2024
Matey-Sanz, Miguel; González-Pérez, Alberto; Casteleyn, Sven; Granell-Canut, Carlos
Implementing and Evaluating the Timed Up and Go Test Automation Using Smartphones and Smartwatches Journal Article
In: IEEE Journal of Biomedical and Health Informatics, vol. 28, iss. 11, pp. 6594 - 6605, 2024, ISSN: 2168-2208.
Abstract | Links | BibTeX | Tags: activity recognition, machine learning, Mobile apps, symptoms, wearables
@article{Matey2024b,
title = {Implementing and Evaluating the Timed Up and Go Test Automation Using Smartphones and Smartwatches},
author = {Miguel Matey-Sanz and Alberto González-Pérez and Sven Casteleyn and Carlos Granell-Canut},
doi = {https://doi.org/10.1109/JBHI.2024.3456169},
issn = {2168-2208},
year = {2024},
date = {2024-09-09},
urldate = {2024-09-09},
journal = {IEEE Journal of Biomedical and Health Informatics},
volume = {28},
issue = {11},
pages = {6594 - 6605},
abstract = {Physical performance tests aim to assess the physical abilities and mobility skills of individuals for various healthcare purposes. They are often driven by experts and usually performed at their practice, and therefore they are resource-intensive and time-demanding. For tests based on objective measurements (e.g., duration, repetitions), technology can be used to automate them, allowing the patients to perform the test themselves, more frequently and anywhere, while alleviating the expert from supervising the test. The well-known Timed Up and Go (TUG) test, typically used for mobility assessment, is an ideal candidate for automation, as inertial sensors (among others) can be deployed to detect the various movements constituting the test without expert supervision. To move from expert-led testing to self-administered testing, we present a mHealth system capable of automating the TUG test using a pocket-sized smartphone or a wrist smartwatch paired with a smartphone, where data from inertial sensors are used to detect the activities carried out by the patient while performing the test and compute their results in real time. All processing (i.e., data processing, machine learning-based activity inference, results calculation) takes place on the smartphone. The use of both devices to automate the TUG test was evaluated (w.r.t. accuracy, reliability and battery consumption) and mutually compared, and set off with a reference method, obtaining excellent Bland-Altman agreement results and Intraclass Correlation Coefficient reliability. Results also suggest that the smartwatch-based system performs better than the smartphone-based system.},
keywords = {activity recognition, machine learning, Mobile apps, symptoms, wearables},
pubstate = {published},
tppubtype = {article}
}
Gómez-Cambronero, Águeda; Mann, Anna-Lisa; Mira, Adriana; Doherty, Gavin; Casteleyn, Sven
Smartphone-based serious games for mental health: a scoping review Journal Article
In: Multimedia Tools and Applications, vol. 83, pp. 84047–84094, 2024, ISSN: 1573-7721.
Abstract | Links | BibTeX | Tags: mental health, serious games, symptoms, Systematic mapping
@article{GomezCambronero2024a,
title = {Smartphone-based serious games for mental health: a scoping review},
author = {Águeda Gómez-Cambronero and Anna-Lisa Mann and Adriana Mira and Gavin Doherty and Sven Casteleyn},
doi = {https://doi.org/10.1007/s11042-024-18971-w},
issn = {1573-7721},
year = {2024},
date = {2024-04-01},
urldate = {2024-04-01},
journal = {Multimedia Tools and Applications},
volume = {83},
pages = {84047–84094},
abstract = {The use of smartphone-based Serious Games in mental health care is an emerging and promising research field. Combining the intrinsic characteristics of games (e.g., interactiveness, immersiveness, playfulness, user-tailoring and engaging nature) with the capabilities of smartphones (e.g., versatility, ubiquitous connectivity, built-in sensors and anywhere–anytime nature) yields great potential to deliver innovative psychological treatments, which are engaging, effective, fun and always available. This article presents a scoping review, based on the PRISMA (scoping review extension) guidelines, of the field of smartphone-based serious games for mental health care. The review combines an analysis of the technical characteristics, including game design, smartphone and game-specific features, with psychological dimensions, including type and purpose of use, underlying psychological frameworks and strategies. It also explores the integration of psychological features into Serious Games and summarizes the findings of evaluations performed. A systematic search identified 40 smartphone-based Serious Games for mental health care. The majority consist of standalone and self-administrable interventions, applying a myriad of psychological strategies to address a wide range of psychological symptoms and disorders. The findings explore the potential of Serious Games as treatments and for enhancing patient engagement; we conclude by proposing several avenues for future research in order to identify best practices and success factors.},
keywords = {mental health, serious games, symptoms, Systematic mapping},
pubstate = {published},
tppubtype = {article}
}
2023
Matey-Sanz, Miguel; Casteleyn, Sven; Granell-Canut, Carlos
Dataset of inertial measurements of smartphones and smartwatches for human activity recognition Journal Article
In: Data in Brief, vol. 51, pp. 109809, 2023, ISSN: 2352-3409.
