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1.
Eur J Neurosci ; 60(3): 4115-4127, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38378245

RESUMO

Attention deficit hyperactivity disorder is one of the most prevalent neurodevelopmental disorders worldwide. Recent studies show that machine learning has great potential for the diagnosis of attention deficit hyperactivity disorder. The aim of the present article is to systematically review the scientific literature on machine learning studies for the diagnosis of attention deficit hyperactivity disorder, focusing on psychometric questionnaire tools. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were adopted. The review protocol was registered in the PROSPERO database. A search was conducted in three databases-Web of Science Core Collection, Scopus and Pubmed-with the aim of identifying studies that apply ML techniques to support the diagnosis of attention deficit hyperactivity disorder. A total of 17 empirical studies were found that met the established inclusion criteria. The results showed that machine learning can be used to increase the accuracy of attention deficit hyperactivity disorder diagnosis. Machine learning techniques are useful and effective strategies that can complement traditional diagnostics in patients with attention deficit hyperactivity disorder.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade , Aprendizado de Máquina , Psicometria , Transtorno do Deficit de Atenção com Hiperatividade/diagnóstico , Humanos , Psicometria/métodos , Inquéritos e Questionários
2.
Sensors (Basel) ; 24(2)2024 Jan 05.
Artigo em Inglês | MEDLINE | ID: mdl-38257416

RESUMO

Attention-Deficit/Hyperactivity Disorder (ADHD) is a neurodevelopmental disorder known for its significant heterogeneity and varied symptom presentation. Describing the different subtypes as predominantly inattentive (ADHD-I), combined (ADHD-C), and hyperactive-impulsive (ADHD-H) relies primarily on clinical observations, which can be subjective. To address the need for more objective diagnostic methods, this pilot study implemented a Microsoft Kinect-based Stroop Color-Word Test (KSWCT) with the objective of investigating the potential differences in executive function and motor control between different subtypes in a group of children and adolescents with ADHD. A series of linear mixture modeling were used to encompass the performance accuracy, reaction times, and extraneous movements during the tests. Our findings suggested that age plays a critical role, and older subjects showed improvements in KSWCT performance; however, no significant divergence in activity level between the subtypes (ADHD-I and ADHD-H/C) was established. Patients with ADHD-H/C showed tendencies toward deficits in motor planning and executive control, exhibited by shorter reaction times for incorrect responses and more difficulty suppressing erroneous responses. This study provides preliminary evidence of unique executive characteristics among ADHD subtypes, advances our understanding of the heterogeneity of the disorder, and lays the foundation for the development of refined and objective diagnostic tools for ADHD.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade , Adolescente , Criança , Humanos , Transtorno do Deficit de Atenção com Hiperatividade/diagnóstico , Projetos Piloto , Movimento (Física) , Movimento , Comportamento Impulsivo
3.
Artigo em Inglês | MEDLINE | ID: mdl-37422547

RESUMO

Mental disorders in children and adolescents may follow different trajectories, such as remission, change of diagnosis, or addition of two or more comorbid diagnoses, showing a heterotypic pattern. This study aims to describe the main diagnostic trajectories across a broad range of mental disorder diagnostic categories, from childhood to adolescence and from adolescence to young adulthood in a clinical population. A prospective study was conducted among a clinical sample of children and adolescents who were aged 3-17 years at the face-to-face baseline interview. Electronic health records of these participants were reviewed 10 years later. The diagnostic stability over time was examined using the kappa coefficient, and factors associated with stability were explored using simple logistic regression. The study included a sample of 691 participants. The kappa coefficient for diagnostic stability across all diagnoses was 0.574 for the transition from childhood to adulthood, 0.614 from childhood to adolescence, and 0.733 from adolescence to adulthood. Neurodevelopmental diagnoses had the highest stability. Factors associated with higher diagnostic stability included family history of mental disorders, receiving psychopharmacological treatment, and symptom severity at baseline. We found a variable diagnostic stability across different diagnoses and age categories. The different life transitions represent complex periods that should not be overlooked from a clinical standpoint. An appropriate transition from child and adolescent mental health services to adult mental health services may have a positive impact on children and adolescents with mental disorders.

