This document describes the eMotiva project, which aims to create digital games and activities to stimulate and motivate patients with dementia. The games target cognitive stimulation through activities involving memory, attention, and reasoning. They also aim for physical stimulation through relaxing activities. The games are designed to be simple, intuitive, and customizable to each patient's abilities. They will be tested with patients over 10 weeks to evaluate their impact on cognitive functioning and motivation. The goal is to delay cognitive degeneration through continuous stimulation using a fun, game-based approach.
This document introduces an online destination for women in India that sells a wide range of clothing, shoes, beachwear, bags, skin and beauty products, and accessories from both luxury and affordable brands from around the world. The company partners with luxury, affordable luxury, beautiful, cult, avant-garde, trend-setting, heritage, and women-centric brands.
This document describes a Professional Innovator Development program to train natural innovators. The program teaches structured innovation methods, tools, and techniques derived from over 65 years of innovation research. Through training, real-world problem solving with mentors, and skills development, the program aims to help innovators facilitate innovation for others and deliver 10 times greater return on investment. The program prepares innovators to develop new products, processes and services through learning by doing.
Christmas in Australia is celebrated during the summer months, with traditional meals including pork, turkey, ham and plum pudding. Houses are decorated and Christmas dinner is often a barbecue or picnic on the beach, with carols by candlelight and children leaving stockings by the fireplace for Santa to fill with presents.
Paper Alejandro Medrano - Use of hierarchical model-view-controller architect...WTHS
This document discusses using a hierarchical model-view-controller (HMVC) architecture for user interfaces in ambient assisted living (AAL) environments. It proposes separating the user interface meta model from the presentation logic and user interaction modalities. This allows applications to define modality-neutral interfaces that can be rendered across different modalities like graphical user interfaces, voice interfaces, etc. It describes defining a common meta model for user interface elements and using UI renderers to translate this model to specific modalities. The HMVC approach keeps applications independent of interaction details and allows multiple applications to share interfaces.
This document introduces an online destination for women in India that sells a wide range of clothing, shoes, beachwear, bags, skin and beauty products, and accessories from both luxury and affordable brands from around the world. The company partners with luxury, affordable luxury, beautiful, cult, avant-garde, trend-setting, heritage, and women-centric brands.
This document describes a Professional Innovator Development program to train natural innovators. The program teaches structured innovation methods, tools, and techniques derived from over 65 years of innovation research. Through training, real-world problem solving with mentors, and skills development, the program aims to help innovators facilitate innovation for others and deliver 10 times greater return on investment. The program prepares innovators to develop new products, processes and services through learning by doing.
Christmas in Australia is celebrated during the summer months, with traditional meals including pork, turkey, ham and plum pudding. Houses are decorated and Christmas dinner is often a barbecue or picnic on the beach, with carols by candlelight and children leaving stockings by the fireplace for Santa to fill with presents.
Paper Alejandro Medrano - Use of hierarchical model-view-controller architect...WTHS
This document discusses using a hierarchical model-view-controller (HMVC) architecture for user interfaces in ambient assisted living (AAL) environments. It proposes separating the user interface meta model from the presentation logic and user interaction modalities. This allows applications to define modality-neutral interfaces that can be rendered across different modalities like graphical user interfaces, voice interfaces, etc. It describes defining a common meta model for user interface elements and using UI renderers to translate this model to specific modalities. The HMVC approach keeps applications independent of interaction details and allows multiple applications to share interfaces.
1. Bayesian methods can be used to approximate the probability of B given A (P(B|A)) by treating it as a function (f(A;w)) of the exemplars A and weights w, where the weights are unknown.
2. A Bayesian model is set up where the model/basis shapes are normally distributed, the confidence weights are independent, and there are precision tuners on the basis and weights.
3. Complexity control through regularization adds a penalty term (E_w) to the standard regression error term (E_d) controlled by a hyperparameter (lambda) to solve overfitting.
Human heredity is determined by chromosomes, which are structures in the nucleus that contain genetic information passed down between generations. A karyotype maps out a person's entire set of chromosomes and can be used to identify genetic disorders. Traits are transmitted through dominant and recessive alleles, codominant alleles, sex-linked inheritance, and X chromosome inactivation. Some genetic disorders, like sickle cell disease and cystic fibrosis, are caused by mutations in single genes, while others like Huntington's disease involve repetitive sequences in DNA. The Human Genome Project aimed to sequence and identify all human genes to better understand genetic disorders and advantages.
1. Bayesian methods can be used to approximate the probability of B given A (P(B|A)) by treating it as a function (f(A;w)) of the exemplars A and weights w, based on training data of examples of A and B.
2. A Bayesian approach involves placing prior probabilities on the model parameters (weights) to avoid overfitting, and computing the posterior distribution over the weights given the data.
3. Key aspects of Bayesian methods include choosing a model shape (e.g. linear or sigmoid function), placing independent precision tuners on the weights and basis functions to control complexity, and interpreting the confidence levels of the unknown weights.
Este documento presenta la candidatura de Miguel Ángel Yerena Ruiz para Presidente Municipal de Puerto Vallarta, Jalisco por el partido PRD. Incluye su biografía, compromisos de campaña y dos proyectos principales: 1) la creación de una unidad deportiva infantil para 10,000 personas con diversas disciplinas y 2) el desarrollo turístico integral de la zona centro con proyectos como un teleférico, museos y parques temáticos.
Paper María Martínez - Decision support system for health continuous vigilanc...WTHS
This document proposes a health continuous vigilance system for industrial environments to help reduce workplace accidents. It involves monitoring workers' activities and environments to collect personal and environmental data. Intelligent systems are needed to process the large amount of generated data and classify it to generate alerts and identify health threats. Prevention protocols can then be developed as workflows and customized for each worker to most effectively eliminate occupational hazards. The overall goal is to develop a decision support system that continuously monitors workers, diagnoses health issues, and establishes personalized prevention plans to improve safety.