Abstract | Links | BibTeX | Tags: activity recognition, dataset, machine learning, smartphone app, smartwatch, symptoms
@article{Matey2023c,
title = {Dataset of inertial measurements of smartphones and smartwatches for human activity recognition},
author = {Miguel Matey-Sanz and Sven Casteleyn and Carlos Granell-Canut},
doi = {https://doi.org/10.1016/j.dib.2023.109809},
issn = {2352-3409},
year = {2023},
date = {2023-12-15},
journal = {Data in Brief},
volume = {51},
pages = {109809},
abstract = {This article describes a dataset for human activity recognition with inertial measurements, i.e., accelerometer and gyroscope, from a smartphone and a smartwatch placed in the left pocket and on the left wrist, respectively. Twenty-three heterogeneous subjects (μ = 44.3, σ = 14.3, 56% male) participated in the data collection, which consisted of performing five activities (seated, standing up, walking, turning, and sitting down) arranged in a specific sequence (corresponding with the TUG test). Subjects performed the sequence of activities multiple times while the devices collected inertial data at 100 Hz and were video-recorded by a researcher for data labelling purposes. The goal of this dataset is to provide smartphone- and smartwatch-based inertial data for human activity recognition collected from a heterogeneous (i.e., age-diverse, gender-balanced) set of subjects. Along with the dataset, the repository includes demographic information (age, gender), information about each sequence of activities (smartphone's orientation in the pocket, direction of turns), and a Python package with utility functions (data loading, visualization, etc). The dataset can be reused for different purposes in the field of human activity recognition, from cross-subject evaluation to comparison of recognition performance using data from smartphones and smartwatches.},
keywords = {activity recognition, dataset, machine learning, smartphone app, smartwatch, symptoms},
pubstate = {published},
tppubtype = {article}
}
Gómez-Cambronero, Águeda
"Horizon: Resilience": A Smartphone-based Serious Game Intervention for Depressive Symptoms PhD Thesis
Universitat Jaume I. INIT, 2023.
Abstract | Links | BibTeX | Tags: mental health, Mobile apps, mobile computing, serious games, symptoms
@phdthesis{GomezCambronero2023b,
title = {"Horizon: Resilience": A Smartphone-based Serious Game Intervention for Depressive Symptoms},
author = {Águeda Gómez-Cambronero},
url = {http://hdl.handle.net/10803/689528},
doi = {http://dx.doi.org/10.6035/14101.2023.544418},
year = {2023},
date = {2023-12-11},
school = {Universitat Jaume I. INIT},
abstract = {Depression is the most prevalent mental issue in our society, leading to disability and suicide deaths. The COVID-19 pandemic has intensified the need for depression treatment and prevention. While effective, evidence-based psychological treatments for depression exists, only a small percentage of those in need actually receive them. Technology, particularly smartphone-based interventions, can help maximize the reach of these treatments while ensuring their effectiveness, although it comes with challenges, such as high dropout rates. Despite the potential
of this therapy, this is a field that requires considerably more research to fully explore the benefits that smartphones have to offer. Specifically, serious games, designed with a purpose beyond entertainment, have emerged as a promising treatment tool, leveraging advance smartphone capabilities, aligning with psychological treatment principles, and enhancing user engagement.