4.
Eur Child Adolesc Psychiatry ; 31(1): 5-20, 2022 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-32424511

RESUMO

Attention-deficit/hyperactivity disorder (ADHD) is a prevalent and serious disorder among children. Video games have shown potential for aiding in child healthcare. Video games could contribute to the assessment and management of ADHD, but there are no previous reviews on this topic. Here, we systematically review the evidence about video game-based assessment tools and interventions for children diagnosed with ADHD. This review followed the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines. The review protocol was registered in PROSPERO database. We searched four databases-PubMed, PsycInfo, Embase and clinicaltrials.gov-to identify original studies exploring either video game-based interventions or video game-based assessment tools in children with ADHD. After initial screening, full text revision and study selection, 22 articles were finally included in the review. Most studies used PC as platform, with a minority using a video console, pad, or 3D device. Video game-based assessment tools were generally effective in discriminating ADHD cases from controls, and in discriminating between ADHD subtypes. Video game-based therapeutic interventions were well accepted and generally effective in improving cognitive areas and decreasing ADHD symptoms. Gamification and cognitive training could be the main mechanisms underlying the usefulness and effectiveness of video game-based assessment tools and interventions. Software optimization and greater collaboration between developers and healthcare professionals are some of the priorities for future research in this area.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade , Jogos de Vídeo , Transtorno do Deficit de Atenção com Hiperatividade/diagnóstico , Transtorno do Deficit de Atenção com Hiperatividade/terapia , Criança , Humanos
5.
Sensors (Basel) ; 22(10)2022 May 23.
Artigo em Inglês | MEDLINE | ID: mdl-35632357

RESUMO

Obtaining accurate and objective assessments of an individual's personality is vital in many areas including education, medicine, sports and management. Currently, most personality assessments are conducted using scales and questionnaires. Unfortunately, it has been observed that both scales and questionnaires present various drawbacks. Their limitations include the lack of veracity in the answers, limitations in the number of times they can be administered, or cultural biases. To solve these problems, several articles have been published in recent years proposing the use of movements that participants make during their evaluation as personality predictors. In this work, a multiple linear regression model was developed to assess the examinee's personality based on their movements. Movements were captured with the low-cost Microsoft Kinect camera, which facilitates its acceptance and implementation. To evaluate the performance of the proposed system, a pilot study was conducted aimed at assessing the personality traits defined by the Big-Five Personality Model. It was observed that the traits that best fit the model are Extroversion and Conscientiousness. In addition, several patterns that characterize the five personality traits were identified. These results show that it is feasible to assess an individual's personality through his or her movements and open up pathways for several research.


Assuntos
Determinação da Personalidade , Personalidade , Feminino , Humanos , Masculino , Projetos Piloto , Inquéritos e Questionários
6.
Entropy (Basel) ; 22(6)2020 Jun 17.
Artigo em Inglês | MEDLINE | ID: mdl-33286447

RESUMO

Nowadays, across the most important problems faced by health centers are those caused by the existence of patients who do not attend their appointments. Among others, these patients cause loss of revenue to the health centers and increase the patients' waiting list. In order to tackle these problems, several scheduling systems have been developed. Many of them require predicting whether a patient will show up for an appointment. However, obtaining these estimates accurately is currently a challenging problem. In this work, a systematic review of the literature on predicting patient no-shows is conducted aiming at establishing the current state-of-the-art. Based on a systematic review following the PRISMA methodology, 50 articles were found and analyzed. Of these articles, 82% were published in the last 10 years and the most used technique was logistic regression. In addition, there is significant growth in the size of the databases used to build the classifiers. An important finding is that only two studies achieved an accuracy higher than the show rate. Moreover, a single study attained an area under the curve greater than the 0.9 value. These facts indicate the difficulty of this problem and the need for further research.

