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1.
Sensors (Basel) ; 24(6)2024 Mar 07.
Artículo en Inglés | MEDLINE | ID: mdl-38544003

RESUMEN

The modern healthcare landscape is overwhelmed by data derived from heterogeneous IoT data sources and Electronic Health Record (EHR) systems. Based on the advancements in data science and Machine Learning (ML), an improved ability to integrate and process the so-called primary and secondary data fosters the provision of real-time and personalized decisions. In that direction, an innovative mechanism for processing and integrating health-related data is introduced in this article. It describes the details of the mechanism and its internal subcomponents and workflows, together with the results from its utilization, validation, and evaluation in a real-world scenario. It also highlights the potential derived from the integration of primary and secondary data into Holistic Health Records (HHRs) and from the utilization of advanced ML-based and Semantic Web techniques to improve the quality, reliability, and interoperability of the examined data. The viability of this approach is evaluated through heterogeneous healthcare datasets pertaining to personalized risk identification and monitoring related to pancreatic cancer. The key outcomes and innovations of this mechanism are the introduction of the HHRs, which facilitate the capturing of all health determinants in a harmonized way, and a holistic data ingestion mechanism for advanced data processing and analysis.


Asunto(s)
Registros Electrónicos de Salud , Neoplasias Pancreáticas , Humanos , Salud Holística , Reproducibilidad de los Resultados , Semántica , Aprendizaje Automático
2.
Artículo en Inglés | MEDLINE | ID: mdl-33802082

RESUMEN

Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users' goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed.


Asunto(s)
Tutoría , Salud Laboral , Juegos de Video , Estilo de Vida Saludable , Humanos , Motivación
3.
Transl Behav Med ; 9(1): 76-98, 2019 01 01.
Artículo en Inglés | MEDLINE | ID: mdl-29554380

RESUMEN

Cardiovascular diseases (CVDs) are a leading cause of premature death worldwide. International guidelines recommend routine delivery of all phases of cardiac rehabilitation (CR). Uptake of traditional CR remains suboptimal, as attendance at formal hospital-based CR programs is low, with community-based CR rates and individual long-term exercise maintenance even lower. Home-based CR programs have been shown to be equally effective in clinical and health-related quality of life outcomes and yet are not readily available. The aim of the current study was to develop the PATHway intervention (physical activity toward health) for the self-management of CVD. Increasing physical activity in individuals with CVD was the primary behavior. The PATHway intervention was theoretically informed by the behavior change wheel and social cognitive theory. All relevant intervention functions, behavior change techniques, and policy categories were identified and translated into intervention content. Furthermore, a person-centered approach was adopted involving an iterative codesign process and extensive user testing. Education, enablement, modeling, persuasion, training, and social restructuring were selected as appropriate intervention functions. Twenty-two behavior change techniques, linked to the six intervention functions and three policy categories, were identified for inclusion and translated into PATHway intervention content. This paper details the use of the behavior change wheel and social cognitive theory to develop an eHealth intervention for the self-management of CVD. The systematic and transparent development of the PATHway intervention will facilitate the evaluation of intervention effectiveness and future replication.


Asunto(s)
Rehabilitación Cardiaca/tendencias , Enfermedades Cardiovasculares/epidemiología , Ejercicio Físico/fisiología , Automanejo/métodos , Telemedicina/métodos , Anciano , Terapia Conductista/métodos , Rehabilitación Cardiaca/estadística & datos numéricos , Enfermedades Cardiovasculares/mortalidad , Enfermedades Cardiovasculares/terapia , Costo de Enfermedad , Ejercicio Físico/psicología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Mortalidad Prematura/tendencias , Calidad de Vida/psicología , Resultado del Tratamiento
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