This dissertation introduces “Horizon: Resilience”, a smartphone-based Serious Game for depressive symptoms. It is a city builder game with a decision making narrative, in which the player (patient) manages a town. The objective is to make the town progress, ensuring the steady inflow of resources and fostering the psychological resilience of its inhabitants. The game is based on the Cognitive Behavioral Therapy (CBT) framework and includes Positive Psychology (PP) techniques. These psychological techniques are woven into the game’s gameplay, feedback, economy system, quests, graphics, and story. Noteworthy is the integration of promoting Physical Activity, detected using the phone’s motion sensors, as part of gameplay. The game draws on the findings of a scoping review on smartphone-based serious games in mental health, and was informed by consultations with therapists as part of a user-centered design. Therapists and patients furthermore provided a qualitative and quantitative evaluation of a Minimum Viable Product (MVP) of the game. Their positive impressions indicate high acceptance and positive expectation regarding the use of the game as an
intervention. Lastly, a pilot randomized controlled trial protocol is outlined to assess its preliminary effectiveness-},
keywords = {mental health, Mobile apps, mobile computing, serious games, symptoms},
pubstate = {published},
tppubtype = {phdthesis}
}
of this therapy, this is a field that requires considerably more research to fully explore the benefits that smartphones have to offer. Specifically, serious games, designed with a purpose beyond entertainment, have emerged as a promising treatment tool, leveraging advance smartphone capabilities, aligning with psychological treatment principles, and enhancing user engagement.
This dissertation introduces “Horizon: Resilience”, a smartphone-based Serious Game for depressive symptoms. It is a city builder game with a decision making narrative, in which the player (patient) manages a town. The objective is to make the town progress, ensuring the steady inflow of resources and fostering the psychological resilience of its inhabitants. The game is based on the Cognitive Behavioral Therapy (CBT) framework and includes Positive Psychology (PP) techniques. These psychological techniques are woven into the game’s gameplay, feedback, economy system, quests, graphics, and story. Noteworthy is the integration of promoting Physical Activity, detected using the phone’s motion sensors, as part of gameplay. The game draws on the findings of a scoping review on smartphone-based serious games in mental health, and was informed by consultations with therapists as part of a user-centered design. Therapists and patients furthermore provided a qualitative and quantitative evaluation of a Minimum Viable Product (MVP) of the game. Their positive impressions indicate high acceptance and positive expectation regarding the use of the game as an
intervention. Lastly, a pilot randomized controlled trial protocol is outlined to assess its preliminary effectiveness-
Matey-Sanz, Miguel; Torres-Sospedra, Joaquín; González-Pérez, Alberto; Casteleyn, Sven; Granell-Canut, Carlos
Analysis and Impact of Training Set Size in Cross-Subject Human Activity Recognition Proceedings Article
In: Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications, pp. 391–405, Springer, Cham, 2023, ISBN: 978-3-031-49018-7.