7.
J Med Internet Res ; 19(3): e79, 2017 03 20.
Artigo em Inglês | MEDLINE | ID: mdl-28320691

RESUMO

BACKGROUND: One of the major challenges in mental medical care is finding out new instruments for an accurate and objective evaluation of the attention deficit hyperactivity disorder (ADHD). Early ADHD identification, severity assessment, and prompt treatment are essential to avoid the negative effects associated with this mental condition. OBJECTIVE: The aim of our study was to develop a novel ADHD assessment instrument based on Microsoft Kinect, which identifies ADHD cardinal symptoms in order to provide a more accurate evaluation. METHODS: A group of 30 children, aged 8-12 years (10.3 [SD 1.4]; male 70% [21/30]), who were referred to the Child and Adolescent Psychiatry Unit of the Department of Psychiatry at Fundación Jiménez Díaz Hospital (Madrid, Spain), were included in this study. Children were required to meet the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria of ADHD diagnosis. One of the parents or guardians of the children filled the Spanish version of the Strengths and Weaknesses of ADHD Symptoms and Normal Behavior (SWAN) rating scale used in clinical practice. Each child conducted a Kinect-based continuous performance test (CPT) in which the reaction time (RT), the commission errors, and the time required to complete the reaction (CT) were calculated. The correlations of the 3 predictors, obtained using Kinect methodology, with respect to the scores of the SWAN scale were calculated. RESULTS: The RT achieved a correlation of -.11, -.29, and -.37 with respect to the inattention, hyperactivity, and impulsivity factors of the SWAN scale. The correlations of the commission error with respect to these 3 factors were -.03, .01, and .24, respectively. CONCLUSIONS: Our findings show a relation between the Microsoft Kinect-based version of the CPT and ADHD symptomatology assessed through parental report. Results point out the importance of future research on the development of objective measures for the diagnosis of ADHD among children and adolescents.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade/diagnóstico , Jogos de Vídeo , Criança , Feminino , Humanos , Internet , Masculino
8.
J Med Internet Res ; 19(1): e25, 2017 01 26.
Artigo em Inglês | MEDLINE | ID: mdl-28126703

RESUMO

BACKGROUND: Electronic prescribing devices with clinical decision support systems (CDSSs) hold the potential to significantly improve pharmacological treatment management. OBJECTIVE: The aim of our study was to develop a novel Web- and mobile phone-based application to provide a dynamic CDSS by monitoring and analyzing practitioners' antipsychotic prescription habits and simultaneously linking these data to inpatients' symptom changes. METHODS: We recruited 353 psychiatric inpatients whose symptom levels and prescribed medications were inputted into the MEmind application. We standardized all medications in the MEmind database using the Anatomical Therapeutic Chemical (ATC) classification system and the defined daily dose (DDD). For each patient, MEmind calculated an average for the daily dose prescribed for antipsychotics (using the N05A ATC code), prescribed daily dose (PDD), and the PDD to DDD ratio. RESULTS: MEmind results found that antipsychotics were used by 61.5% (217/353) of inpatients, with the largest proportion being patients with schizophrenia spectrum disorders (33.4%, 118/353). Of the 217 patients, 137 (63.2%, 137/217) were administered pharmacological monotherapy and 80 (36.8%, 80/217) were administered polytherapy. Antipsychotics were used mostly in schizophrenia spectrum and related psychotic disorders, but they were also prescribed in other nonpsychotic diagnoses. Notably, we observed polypharmacy going against current antipsychotics guidelines. CONCLUSIONS: MEmind data indicated that antipsychotic polypharmacy and off-label use in inpatient units is commonly practiced. MEmind holds the potential to create a dynamic CDSS that provides real-time tracking of prescription practices and symptom change. Such feedback can help practitioners determine a maximally therapeutic drug treatment while avoiding unproductive overprescription and off-label use.