Paper Merche Serrano - Guía metabólica: empowerment through health 2.0 tools ...WTHS
Guiametabolica.org is a Spanish language website that aims to empower patients with inborn errors of metabolism (IEM) through providing health information and online support. The website offers clinical information about IEMs, tips for daily living, recipes, stories for children, and an online community for asking questions and sharing experiences. Over 157,000 visits to the site have come primarily from Latin America. Preliminary analysis of questionnaires from 65 users found that most are caregivers of IEM patients and that the site has improved users' sense of empowerment by reducing feelings of loneliness and improving self-efficacy. The authors conclude that websites like Guiametabolica.org that provide online support and communities
Paper María Iglesia - CEIB: A R&D services in bioimaging oriented to integrat...WTHS
This document describes a proposed system called R&D Cloud CEIB that would provide bioimaging R&D services using data from the Valencian Biobank Medical Imaging (GIMC) in Spain as a basis. The system would have four main modules: a search engine, clinical trials manager, anonymizer, and Bioimage Knowledge Engine (BIKE). BIKE would include submodules for post-processing, defining biomarkers, studying DICOM headers, and bioimaging classification. The goal is to provide bioimaging expertise and services to improve patient information and quality in electronic health records. The system is based on open source technologies and would analyze imaging data to generate knowledge for use in clinical services.
This document lists the names of 15 buildings and structures located in and around Tulkarm, Palestine, including Villa Nayef Shihab, Zeid Barham Building, Al Israa School, Girls' Hostel for Khadouri University, Villa Thabet Omar, and Villa Iyad Qasem. It provides basic information about properties and buildings in the Tulkarm area of Palestine.
This document provides examples of using comparatives in English to compare adjectives of different syllable lengths. It gives examples of forming comparatives for 1-syllable adjectives by adding -er and -est and for 2-syllable adjectives by using more and most. It then provides examples comparing the heights of London landmarks, sizes of city squares, lengths of animals, and strengths of economies. Advertisement examples are also given to illustrate using comparatives to describe products as better, faster, or less than alternatives.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
SOHA Institute will be participating at the Career Education Day event organised by Training Vision. The event is targeted at mature workers going through a career journey with us. Visit our website at http://www.soha.com.sg
The Gamified Well-being for all Ages paper was co-written by Lucia Pannese and Antonio Ascolese of Imaginary and david Wortley of GAETSS.
This paper explores the role of technology and gamification strategies in addressing serious societal health issues by providing tools and practices which support healthy ageing (thereby reducing the cost of care for the elderly). These tools and practices also provide an infrastructure and ecosystem that enables effective care and rehabilitation to take place in a home environment with more cost effective patient management from remote medical professionals. This paper emphasises the importance and cost effectiveness of preventative healthcare based on influencing patient lifestyle behaviours, awareness and understanding and the value of citizen empowerment in personal health management.
The paper is based on the experiences of major European projects Rehab@Home, Pegaso and Doremi where the author’s company has been developing technology tools and gamified applications to improve physical and mental wellbeing for ages from teenagers to the elderly.
Mental fitness is as important as physical health for preventing conditions like depression and maintaining independence. E-mental health uses technology like computerized interventions, telehealth, wearable devices, social media, and gaming to deliver mental health services and information. These tools have benefits like increasing access to care, empowering patients, and incorporating real-time data monitoring. Realizing e-mental health's potential will require investment but it could transform care systems by tailoring services to individuals and giving patients more control over their health information and treatment.
Designing Mobile Health Technology for Bipolar DisorderA Fi.docxcarolinef5
Designing Mobile Health Technology for Bipolar Disorder:
A Field Trial of the MONARCA System
Jakob E. Bardram, Mads Frost,
Károly Szántó
The Pervasive Interaction Technology Laboratory
IT University of Copenhagen, Denmark
{bardram,madsf,ksza}@itu.dk
Maria Faurholt-Jepsen, Maj Vinberg
and Lars Vedel Kessing
Psychiatric Center Copenhagen,
University Hospital of Copenhagen, Denmark
<firstname.lastname>@regionh.dk
ABSTRACT
An increasing number of pervasive healthcare systems are be-
ing designed, that allow people to monitor and get feedback
on their health and wellness. To address the challenges of
self-management of mental illnesses, we have developed the
MONARCA system – a personal monitoring system for bipo-
lar patients. We conducted a 14 week field trial in which
12 patients used the system, and we report findings focus-
ing on their experiences. The results were positive; compared
to using paper-based forms, the adherence to self-assessment
improved; the system was considered very easy to use; and
the perceived usefulness of the system was high. Based on
this study, the paper discusses three HCI questions related to
the design of personal health technologies; how to design for
disease awareness and self-treatment, how to ensure adher-
ence to personal health technologies, and the roles of different
types of technology platforms.
Author Keywords
Bipolar disorder; mental health; personal health systems;
mobile application
ACM Classification Keywords
H.5.m. Information Interfaces and Presentation (e.g. HCI):
Miscellaneous
INTRODUCTION
According to WHO, mental illness is one of the most pressing
healthcare concerns worldwide [34]. Bipolar disorder in par-
ticular, has a community lifetime prevalence of 4% [16] and
is associated with high morbidity and disability [25]. Per-
sonal health technologies hold promise for helping bipolar
patients to monitor their mood patterns and symptoms, rec-
ognize so-called ‘early warning signs’, and to handle medica-
tion. Health technologies can – based on subjective and ob-
jective sensor input – provide timely feedback to the patient
and thereby increase their awareness of the disease. Smart-
phones are a promising platform for such personal feedback
systems due to their ubiquitous availability and connectivity.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise, or
republish, to post on servers or to redistribute to lists, requires prior specific
permission and/or a fee.