Abstract | Links | BibTeX | Tags: activity recognition, machine learning, smartphone app, smartwatch, symptoms
@inproceedings{Matey2023b,
title = {Analysis and Impact of Training Set Size in Cross-Subject Human Activity Recognition},
author = {Miguel Matey-Sanz and Joaquín Torres-Sospedra and Alberto González-Pérez and Sven Casteleyn and Carlos Granell-Canut},
doi = {https://doi.org/10.1007/978-3-031-49018-7_28},
isbn = {978-3-031-49018-7},
year = {2023},
date = {2023-12-01},
booktitle = {Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications},
volume = {14469},
pages = {391–405},
publisher = {Springer, Cham},
series = {Lecture Notes in Computer Science},
abstract = {The ubiquity of consumer devices with sensing and computational capabilities, such as smartphones and smartwatches, has increased interest in their use in human activity recognition for healthcare monitoring applications, among others. When developing such a system, researchers rely on input data to train recognition models. In the absence of openly available datasets that meet the model requirements, researchers face a hard and time-consuming process to decide which sensing device to use or how much data needs to be collected. In this paper, we explore the effect of the amount of training data on the performance (i.e., classification accuracy and activity-wise F1-scores) of a CNN model by performing an incremental cross-subject evaluation using data collected from a consumer smartphone and smartwatch. Systematically studying the incremental inclusion of subject data from a set of 22 training subjects, the results show that the model’s performance initially improves significantly with each addition, yet this improvement slows down the larger the number of included subjects. We compare the performance of models based on smartphone and smartwatch data. The latter option is significantly better with smaller sizes of training data, while the former outperforms with larger amounts of training data. In addition, gait-related activities show significantly better results with smartphone-collected data, while non-gait-related activities, such as standing up or sitting down, were better recognized with smartwatch-collected data.},
keywords = {activity recognition, machine learning, smartphone app, smartwatch, symptoms},
pubstate = {published},
tppubtype = {inproceedings}
}
González-Pérez, Alberto
Applying Mobile and Geospatial Technologies to Ecological Momentary Interventions PhD Thesis
Universitat Jaume I. INIT, 2023.
Abstract | Links | BibTeX | Tags: cognitive-behavioural therapy, exposure therapy, Mobile apps, mobile computing, symptoms
@phdthesis{Gonzalez-Perez2023b,
title = {Applying Mobile and Geospatial Technologies to Ecological Momentary Interventions},
author = {Alberto González-Pérez},
doi = {http://dx.doi.org/10.6035/14101.2023.533823},
year = {2023},
date = {2023-09-07},
school = {Universitat Jaume I. INIT},
abstract = {Today a large percentage of the population suffers from anxiety-related problems. This anxiety can appear in day-to-day situations. An effective therapy for these problems is exposure. In it, the person is gradually exposed to what he fears. However, these therapy sessions are long and force the patient and therapist to travel to a specific place. Here, the use of a mobile application that guides the patient during the exposure sessions can be beneficial. Until now, this application did not exist, due to the complexity of its implementation. In this doctoral thesis, the necessary tools have been implemented to facilitate the implementation of this type of solution. In addition, in collaboration with psychology professionals, a mobile application has been implemented to self-guide exposure, which has been positively assessed by an external committee of experts.},
keywords = {cognitive-behavioural therapy, exposure therapy, Mobile apps, mobile computing, symptoms},
pubstate = {published},
tppubtype = {phdthesis}
}
Gómez-Cambronero, Águeda; Casteleyn, Sven; Bretón-López, Juana; García-Palacios, Azucena; Mira, Adriana
A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial Journal Article
In: Internet Interventions, vol. 32, pp. 100624, 2023, ISSN: 2214-7829.
Abstract | Links | BibTeX | Tags: depression, serious games, smartphone app, symptoms
@article{GomezCambronero2023a,
title = {A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial},
author = {Águeda Gómez-Cambronero and Sven Casteleyn and Juana Bretón-López and Azucena García-Palacios and Adriana Mira},
doi = {https://doi.org/10.1016/j.invent.2023.100624},
issn = {2214-7829},
year = {2023},
date = {2023-04-28},
journal = {Internet Interventions},
volume = {32},
pages = {100624},
abstract = {Background
Depression is the most prevalent mental disorder, with detrimental effects on the patient's well-being, high disability, and a huge associated societal and economic cost. There are evidence-based treatments, but it is difficult to reach all people in need. Internet-based interventions, and more recently smartphone-based interventions, were explored to overcome barriers to access. Evidence shows them to be effective alternatives to traditional treatments. This paper presents the protocol of a pilot study whose primary aim is to investigate the efficacy of a smartphone-based serious game intervention for patients with mild to moderate depressive symptoms.