Assuntos
Antipsicóticos/uso terapêutico , Telefone Celular , Sistemas de Apoio a Decisões Clínicas , Prescrição Eletrônica , Internet , Transtornos Psicóticos/tratamento farmacológico , Adolescente , Adulto , Idoso , Prescrições de Medicamentos , Estudos de Viabilidade , Feminino , Humanos , Pacientes Internados , Masculino , Pessoa de Meia-Idade , Projetos Piloto , Padrões de Prática Médica , Adulto Jovem
9.
Behav Res Methods ; 48(4): 1575-1579, 2016 12.
Artigo em Inglês | MEDLINE | ID: mdl-26487050

RESUMO

The Continuous Performance Test (CPT) is a widely used computerized test to assess impulsivity. This article proposes the use of a CPT variant based on movement recognition to obtain more accurate measurements of impulsivity. In this pilot study, 22 volunteers participated in a CPT experiment responding to the stimuli by raising his or her dominant hand instead of pressing the space bar in a keyboard. Using this method, correlations of self-reported impulsivity with number of commission errors and average reaction time improved those obtained with standard CPT.


Assuntos
Comportamento Impulsivo , Movimento , Testes Neuropsicológicos , Reconhecimento Psicológico , Adulto , Feminino , Mãos , Humanos , Masculino , Projetos Piloto , Tempo de Reação , Adulto Jovem
10.
Transl Neurosci ; 15(1): 20220349, 2024 Jan 01.
Artigo em Inglês | MEDLINE | ID: mdl-39380964

RESUMO

Attention deficit hyperactivity disorder (ADHD) is a prevalent neurodevelopmental disorder. A key challenge associated with this condition is achieving an early diagnosis. The current study seeks to anticipate and delineate the assessments offered by both parents and teachers concerning a child's behavior and overall functioning with the Behavior Rating Inventory of Executive Function-2 (BRIEF-2). Mothers, fathers, and teachers of 59 children diagnosed or in the process of being assessed for ADHD participated in this study. The responses provided by 59 mothers, 59 fathers, and 57 teachers to the BRIEF-2 questionnaire were collected. The performance of various feature selection techniques, including Lasso, decision trees, random forest, extreme gradient boosting, and forward stepwise regression, was evaluated. The results indicate that Lasso stands out as the optimal method for our dataset, striking an ideal balance between accuracy and interpretability. A repeated validation analysis reveals an average positive correlation exceeding 0.5 between the inattention/hyperactivity scores reported by informants (mother, father, or teacher) and the predictions derived from Lasso. This performance is achieved using only approximately 18% of the BRIEF-2 items. These findings underscore the usefulness of variable selection techniques in accurately characterizing a patient's condition while employing a small subset of assessment items. This efficiency is particularly valuable in time-constrained settings and contributes to improving the comprehension of ADHD.

11.
Brain Behav ; 13(11): e3265, 2023 11.
Artigo em Inglês | MEDLINE | ID: mdl-37743605

RESUMO

BACKGROUND: Attention-deficit/hyperactivity disorder (ADHD) is a prevalent neurodevelopmental disorder in children and adolescents. Recent studies show that video games have great potential for the treatment and rehabilitation of ADHD patients. The aim of the present review is to systematically review the scientific literature on the relationship between video games and ADHD, focusing on adherence to treatment, frequency of the intervention, and the long-term follow-up of video games in children and adolescents with ADHD. METHODS: The preferred reporting items for systematic reviews and meta-analyses guidelines were adopted. The review protocol was registered in PROSPERO database. We searched in three databases, PubMed, Medline, and Web of Science to identify studies examining the association between video game interventions in ADHD patients. RESULTS: A total of 18 empirical studies met the established inclusion criteria. The results showed that video games-based interventions can be used to improve ADHD symptoms and display high adherence to treatment. In addition, in the studies reviewed, the most common intervention frequency is 30 min three to five times per week. However, there is little evidence from studies with video games showing long-term effects in patients with ADHD. CONCLUSION: Video games are useful and effective interventions that can complement traditional treatments in patients with ADHD.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade , Transtornos do Neurodesenvolvimento , Jogos de Vídeo , Criança , Adolescente , Humanos , Transtorno do Deficit de Atenção com Hiperatividade/terapia , Seguimentos
12.
Sci Rep ; 13(1): 13689, 2023 08 22.
Artigo em Inglês | MEDLINE | ID: mdl-37608015