CHI 2013, April 27–May 2, 2013, Paris, France.
Copyright 2013 ACM 978-1-4503-1899-0/13/04...$15.00.
Consequently, a number of personal monitoring and feedback
systems have been suggested for the management of a wide
range of health-related conditions. In general, these types of
syste.
A Review of the Issues by Which a Blockchain Solution Could Improve the Preva...BRNSSPublicationHubI
This document discusses how blockchain technology could potentially disrupt and improve the current healthcare system. It notes that while new medical technologies promise changes, they often just provide incremental efficiencies and do not advance the underlying biomedical model. The author argues that an alternative neurological approach, using a technology called Strannik, shows promise in more accurately diagnosing and treating diseases in a safer, non-invasive way at lower cost compared to current biomedical tests and treatments. However, more research is still needed to fully validate this approach. Overall, the document explores the limitations of current biomedicine and how a technology like blockchain or Strannik could offer an alternative paradigm for delivering more effective and affordable healthcare.
1. Bayesian methods can be used to approximate the probability of B given A (P(B|A)) by treating it as a function (f(A;w)) of the exemplars A and weights w, where the weights are unknown.
2. A Bayesian model is set up where the model/basis shapes are normally distributed, the confidence weights are independent, and there are precision tuners on the basis and weights.
3. Complexity control through regularization adds a penalty term (E_w) to the standard regression error term (E_d) controlled by a hyperparameter (lambda) to solve overfitting.
Human heredity is determined by chromosomes, which are structures in the nucleus that contain genetic information passed down between generations. A karyotype maps out a person's entire set of chromosomes and can be used to identify genetic disorders. Traits are transmitted through dominant and recessive alleles, codominant alleles, sex-linked inheritance, and X chromosome inactivation. Some genetic disorders, like sickle cell disease and cystic fibrosis, are caused by mutations in single genes, while others like Huntington's disease involve repetitive sequences in DNA. The Human Genome Project aimed to sequence and identify all human genes to better understand genetic disorders and advantages.
1. Bayesian methods can be used to approximate the probability of B given A (P(B|A)) by treating it as a function (f(A;w)) of the exemplars A and weights w, based on training data of examples of A and B.
2. A Bayesian approach involves placing prior probabilities on the model parameters (weights) to avoid overfitting, and computing the posterior distribution over the weights given the data.
3. Key aspects of Bayesian methods include choosing a model shape (e.g. linear or sigmoid function), placing independent precision tuners on the weights and basis functions to control complexity, and interpreting the confidence levels of the unknown weights.
Este documento presenta la candidatura de Miguel Ángel Yerena Ruiz para Presidente Municipal de Puerto Vallarta, Jalisco por el partido PRD. Incluye su biografía, compromisos de campaña y dos proyectos principales: 1) la creación de una unidad deportiva infantil para 10,000 personas con diversas disciplinas y 2) el desarrollo turístico integral de la zona centro con proyectos como un teleférico, museos y parques temáticos.
Paper María Martínez - Decision support system for health continuous vigilanc...WTHS
This document proposes a health continuous vigilance system for industrial environments to help reduce workplace accidents. It involves monitoring workers' activities and environments to collect personal and environmental data. Intelligent systems are needed to process the large amount of generated data and classify it to generate alerts and identify health threats. Prevention protocols can then be developed as workflows and customized for each worker to most effectively eliminate occupational hazards. The overall goal is to develop a decision support system that continuously monitors workers, diagnoses health issues, and establishes personalized prevention plans to improve safety.
Paper Merche Serrano - Guía metabólica: empowerment through health 2.0 tools ...WTHS
Guiametabolica.org is a Spanish language website that aims to empower patients with inborn errors of metabolism (IEM) through providing health information and online support. The website offers clinical information about IEMs, tips for daily living, recipes, stories for children, and an online community for asking questions and sharing experiences. Over 157,000 visits to the site have come primarily from Latin America. Preliminary analysis of questionnaires from 65 users found that most are caregivers of IEM patients and that the site has improved users' sense of empowerment by reducing feelings of loneliness and improving self-efficacy. The authors conclude that websites like Guiametabolica.org that provide online support and communities
Paper María Iglesia - CEIB: A R&D services in bioimaging oriented to integrat...WTHS
This document describes a proposed system called R&D Cloud CEIB that would provide bioimaging R&D services using data from the Valencian Biobank Medical Imaging (GIMC) in Spain as a basis. The system would have four main modules: a search engine, clinical trials manager, anonymizer, and Bioimage Knowledge Engine (BIKE). BIKE would include submodules for post-processing, defining biomarkers, studying DICOM headers, and bioimaging classification. The goal is to provide bioimaging expertise and services to improve patient information and quality in electronic health records. The system is based on open source technologies and would analyze imaging data to generate knowledge for use in clinical services.
This document lists the names of 15 buildings and structures located in and around Tulkarm, Palestine, including Villa Nayef Shihab, Zeid Barham Building, Al Israa School, Girls' Hostel for Khadouri University, Villa Thabet Omar, and Villa Iyad Qasem. It provides basic information about properties and buildings in the Tulkarm area of Palestine.
This document provides examples of using comparatives in English to compare adjectives of different syllable lengths. It gives examples of forming comparatives for 1-syllable adjectives by adding -er and -est and for 2-syllable adjectives by using more and most. It then provides examples comparing the heights of London landmarks, sizes of city squares, lengths of animals, and strengths of economies. Advertisement examples are also given to illustrate using comparatives to describe products as better, faster, or less than alternatives.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
SOHA Institute will be participating at the Career Education Day event organised by Training Vision. The event is targeted at mature workers going through a career journey with us. Visit our website at http://www.soha.com.sg
The Gamified Well-being for all Ages paper was co-written by Lucia Pannese and Antonio Ascolese of Imaginary and david Wortley of GAETSS.
