1/26
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
mobile phone / smart phone
portable computers with which the user has a personal relationship, and which has a great impact on their social lives
blended care
the combination of DMH services used alongside face to face intervention
the 4 key features of successful apps
high patient engagement, simple user interface, transdiagnostic capabilities, self-monitoring features
high patient engagement
usage of reminders and gamification
simple user interface
requires low cognitive load to use
transdiagnostic capabilities
apps that can be used for multiple mental health concerns, reducing the committment needed to engage with DMH
self-monitoring features
increase emotional self-awareness and coping skills
MARS
mobile application rating scale
objective quality subscales of MARS
engagement, functionality, aesthetics, information
other subscales of the MARS
subjective quality rating, app-specific features
issues of RCT research within DMH
the time difference between grant application and publication / community implementation
Riley’s 3 Rs for research
rapid, responsive, relevant
ways current research has tried to limit the challenges of RCT research
using smaller sample sizes, different methods of pilot testing, using ongoing testing
modern pilot testing methods
sequential multiple assignment randomised trials (SMART); multiphase optimisation strategy trials (MOST)
multiphase optimisation strategy trials (MOST)
studies that are condicted in iterative phases, where different variables are tested at each phase and held constant at the next phase
one ongoing testing technique
continuous evaluation of evolving behavioural intervention technologies (CEEBIT)
virtual reality
the leveraging of technologies to produce sensory stimuli to create a realistic, interactive, and immersive experience of a 3D environment
head mounted displays (HMDs)
devices worn on the head encompassing the visual field to deliver virtual realities; deliver a slightly different image to each eye to create the illusion of depth, movement, and speed
immersion
the extent to which VR technologies can achieve place illusion, plausibility, and presence to reflect real world behaviours and experiences
place illusion
the sense of being there while using VR
plausibility
the feeling that the scenario of a virtual environment is actually happening
presence
the degree to which a individual feels physically present in the virtual world
digital divide
the finding that the development of virtual realities has outpaced its research
sensor
a device that detects and responds to some type of input from the physical environment
machine learning
a type of AI that provides computers with the ability to learn when exposed to new data, without being explicitly programmed
data mining
the process of discovering patterns and relationships in large data sets to solve problems through data analysis
Mobilyze!
an app and internet based intervention with minimal therapist intervention for the treatment of depression