Methods
This randomized controlled pilot trial protocol foresees two arms design: 1/ smartphone- based serious game intervention (based on Cognitive Behavior Therapy with particular emphasis on Behavioral Activation and Physical Activity), 2/ waiting list control group. The study is expected to recruit 40 participants (18+), which will be randomly assigned to one of the experimental conditions. The duration of the intervention is two months. The primary outcome measure will be depressive symptomatology. Secondary outcomes will include other variables such as physical activity, resilience, anxiety, depression impairment, and positive and negative affect. Treatment expectation, satisfaction, usability, and game playability will also be measured. The data will be analyzed based on the intention-to-treat and per protocol analyses.
Discussion
The study aims to establish initial evidence for the efficacy of a smartphone-based serious game intervention, to serve as input for a larger-scale randomized control trial. The intervention exploits advanced smartphone capabilities, such as the use of a serious game as delivery mode, with the potential benefit of engagement and treatment adherence, and motion sensors to monitor and stimulate physical activity. As a secondary objective, the study aims to gather initial evidence on the user's expectations, satisfaction, usability and playability of the serious game as a treatment.},
keywords = {depression, serious games, smartphone app, symptoms},
pubstate = {published},
tppubtype = {article}
}
Depression is the most prevalent mental disorder, with detrimental effects on the patient's well-being, high disability, and a huge associated societal and economic cost. There are evidence-based treatments, but it is difficult to reach all people in need. Internet-based interventions, and more recently smartphone-based interventions, were explored to overcome barriers to access. Evidence shows them to be effective alternatives to traditional treatments. This paper presents the protocol of a pilot study whose primary aim is to investigate the efficacy of a smartphone-based serious game intervention for patients with mild to moderate depressive symptoms.
Methods
This randomized controlled pilot trial protocol foresees two arms design: 1/ smartphone- based serious game intervention (based on Cognitive Behavior Therapy with particular emphasis on Behavioral Activation and Physical Activity), 2/ waiting list control group. The study is expected to recruit 40 participants (18+), which will be randomly assigned to one of the experimental conditions. The duration of the intervention is two months. The primary outcome measure will be depressive symptomatology. Secondary outcomes will include other variables such as physical activity, resilience, anxiety, depression impairment, and positive and negative affect. Treatment expectation, satisfaction, usability, and game playability will also be measured. The data will be analyzed based on the intention-to-treat and per protocol analyses.
Discussion
The study aims to establish initial evidence for the efficacy of a smartphone-based serious game intervention, to serve as input for a larger-scale randomized control trial. The intervention exploits advanced smartphone capabilities, such as the use of a serious game as delivery mode, with the potential benefit of engagement and treatment adherence, and motion sensors to monitor and stimulate physical activity. As a secondary objective, the study aims to gather initial evidence on the user's expectations, satisfaction, usability and playability of the serious game as a treatment.
González-Pérez, Alberto; Matey-Sanz, Miguel; Granell-Canut, Carlos; Díaz-Sanahuja, Laura; Bretón-López, Juana; Casteleyn, Sven
AwarNS: A framework for developing context-aware reactive mobile applications for health and mental health Journal Article
In: Journal of Biomedical Informatics, vol. 141, pp. 104359, 2023, ISSN: 1532-0464.