This paper explores the role of technology and gamification strategies in addressing serious societal health issues by providing tools and practices which support healthy ageing (thereby reducing the cost of care for the elderly). These tools and practices also provide an infrastructure and ecosystem that enables effective care and rehabilitation to take place in a home environment with more cost effective patient management from remote medical professionals. This paper emphasises the importance and cost effectiveness of preventative healthcare based on influencing patient lifestyle behaviours, awareness and understanding and the value of citizen empowerment in personal health management.
The paper is based on the experiences of major European projects Rehab@Home, Pegaso and Doremi where the author’s company has been developing technology tools and gamified applications to improve physical and mental wellbeing for ages from teenagers to the elderly.
Mental fitness is as important as physical health for preventing conditions like depression and maintaining independence. E-mental health uses technology like computerized interventions, telehealth, wearable devices, social media, and gaming to deliver mental health services and information. These tools have benefits like increasing access to care, empowering patients, and incorporating real-time data monitoring. Realizing e-mental health's potential will require investment but it could transform care systems by tailoring services to individuals and giving patients more control over their health information and treatment.
Designing Mobile Health Technology for Bipolar DisorderA Fi.docxcarolinef5
Designing Mobile Health Technology for Bipolar Disorder:
A Field Trial of the MONARCA System
Jakob E. Bardram, Mads Frost,
Károly Szántó
The Pervasive Interaction Technology Laboratory
IT University of Copenhagen, Denmark
{bardram,madsf,ksza}@itu.dk
Maria Faurholt-Jepsen, Maj Vinberg
and Lars Vedel Kessing
Psychiatric Center Copenhagen,
University Hospital of Copenhagen, Denmark
<firstname.lastname>@regionh.dk
ABSTRACT
An increasing number of pervasive healthcare systems are be-
ing designed, that allow people to monitor and get feedback
on their health and wellness. To address the challenges of
self-management of mental illnesses, we have developed the
MONARCA system – a personal monitoring system for bipo-
lar patients. We conducted a 14 week field trial in which
12 patients used the system, and we report findings focus-
ing on their experiences. The results were positive; compared
to using paper-based forms, the adherence to self-assessment
improved; the system was considered very easy to use; and
the perceived usefulness of the system was high. Based on
this study, the paper discusses three HCI questions related to
the design of personal health technologies; how to design for
disease awareness and self-treatment, how to ensure adher-
ence to personal health technologies, and the roles of different
types of technology platforms.
Author Keywords
Bipolar disorder; mental health; personal health systems;
mobile application
ACM Classification Keywords
H.5.m. Information Interfaces and Presentation (e.g. HCI):
Miscellaneous
INTRODUCTION
According to WHO, mental illness is one of the most pressing
healthcare concerns worldwide [34]. Bipolar disorder in par-
ticular, has a community lifetime prevalence of 4% [16] and
is associated with high morbidity and disability [25]. Per-
sonal health technologies hold promise for helping bipolar
patients to monitor their mood patterns and symptoms, rec-
ognize so-called ‘early warning signs’, and to handle medica-
tion. Health technologies can – based on subjective and ob-
jective sensor input – provide timely feedback to the patient
and thereby increase their awareness of the disease. Smart-
phones are a promising platform for such personal feedback
systems due to their ubiquitous availability and connectivity.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise, or
republish, to post on servers or to redistribute to lists, requires prior specific
permission and/or a fee.
CHI 2013, April 27–May 2, 2013, Paris, France.
Copyright 2013 ACM 978-1-4503-1899-0/13/04...$15.00.
Consequently, a number of personal monitoring and feedback
systems have been suggested for the management of a wide
range of health-related conditions. In general, these types of
syste.
A Review of the Issues by Which a Blockchain Solution Could Improve the Preva...BRNSSPublicationHubI
This document discusses how blockchain technology could potentially disrupt and improve the current healthcare system. It notes that while new medical technologies promise changes, they often just provide incremental efficiencies and do not advance the underlying biomedical model. The author argues that an alternative neurological approach, using a technology called Strannik, shows promise in more accurately diagnosing and treating diseases in a safer, non-invasive way at lower cost compared to current biomedical tests and treatments. However, more research is still needed to fully validate this approach. Overall, the document explores the limitations of current biomedicine and how a technology like blockchain or Strannik could offer an alternative paradigm for delivering more effective and affordable healthcare.
Assistive Cognitive Technology for EldersVivek Misra
Assistive technology aims to improve the functional capabilities of people with disabilities or cognitive impairments. As the population ages, cognitive assistive technologies and cognitive rehabilitation interventions become increasingly important. Cognitive enhancement therapy combines computer-based cognitive training with group therapy to improve functions like attention, memory, and problem solving. Neuromodulation techniques combined with cognitive enhancement therapy may prolong the effects. Neuroplasticity enables the brain to compensate for injury and disease through new connections formed via experience-dependent rehabilitation programs. Both low-tech and high-tech memory aids can be used.
This document discusses the use of technology in psychology. It describes how virtual reality, computers, the internet and devices that integrate persuasive and ubiquitous computing can be used as therapeutic tools. Virtual reality can improve exposure therapy techniques. Computerized treatments have been shown to be effective for various disorders. The internet provides flexibility but also risks to privacy and confidentiality. The document also discusses experiences using these technologies in the Dominican Republic and Spain.