RESUMO

The assessment of cognitive functions is mainly based on standardized neuropsychological tests, widely used in various fields such as personnel recruitment, education, or health. This paper presents a virtual reality game that allows collecting continuous measurements of both the performance and behaviour of the subject in an immersive, controllable, and naturalistic experience. The application registers variables related to the user's eye movements through the use of virtual reality goggles, as well as variables of the game performance. We study how virtual reality can provide data to help predict scores on the Attention Control Scale Test and the Barratt Impulsiveness Scale. We design the application and test it with a pilot group. We build a random forest regressor model to predict the attention and impulsivity scales' total score. When evaluating the performance of the model, we obtain a positive correlation with attention (0.434) and with impulsivity (0.382). In addition, our model identified that the most significant variables are the time spent looking at the target or at distractors, the eye movements variability, the number of blinks and the pupil dilation in both attention and impulsivity. Our results are consistent with previous results in the literature showing that it is possible to use data collected in virtual reality to predict the degree of attention and impulsivity.


Assuntos
Comportamento Impulsivo , Realidade Virtual , Cognição , Escolaridade , Movimentos Oculares
13.
Artigo em Inglês | MEDLINE | ID: mdl-36833900

RESUMO

(1) Background: In the "post-COVID-19 era", there is a need to focus on properly assessing and addressing the extent of its well-established mental health collateral damage. The "Electronic Mental Wellness Tool" (E-mwTool) is a 13-item validated stepped-care or stratified management instrument that aims at the high-sensitivity captures of individuals with mental health disorders to determine the need for mental health care. This study validated the E-mwTool in a Spanish-speaking population. (2) Methods: It is a cross-sectional validation study using the Mini International Neuropsychiatric Interview as a criterion standard in a sample of 433 participants. (3) Results: About 72% of the sample had a psychiatric disorder, and 67% had a common mental disorder. Severe mental disorders, alcohol use disorders, substance use disorders, and suicide risk had a much lower prevalence rate (6.7%, 6.2%, 3.2%, and 6.2%, respectively). The first three items performed excellently in identifying any mental health disorder with 0.97 sensitivity. Ten additional items classified participants with common mental disorders, severe mental disorders, substance use disorders, and suicide risk. (4) Conclusions: The E-mwTool had high sensitivity in identifying common mental disorders, alcohol and substance use disorders, and suicidal risk. However, the tool's sensitivity in detecting low-prevalence disorders in the sample was low. This Spanish version may be useful to detect patients at risk of mental health burden at the front line of primary and secondary care in facilitating help-seeking and referral by their physicians.


Assuntos
Alcoolismo , COVID-19 , Transtornos Mentais , Transtornos Relacionados ao Uso de Substâncias , Humanos , Saúde Mental , Estudos Transversais , Transtornos Mentais/epidemiologia , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Programas de Rastreamento
14.
ScientificWorldJournal ; 2012: 825189, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22654633

RESUMO

OBJECTIVES: To define different subgroups of suicide attempters according to age at onset of suicide attempts. METHODS: Participants were 229 suicide attempters (147 females; 82 males) admitted to a general hospital in Madrid, Spain. We used admixture analysis to determine the best-fitting model for the age at onset of suicide attempts separated by sex. RESULTS: The best fitted model for the age at onset of suicide attempts was a mixture of two gaussian distributions. Females showed an earlier age at onset of suicide attempts in both Gaussian distributions (mean ± S.D.) (26.98 ± 5.69 and 47.98 ± 14.13) than males (32.77 ± 8.11 and 61.31 ± 14.61). Early-onset female attempters were more likely to show borderline personality disorder than late-onset female attempters (OR = 11.11; 95% CI = 2.43-50.0). CONCLUSIONS: Age at onset of suicide attempts characterizes different subpopulations of suicide attempters.