Abstract | Links | BibTeX | Tags: context-aware computing, digital phenotyping, location-based services, mHealth, smartphone app, symptoms
@article{Gonzalez-Perez2023a,
title = {AwarNS: A framework for developing context-aware reactive mobile applications for health and mental health},
author = {Alberto González-Pérez and Miguel Matey-Sanz and Carlos Granell-Canut and Laura Díaz-Sanahuja and Juana Bretón-López and Sven Casteleyn},
doi = {10.1016/j.jbi.2023.104359},
issn = {1532-0464},
year = {2023},
date = {2023-04-20},
journal = {Journal of Biomedical Informatics},
volume = {141},
pages = {104359},
abstract = {In recent years, interest and investment in health and mental health smartphone apps have grown significantly. However, this growth has not been followed by an increase in quality and the incorporation of more advanced features in such applications. This can be explained by an expanding fragmentation of existing mobile platforms along with more restrictive privacy and battery consumption policies, with a consequent higher complexity of developing such smartphone applications. To help overcome these barriers, there is a need for robust, well-designed software development frameworks which are designed to be reliable, power-efficient and ethical with respect to data collection practices, and which support the sense-analyse-act paradigm typically employed in reactive mHealth applications. In this article, we present the AwarNS Framework, a context-aware modular software development framework for Android smartphones, which facilitates transparent, reliable, passive and active data sampling running in the background (sense), on-device and server-side data analysis (analyse), and context-aware just-in-time offline and online intervention capabilities (act). It is based on the principles of versatility, reliability, privacy, reusability, and testability. It offers built-in modules for capturing smartphone and associated wearable sensor data (e.g. IMU sensors, geolocation, Wi-Fi and Bluetooth scans, physical activity, battery level, heart rate), analysis modules for data transformation, selection and filtering, performing geofencing analysis and machine learning regression and classification, and act modules for persistence and various notification deliveries. We describe the framework’s design principles and architecture design, explain its capabilities and implementation, and demonstrate its use at the hand of real-life case studies implementing various mobile interventions for different mental disorders used in clinical practice.},
keywords = {context-aware computing, digital phenotyping, location-based services, mHealth, smartphone app, symptoms},
pubstate = {published},
tppubtype = {article}
}
2022
Acedo-Sánchez, Albert; González-Pérez, Alberto; Granell-Canut, Carlos; Casteleyn, Sven
Emotive facets of place meet urban analytics Journal Article
In: Transactions in GIS, vol. 26, no. 7, pp. 2954–2974, 2022, ISSN: 1361-1682.
Abstract | Links | BibTeX | Tags: data analysis methods, sense of place, symptoms
@article{Acedo2022a,
title = {Emotive facets of place meet urban analytics},
author = {Albert Acedo-Sánchez and Alberto González-Pérez and Carlos Granell-Canut and Sven Casteleyn},
doi = {https://doi.org/10.1111/tgis.12990},
issn = {1361-1682},
year = {2022},
date = {2022-11-30},
journal = {Transactions in GIS},
volume = {26},
number = {7},
pages = {2954–2974},
abstract = {The lack of a well-established and unified place theory across disciplines is decelerating its formalization, evolution, and especially its pragmatic implications and applicability. In this article, we identify research gaps in the emotive facets of place scholarship. We found that it: (1) rarely joins physical, social, and individual variables in the same model; (2) omits the immediately perceived and sensory dimensions; (3) disregards the analysis of how individual–place emotive relationships vary across time; and (4) overlooks the difficulties of reducing multifaceted emotive facets of place into geographic features. Next, we examine these research gaps through the lens of technology-based advancements in urban analytics. Finally, we discuss the need to combine social-oriented research and (spatial) data-driven disciplines to enrich and expand the research area of emotive facets of place and connected disciplines.},
keywords = {data analysis methods, sense of place, symptoms},
pubstate = {published},
tppubtype = {article}
}
Matey-Sanz, Miguel; González-Pérez, Alberto; Casteleyn, Sven; Granell-Canut, Carlos
Instrumented Timed Up and Go Test Using Inertial Sensors from Consumer Wearable Devices Proceedings Article
In: Artificial Intelligence in Medicine. AIME 2022, pp. 144-154, Springer, Cham, 2022, ISBN: 978-3031093418.