AIPSYCH: A MOBILE APPLICATION-BASED ARTIFICIAL PSYCHIATRIST FOR PREDICTING ME...ijaia
COVID-19’s outbreak affected and compelled people from all walks of life to self-quarantine in their houses
in order to prevent the virus from spreading. As a result of adhering to the exceedingly strict guideline, many
people developed mental illnesses. Because the educational institution was closed at the time, students remained at home and practiced self-quarantine. As a result, it is necessary to identify the students who
developed mental illnesses at that time. To develop AiPsych, a mobile application-based artificial psychiatrist, we train supervised and deep learning algorithms to predict the mental illness of students during the
COVID-19 situation. Our experiment reveals that supervised learning outperforms deep learning, with a
97% accuracy of the Support Vector Machine (SVM) for mental illness prediction. Random Forest (RF)
achieves the best accuracy of 91% for the recovery suggestion prediction. Our android application can be
used by parents, educational institutes, or the government to get the predicted result of a student’s mental
illness status and take proper measures to overcome the situation.
1) Smart interventions delivered through mobile applications have the potential to overcome obstacles of traditional cognitive behavioral therapy (CBT) by providing real-time, personalized CBT.
2) The company Minddistrict has developed a platform that uses experience sampling data collected through a mobile diary app to provide automated, personalized interventions tailored to each individual's needs and delivered in the moment.
3) Minddistrict's approach involves three stages - from brief assessments and supportive messages, to using correlations to determine personal risk factors and provide insights, to training reinforcement learning algorithms that can adapt interventions over time based on what works best for that individual.
Due to a diversified society, many of modern people are under stress and anxiety which cause
mental illnesses. Moreover, the social costs of psychotherapy and solution is so high that it cannot be limited to
a problem for individuals realistically. In this paper, we implement an m-Health application that can provide
preemptive art therapy services to reduce social costs and medical expenses. The implementation of the mHealth
application for art therapy has an advantage that social consideration class (the elderly, post-traumatic
stress disorder, etc.) can get treatment without leaving records by receiving medical welfare service of art
therapy in conjunction with professional therapist. Consultation clients are treated through the visit of a
professional therapist and the recorded videos are transmitted to a professional psychotherapy center server if
clients agree to shooting and recording of the processes. Based on the outcomes derived from the consultation
processes, we aim to build a database of the medical records and the new treatment program and apply it to mHealth.
Therefore, we expect to establish the criteria of objectivity, quantify, accuracy and the automaticity of
psychological treatment analysis.
PEGASO: A Personalised and Motivational ICT System to Empower Adolescents To...Eloisa Vargiu
This document outlines the PEGASO project, which aims to develop an ICT system to prevent overweight and obesity in adolescents. The system will generate self-awareness, enhance motivation, and encourage behavior change towards healthy lifestyles. It will profile users based on physical, social, and behavioral attributes collected from sensors, questionnaires, and apps. Data mining will recognize short and long-term trends to provide personalized feedback. Motivation mechanisms like games and health education seek to influence behaviors long-term. The goal is to empower adolescents to actively manage their wellness through an engaging digital platform.
This document describes a mobile application called the Mental Health Tracker app. The app aims to monitor and stabilize a user's mood by having them complete various activities like breathing exercises, listening to music, reading jokes, and maintaining a to-do list. The app also displays the user's mental state over time through graphs. It was created to help people struggling with mental health issues like anxiety and depression by providing simple activities and tracking their progress. The goal of the app is to only stabilize a user's mood, not diagnose or label them with any conditions. It also provides contact information for mental health experts if a user wants further assistance.
A Persuasive System For Obesity Prevention In Teenagers A ConceptDarian Pruitt
This document describes a concept for a persuasive system to help prevent obesity in teenagers. The system is part of a larger ecosystem involving schools, families, healthcare providers and other stakeholders. It uses a virtual individual model to tailor interventions for each user based on factors like nutrition habits, physical activity and mood. The smartphone app provides personalized messages, a food diary, games and social features to motivate healthy behaviors. Three pilot tests will evaluate the system's effectiveness in different countries and cultures. The goal is to help teenagers easily adopt healthy lifestyles through mobile persuasion and computer-tailored support.
EmoWell: A Multimodal Approach for Holistic Depression Detection and Therapeu...IRJET Journal
The document describes EmoWell, a system that uses facial expression analysis, speech sentiment analysis, and a personalized chatbot to detect depression and provide therapeutic support. It analyzes facial expressions using CNNs and speech sentiment using Naive Bayes. The chatbot interface engages users and provides motivational resources. Evaluation shows the system can accurately detect depression using these multimodal techniques, achieving over 90% accuracy. The system demonstrates the potential for technology to advance mental healthcare.
Mental Illness Prediction based on Speech using Supervised LearningIRJET Journal
This document presents a study on predicting mental illness from speech using machine learning. The study aims to create a model that can classify voice recordings as indicative of depression or not using acoustic features and supervised learning algorithms. The model is trained on a dataset containing voice recordings and metadata from depressed and non-depressed individuals. Feature extraction is performed on the segmented recordings to generate spectrograms as input for a convolutional neural network classifier. The model shows potential for early diagnosis of depression through accurate identification of individuals exhibiting characteristics of the illness in their speech patterns.
Teaching Techniques: Neurotechnologies the way of the future (Stotler, 2019)Jacob Stotler
Presenting alternative to drugs from nuerotechnologies and teaching about clinical use of neurothreapy and therapeutic effectiveness of biological aspects of the use of clinical technologies.
Mental Health Chatbot System by Using Machine LearningIRJET Journal
This document discusses the development of a mental health chatbot system using machine learning. The proposed chatbot would provide mental health services through a chat feature, voice input options in multiple languages, and a mood recommendation tool. Natural language processing and neural networks would be used to train the chatbot to understand language and respond appropriately. The goal is to make affordable and accessible mental healthcare available to more people.
