networks in three WM tasks with increasing difficulty. Our results indicate that the high-math anxious (HMA) group activated more areas linked with negative emotions, pain, and fear, while the low-math anxious (LMA) group activated regions related to the encoding and retrieval processes of the WM. Functional connectivity analysis also reveals that the LMAs' brain has got more structured cortical networks with increased connectivity in areas related to WM, such as the frontal cortex, while the HMAs' brain has a more diffused and unstructured network, superimposing the evidence that the structured processes of WM are corrupted

    Kinematic and Dynamic Analysis of Lower Limb Movement:Towards the Design of a Wearable Rehabilitation Assistant Device

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    This study outlines a comprehensive approach to the kinematic and dynamic analysis of lower limb movement, with the express purpose of designing an efficient wearable rehabilitation assistant device for the lower body. The approach begins by conducting a kinematic analysis of the lower limbs, presenting the degrees of freedom and each joint’s range of motion. A kinematic model is designed by deciding on a kinematic chain configuration and calculating the Denavit Hartenberg (DH) parameters. Next, differential kinematic analysis is employed to calculate the velocity of the limbs, generated by the corresponding muscle groups during different types of movements. This can provide significant insights into the design of a device that can accurately track and assist these movements. Furthermore, a dynamic analysis is performed to calculate joint moments and forces. This analysis provides insights into the forces that the joints experience during movement. When combined with electromyography (EMG) data, it allows for a more holistic description of muscle activity and a more accurate estimation of individual muscle forces and joint loads. The research also lays out a plan for the wearable device’s implementation. Based on OpenSenseRT1 an open-source software and hardware project, that utilized the OpenSim2 API, real-time inverse kinematics of a movement can be calculated using data from inertial measurement units (IMUs). This data is then used to compute the error in a person’s movement during lower limb rehabilitation exercises. This error, along with the error derived from real-time dynamic analysis and EMG data, can be integrated to improve the control accuracy of the wearable device.</p
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