Assuntos
Idade de Início , Tentativa de Suicídio/estatística & dados numéricos , Adulto , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Transtornos da Personalidade/epidemiologia , Fatores de Risco , Adulto Jovem
15.
JMIR Serious Games ; 10(3): e33884, 2022 Aug 01.
Artigo em Inglês | MEDLINE | ID: mdl-35916694

RESUMO

Video game-based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD). Compared with more traditional strategies within the multimodal treatment of ADHD, video games have certain advantages such as being comfortable, flexible, and cost-efficient. However, establishing the most appropriate type(s) of video games that should be used for this treatment remains a matter of debate, including the commercial existing video games or serious video games that are specifically constructed to target specific disorders. This guide represents a starting point for developing serious video games aimed at treating ADHD. We summarize the key points that need to be addressed to generate an effective and motivating game-based treatment. Following recommendations from the literature to create game-based treatments, we describe the development stages of a serious video game for treating ADHD. Game design should consider the interests of future users; game mechanics should be based on cognitive exercises; and therapeutic mechanisms must include the control of difficulty, engagement, motivation, time constraints, and reinforcement. To elaborate upon this guide, we performed a narrative review focused on the use of video games for the treatment of ADHD, and were inspired by our own experience during the development of the game "The Secret Trail of Moon."

16.
Brain Sci ; 12(7)2022 Jul 01.
Artigo em Inglês | MEDLINE | ID: mdl-35884684

RESUMO

Symptoms of Attention Deficit Hyperactivity Disorder (ADHD) include excessive activity, difficulty sustaining attention, and inability to act in a reflective manner. Early diagnosis and treatment of ADHD is key but may be influenced by the observation and communication skills of caregivers, and the experience of the medical professional. Attempts to obtain additional measures to support the medical diagnosis, such as reaction time when performing a task, can be found in the literature. We propose an information recording system that allows to study in detail the behavior shown by children already diagnosed with ADHD during a car driving video game. We continuously record the participants' activity throughout the task and calculate the error committed. Studying the trajectory graphs, some children showed uniform patterns, others lost attention from one point onwards, and others alternated attention/inattention intervals. Results show a dependence between the age of the children and their performance. Moreover, by analyzing the positions by age over time using clustering, we show that it is possible to classify children according to their performance. Future studies will examine whether this detailed information about each child's performance pattern can be used to fine-tune treatment.

17.
J Psychiatr Pract ; 28(2): 143-155, 2022 Mar 03.
Artigo em Inglês | MEDLINE | ID: mdl-35238826

RESUMO

BACKGROUND: Schizophrenia is a prevalent and serious disorder. Video games have shown potential as an aid in health care for people who suffer from schizophrenia. Although video games may contribute benefit in the treatment of schizophrenia, reviews on this topic are scarce. In this article, we systematically review the evidence concerning video game-based therapeutic interventions for people diagnosed with schizophrenia. METHODS: This review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. The review protocol was registered in the PROSPERO database. We searched 4 databases-PubMed, Web of Science, EMBASE, and clinicaltrials.gov-to identify original studies exploring video game-based therapeutic interventions for people with schizophrenia. RESULTS: After initial screening, full-text review, and study selection, 11 articles were included in the review. Most studies used video consoles as the platform, with a minority using a personal computer. Video game-based therapeutic interventions were well accepted and generally effective in improving cognitive areas. CONCLUSIONS: Cognitive training could be one of the main mechanisms underlying the usefulness and effectiveness of video game-based therapeutic interventions. Software optimization and greater collaboration between developers and health care professionals are some of the priorities for future research in this area.