Jennifer McTigue on New Innovations for Mental HealthJennifer McTigue
Jennifer McTigue says Virtual reality, mobile apps, and other forms of emerging tech are changing how we approach mental health. Recent developments in sensor technologies, online psychological therapies and video remote counseling, mobile apps (apps), and gaming are all providing genuine opportunities to engage and empower patients, and create new approaches both for the assessment and intervention of mental health problems. With the growth of VR, video games are becoming increasingly prevalent, ultimately becoming used even within the context of mental health care.
Video games enable individuals to concentrate on several tasks simultaneously, leading patients to experience measurable improvements in mental wellbeing. As we have mentioned, patients suffering from attention deficit hyperactivity disorder may be able to enhance their attention spans while seated in the virtual reality class, but they may also be able to do this while playing a video game. Evidence shows that the technology is able to identify patients who may experience depression, and also provide treatment if needed. These digital technologies could dramatically increase access to mental health care and adherence to treatment, by allowing services to be delivered in more flexible ways tailored to the needs of the individual patient.
This document contains abstracts from several presentations at a Value Ageing Seminar. It discusses:
1) An overview of an Arts Council strategy and program focusing on arts and older people.
2) Issues around privacy and ethics with ICT for assisting older adults.
3) Examples of using arts and technology for creative solutions to challenges.
4) A software platform for scalable health interventions like coaching and home-based care for older adults.
5) Learning from nonagenarian siblings in four countries about factors contributing to healthy aging.
6) The importance of collaboration in trans-sectoral research, using an example from Ireland.
7) How demographic change can drive innovation
Health monitoring system for comatose patients a surveyIJARIIT
This survey paper outlines the existing and proposed system for a comatose patient health monitoring aid. In general,
the comatose patients never respond for anything however they might abnormal movements are frequently encountered in
patients with brain injury characterization of these movements and their underlying pathophysiology is difficult due to the
comatose or uncooperative state of the patient. Thus, we reviewed the available literature regarding abnormal movements
encountered in acutely ill patients with brain injuries. There are so many abnormal movements in the seen in each category as
well as their epidemiologic, semiology and clinic pathologic correlates. We propose a practical paradigm that can be applied at
the bedside for diagnosing abnormal movements in patients. Which they are self-conscious and that can make them reticent.
The Hand Talk glove is a normal, cloth driving glove fitted with flex sensors. The sensors output a stream of data that varies
with the degree of bend made by the fingers. Flex sensors are sensors that change in resistance depending on the amount of
bend on the sensor. They convert the change in a bend to electrical resistance and send data to the doctor.
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4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
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Paper José Luis Bayo - Serious Games For Dementia illness Detection and Motivation: The eMotiva Experience
1. Serious Games for Dementia Illness Detection and
Motivation: The eMotiva Experience
José Luis Bayo Montón #1, Carlos Fernandez-LLatas#2, Juan Miguel García-Gomez*3, Vicente Traver Salcedo#4
#
ITACA – Health and Wellbeing Technologies
Universidad Politécnica de Valencia, Spain
1
jobamon@itaca.upv.es
2
carfell@itaca.upv.es
4
vtraver@itaca.upv.es
*
ITACA - Biomedical Informatics Group
Universidad Politécnica de Valencia, Spain
3
juanmig@ibime.upv.es
Abstract— The increase in age-related diseases in our society is from society. To overcome this, we need further treatment of
growing constantly as a result of medical advances, about 824.00 the disease beyond the mere management.
new cases of dementia are diagnosed each year. Different studies The stimulation and maintenance of brain function level is
show that thanks to the plasticity of the nervous system, brain based on the plasticity of the nervous system, a term that
degenerative processes may be delayed, this requires an adequate
refers to the ability of our Central Nervous System to create
stimulation of cognitive activity. The stimulation activities in
patients with dementia, it is particularly difficult since it is and modify neural connections throughout life to compensate
necessary to maintain the patient's motivation at all times. for certain losses. With proper stimulation, the brain creates
The eMotiva project is an Internet tool of the future that tries to new neural connections, which helps not to lose or maintain
create a synergy between doctors and people with cognitive for more time higher functions when a disease such as
degeneration caused by diseases associated with dementia to Alzheimer's begins neuronal destruction, [2]. Motivational
promote social inclusion as a therapeutic method for patients processes are suitable for the treatment of these patients, based
through the use of digital content in response to behaviour on brain plasticity, and may include exercises of attention,
disorders. orientation, memory, money management, calculation,
This article focuses on part of the developments made within the
reasoning, and social adjustment.
project, to ensure that the patient perform a series of activities
which stimulate different cognitive processes such as memory or Current good practices in the care of older people are based
attention, all trying to keep the patient motivated to achieve on comprehensive approaches that include actions such as the
activities continuity and perceives that these are not a burden, stimulation and maintenance of cognitive processes. It has
but as an activity of leisure. To achieve this, the project has used been shown that continuous stimulation of cognitive activity
the paradigm of serious games used as a therapeutic tool. can alleviate the degenerative process of the diseases
associated with dementia.
I. INTRODUCTION The eMotiva's project raises the design and the
The aging of the population is without doubt one of the implementation of an active and comprehensive system for
hallmarks of our time and should be classified as a success in monitoring and motivation of people with dementia in
the health field. However, the increasing number of elderly institutional residences. The implementation of the monitoring
means that the number of diseases of the aging process itself subsystem is based on pattern recognition in time series, to
is increasing, as is the case of dementia. It is estimated that detect behaviour patterns associated to disorders, and personal
there are about 5,752,754 people in Europe with dementia and motivation is based on the technologies of motivation. B.J.
there are 824,000 new cases per year. In Spain, it affects about Fogg [3] defines persuasive technology or motivating as a
550,000 people, representing 1.24% of the population. Spain system designed to change attitudes or behaviours of people.
is framed in the top 5 European countries in terms of number
of cases with dementia and the third in terms of percentage II. OBJETIVES
from the total population [1]. The primary goal of administered therapies in dementia is
Behaviour disorders of dementia are a reality faced by the stimulate mental abilities of the affected, maintain their
patients, families and health professionals given the long autonomy and their social relations. In general, therapies
evolution of this disease, and the relatively rapid deterioration administered to patients with dementia affect that patients at
that occurs, the management of behavioural symptoms is so levels cognitive, functional (Activities of Daily Living) and /
important or more, than to trust on the potential benefit of or behavioural.
treatment of cognitive symptoms. These disorders often affect Based on this, eMotiva poses a motivation system that
the life of care-dependent people, who may then be excluded seeks to promote skills in people with dementia at a cognitive
level, to encourage mobility and promote a state of relaxation.
2. The objective is defined as the creation of innovative
multimedia motivation tools, which enables influence on the
attitudes or behaviour of people with dementia to alleviate
their disease process.
III. MATERIALS AND METHODS
Within the treatments in dementia we can distinguish two
types of therapy: drug therapy and nonpharmacological
therapy, both compatible to be developed simultaneously.
The nonpharmacological therapy is defined as "a non-
chemical intervention, theoretically supported, focused and
replicable, made over the patient or caregiver and potentially
able to obtain a relevant benefit” [4]. Recent publications
confirm that nonpharmacological therapies have several
positive clinical effects: improve domains such as cognition, Figure 1 - All-in-one PC, MSI Wind Top
behaviour or mood, and reduce caregiver burden, avoid or
postpone entry into old people’s homes, and can reduce the In those games that require physical interaction it has been
cost care economic [5]. chosen to use the Wiimote remote control, this device can
In this line are raised the motivational systems within the measure acceleration in three axes of movement, offering
project eMotiva, aimed at developing nonpharmacological information from the user movements. We have chosen this
therapies focused on Alzheimer's patient. controller instead of one made to order or another brand, for
As a motivational tool, it is proposed a software with a its low cost and for being shown its usefulness and ease of use
games format, focused on two lines: one line on the cognitive in existing developments in other studies.
stimulation of the person with dementia, and other line on
physical stimulation and relaxation.
In order to ensure that the games are in line with the work
methodology of residential institutions, in-depth interviews
there have been conducted with medical personnel of the
Asociación de Familiares de enfermos de Alzheimer (AFA)
and the Boni Mediero's residence in Salamanca, and the staff
of San Sebastian's residential centre in La Pobla de Vallbona
(Valencia).
A. Devices Figure 2 - Wiimote remote control
When designing and developing systems to encourage or
persuade older people, we must take into account the barriers B. Software Technology
that they encounter in adopting and using new technologies. For the development of games there have been used two
Martijn H. Vastenburg et al. [6], indicate the complexity and different software development technologies. In the
learning as well as lack of perceived benefit, as key factors to immersive type games there have been used the Microsoft
consider when developing systems of motivation for older XNA technology, which is a set of tools for developing games
people, as users may find the cost of adopting new technology with high graphics capabilities and performance, for both the
more than the expected benefit. In these cases they suggest to Xbox console and computers running Windows. The second
increase the direct benefit that the technology produces to technology used for non-immersive games is Windows
increase the benefit perceived by the user. Presentation Foundation (WPF), this technology is not
To break the barrier of learning and simplify the use of specifically designed for games, but it offers a large
games, it was decided to use natural interaction techniques infrastructure and graphics power with animation, video and
based on the use of touchscreens as interface with the audio capabilities. This puts it on the ability to develop non-
computer, eliminating the use of keyboards and mice, in immersive games with high graphics performance and
particular it has been chosen an All-in-one PC which includes interaction, reducing the development time compared with the
the computer and a touch screen in a compact and nice design, technologies specially designed for games and 3D
reducing the psychological barrier of dealing with a computer. environments such as XNA.
IV. RESULTS
Within the project there are several game environments that
can be divided according to their objective into: cognitive
stimulation environments and physical stimulation
environments.
3. The cognitive stimulation games seek to work the areas The screen shows a series of tiles and the user has to click
such as attention, memory or executive functions, being on them in a particular order. This order may be numeric or
cognitive areas the most affected at the beginning of dementia. size.
These games are presented in a touchscreen environment,
allowing users to interact with the game in a simple and
intuitive way, and are fully configurable as they allow
defining different scenarios playing with their parameters,
such as difficulty or number of items involved in the game.
On the other hand, with the aim of stimulating physically,
we propose a virtual paradise which seeks to encourage the
abandonment of the idle, transmit peace and quiet to the
player.
All in line with the conclusions drawn from interviews with
medical personnel, where the main lines were: The use of
simple equipment, easy to use and intuitive; Development of
games that incorporate visual or auditory stimuli to improve Figure 4 - Follow the sequence (screen capture)
memory, strengthen the patient's daily life activities, allowing
customization of the games to the needs and abilities of the
patient, and finally not forgetting the fun as the engine of 2) How to play:
motivation for encouraging the use of games. At the beginning of the game, the tiles are displayed, and
A. Rowing the player must click on the appropriate order. In the case of
numbered tiles, each tile carries within it a number, starting
1) Description: with 1 and ending in the number of tiles that you have on the
The game is based on a realistic graphical model that board. The player must to click the tiles in increased
allows users to immerse themselves in a tropical paradise and numerical order.
interact with it. If we play by size, on the board appear tiles of various sizes,
The game features several scenarios where the user can but this time without a number. In this case, the player must
move slowly interacting with the game using the Wiimote click the tiles beginning with the smallest and ending with the
remote control. largest.