Assuntos
Transtornos Cognitivos , Terapias Complementares , Esquizofrenia , Jogos de Vídeo , Humanos , Esquizofrenia/terapia
18.
Front Comput Neurosci ; 15: 674028, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34234664

RESUMO

The deep lasso algorithm (dlasso) is introduced as a neural version of the statistical linear lasso algorithm that holds benefits from both methodologies: feature selection and automatic optimization of the parameters (including the regularization parameter). This last property makes dlasso particularly attractive for feature selection on small samples. In the two first conducted experiments, it was observed that dlasso is capable of obtaining better performance than its non-neuronal version (traditional lasso), in terms of predictive error and correct variable selection. Once that dlasso performance has been assessed, it is used to determine whether it is possible to predict the severity of symptoms in children with ADHD from four scales that measure family burden, family functioning, parental satisfaction, and parental mental health. Results show that dlasso is able to predict parents' assessment of the severity of their children's inattention from only seven items from the previous scales. These items are related to parents' satisfaction and degree of parental burden.

19.
Comput Math Methods Med ; 2020: 9727096, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32952603

RESUMO

One of the current challenges faced by health centers is to reduce the number of patients who do not attend their appointments. The existence of these patients causes the underutilization of the center's services, which reduces their income and extends patient's access time. In order to reduce these negative effects, several appointment scheduling systems have been developed. With the recent availability of electronic health records, patient scheduling systems that incorporate the patient's no-show prediction are being developed. However, the benefits of including a personalized individual variable time slot for each patient in those probabilistic systems have not been yet analyzed. In this article, we propose a scheduling system based on patients' no-show probabilities with variable time slots and a dynamic priority allocation scheme. The system is based on the solution of a mixed-integer programming model that aims at maximizing the expected profits of the clinic, accounting for first and follow-up visits. We validate our findings by performing an extensive simulation study based on real data and specific scheduling requirements provided by a Spanish hospital. The results suggest potential benefits with the implementation of the proposed allocation system with variable slot times. In particular, the proposed model increases the annual cumulated profit in more than 50% while decreasing the waiting list and waiting times by 30% and 50%, respectively, with respect to the actual appointment scheduling system.


Assuntos
Agendamento de Consultas , Modelos Estatísticos , Pacientes não Comparecentes/estatística & dados numéricos , Biologia Computacional , Simulação por Computador , Humanos , Visita a Consultório Médico/estatística & dados numéricos , Unidade Hospitalar de Psiquiatria/estatística & dados numéricos , Espanha , Fatores de Tempo
20.
Brain Sci ; 10(10)2020 Oct 09.
Artigo em Inglês | MEDLINE | ID: mdl-33050130

RESUMO

In the last few years, several computerized tasks have been developed to increase the objectivity of the diagnosis of attention-deficit hyperactivity disorder (ADHD). This article proposes the "running raccoon" video game to assess the severity of inattention in patients diagnosed with ADHD. Unlike existing tests, the proposed tool is a genuine video game in which the patient must make a raccoon avatar jump to avoid falling into different gaps. The distance to the gap is recorded for each jump. To evaluate the proposed game, an experiment was conducted in which 32 children diagnosed with ADHD participated. For each participant, the median and interquartile range of these distances were calculated, along with the number of omissions. Experimental results showed a significant correlation between the participants' inattention (measured by the Attention-Deficit/Hyperactivity Disorder Symptoms and Normal Behavior rating scale (SWAN) inattention subscale) with each of these three measures. In addition to its accuracy, other benefits are its short duration and the possibility of being run on both standard computers and mobile devices. These characteristics facilitate its acceptance in clinical environments or even its telematic use. The obtained results, together with the characteristics of the video game, make it an excellent tool to support clinicians in the diagnosis of ADHD.

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