The figure shows a tropical paradise with an island in the If the appropriate tile is clicked, it turns green, indicating
background, a sunny day and clear water, this scenario intends that is the correct. If is wrong, on top of the screen is displays
to convey peace and quiet to the user. a message encouraging you to try again, and is counted as a
mistake. Once all the tiles are lit, it is indicated in the same
part of the screen that the game is over and scores are stored.
If you click on a green tile also counts as a mistake.
You can configure how tiles appear on the board, having
three distributions. In the first distribution tiles are arranged in
a straight line. In the second, the tiles are aligned along a line
by decreasing size. In the third, the tiles are randomly
distributed across the board. So the game has defined six
levels of difficulty, which cover all combinations of tile types
and distributions on the board.
C. Dress the doll
1) Description:
The screen shows a doll and a set of clothes. The user
Figure 3 - Rowing (screen capture) should dress the doll with the appropriate ones.
2) How to play:
To play you need a screen and a Wiimote. The remote
control is taken as an oar and using gentle circular motion, the
camera is moved around the stage following a predefined path.
B. Follow the sequence
1) Description:
4. Figure 5 - Dress the doll (screen capture) Figure 6 - Link sounds with elements (screen capture)
2) How to play: 2) How to play:
The screen shows a figure that can be male or female, and To start the game, the user must click on the button labelled
many different clothing. The player must drag each piece of "Play Sound" that appears on the left side of the board. When
clothing to the area where it belongs. When it is close enough, clicked, it plays an audio associated with any of the items
the garment is adjusted automatically, and a message reports represented on the board. Having heard the sound, you must
that it has been placed properly. When the article does not click on the element of the board related to that sound,
approach to the area corresponding to it, nothing happens, so clicking on another element is counted as a mistake, and on
you cannot put an item out of place. top of the screen tells the player to try again. If correct, is also
The silhouette can be male or female, depending on the indicated with a message. The elements that have already been
difficulty. If male, the clothes are four: shoes, tie, shirt and clicked count as a mistake if you click them again and sound
trousers. Therefore, at least four elements appear on the screen, does not change until you get right which element it belongs.
without the dummy. If the figure is female, there are a jacket, The sounds can be heard as often as necessary. When you
a handbag, high heels, a skirt and a mobile, a total of five click on the correct item, the sound changes to the next item,
pieces. and when all have been clicked correctly, indicates that the
You can bring up one set of items or two sets of items for game is finished and data is saved. The sounds order is
each silhouette. That is, in the case of man, can be configured random and the way the figures are placed on the board is
to appear a set of trousers, shirt, tie and shoes in yellow colour, random too, so every game is different.
and other set in blue colour, and the same for the female The elements vary in type and number to increase the
figure, although in this case the colours are black and blue. complexity, taking from musical instruments or animals, to
In the first degree of difficulty, only appears one set of fragments of songs that must be associated with the interpreter.
clothes, and the player simply has to drag each garment into
his place, so that you cannot make mistakes. However, when E. Grouping objects
there are two pieces of each garment, we can control that the 1) Description:
player must dress the silhouette in a particular colour or select Various objects appear on the screen related in some way
the clothes in the same colour. and the user will have to separate them into two groups
D. Link sounds with elements according to their relationship.
1) Description:
This game, as well as visual and tactile, incorporates sound
elements. Various elements are presented on the screen, each
one with a distinctive sound. The user must connect the sound
you hear with its visual representation.
Figure 7 - Grouping objects (screen capture)
2) How to play:
The game is to group shapes according to their shape or
colour. It features a configurable number of elements on the
5. board that the player must drag to a defined area, in which to have ten weeks of duration, during which patients will have
group the items based on certain criteria. thirty play sessions, it will try to assess the status of the
When starting the game, in the central part appear the patient before the study and at its conclusion, comparing their
figures, distributed randomly. In the upper left corner evolution against a control group, to try to validate the
indicates the way they should be grouped. The areas where the theoretical conclusions initially mentioned in this article and
figures must be carried are green and yellow boxes that are in proposed in the eMotiva's project.
the ends of the board. When the figures are close enough to
these boxes will automatically move on them. Once placed, a ACKNOWLEDGMENT
figure cannot be moved again. When all have been placed, it Authors thank the eMotiva consortium for their
will display a message in the middle of the board indicating contribution to this work.
that the game has ended.
You can vary the difficulty of the game using the number REFERENCES
of elements and the number of colours of them.
V. CONCLUSIONS
[1] C.L. Ferri, M. Prince, et al, “Global prevalence of dementia: a Delphi
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include playful and entertaining aspects, with a high value of Detección y cuidados en personas mayores, ser. Promoción de la Salud
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significant motivation to prevent apathy, inactivity or
passivity.
On the other hand, the other games try to stimulate different
areas of cognition such as memory, attention or executive
functions, as well as stimulate visual and auditory perception.
The cognitive stimulation has its biological basis in
neuroplasticity or plasticity of the nervous system as
mentioned in the introduction. On this basis, frequent
interaction with a game environment rich in stimuli, can be
considered positive in maintaining cognitive abilities in
people with dementia. Each game presents a challenge and an
attempt to improve day by day, which can have effects on
people's emotional interaction. So the games are presented as
elements that can promote motivation.
After an initial presentation of the games to the medical
staff, the first assessments are agree that these appear to
comply with the guidelines of simplicity, the inclusion of
different requested elements of cognitive stimulation and
capacity to be included easily in their daily activities with the
patient.
F. Future lines of work:
The path or line of work ahead is clearly marked and goes
through to make a gaming implementation of motivation in
the centres that are part of the project. To carry out
subsequently a randomized controlled study, in subjects with
Alzheimer-type dementia, in its later stages. The study will