Abstract | Links | BibTeX | Tags: machine learning, Mobile apps, mobile computing, symptoms, wearables
@inproceedings{Matey2022a,
title = {Instrumented Timed Up and Go Test Using Inertial Sensors from Consumer Wearable Devices},
author = {Miguel Matey-Sanz and Alberto González-Pérez and Sven Casteleyn and Carlos Granell-Canut},
doi = {https://doi.org/10.1007/978-3-031-09342-5_14},
isbn = {978-3031093418},
year = {2022},
date = {2022-07-09},
booktitle = {Artificial Intelligence in Medicine. AIME 2022},
volume = {13263},
pages = {144-154},
publisher = {Springer, Cham},
series = {Lectures Notes in Artificial Intelligence},
abstract = {Precision medicine pursues the ambitious goal of providing personalized interventions targeted at individual patients. Within this vision, digital health and mental health, where fine-grained monitoring of patients form the basis for so-called ecological momentary assessments and interventions, play a central role as complementary technology-based and data-driven instruments to traditional psychological treatments. Mobile devices are hereby key enablers: consumer smartphones and wearables are ubiquitously present and used in daily life, while they come with the necessary embedded physiological, inertial and movement sensors to potentially recognise user’s activities and behaviors. In this article, we explore whether real-time detection of fine-grained activities - relevant in the context of wellbeing - is feasible, applying machine learning techniques and based on sensor data collected from a consumer smartwatch device. We present the system architecture, whereby data collection is performed in the wearable device, real-time data processing and inference is delegated to the paired smartphone, and model training is performed offline. Finally, we demonstrate its use by instrumenting the well-known Timed Up and Go (TUG) test, typically used to assess the risk of fall in elderly people. Experiments show that consumer smartwatches can be used to automate the assessment of TUG tests and obtain satisfactory results, comparable with the classical manually performed version of the test.},
keywords = {machine learning, Mobile apps, mobile computing, symptoms, wearables},
pubstate = {published},
tppubtype = {inproceedings}
}
Díaz-Sanahuja, Laura; Miralles, Ignacio; Granell-Canut, Carlos; Mira, Adriana; González-Pérez, Alberto; Casteleyn, Sven; García-Palacios, Azucena; Bretón-López, Juana
Client’s Experiences Using a Location-Based Technology ICT System during Gambling Treatments’ Crucial Components: A Qualitative Study Journal Article
In: International Journal of Environmental Research and Public Health, vol. 19, no. 7, pp. 3769, 2022, ISSN: 1660-4601.
Abstract | Links | BibTeX | Tags: gambling, geolocation, mental health, symptoms
@article{diazsanchez2022a,
title = {Client’s Experiences Using a Location-Based Technology ICT System during Gambling Treatments’ Crucial Components: A Qualitative Study},
author = {Laura Díaz-Sanahuja and Ignacio Miralles and Carlos Granell-Canut and Adriana Mira and Alberto González-Pérez and Sven Casteleyn and Azucena García-Palacios and Juana Bretón-López
},
doi = {https://doi.org/10.3390/ijerph19073769},
issn = {1660-4601},
year = {2022},
date = {2022-03-22},
journal = {International Journal of Environmental Research and Public Health},
volume = {19},
number = {7},
pages = {3769},
abstract = {Cognitive Behavioral Therapy is the treatment of choice for Gambling Disorder (GD), with stimulus control (SC) and exposure with response prevention (ERP) being its two core components. Despite their efficacy, SC and ERP are not easy to deliver, so it is important to explore new ways to enhance patient compliance regarding SC and ERP. The aim of this study is to describe and assess the opinion of two patients diagnosed with problem gambling and GD that used the Symptoms app, a location-based ICT system, during SC and ERP. A consensual qualitative research study was conducted. We used a semi-structured interview, developed ad-hoc based on the Expectation and Satisfaction Scale and System Usability Scale. A total of 20 categories were identified within six domains: usefulness, improvements, recommendation to other people, safety, usability, and opinion regarding the use of the app after completing the intervention. The patients considered the app to be useful during the SC and ERP components and emphasized that feeling observed and supported at any given time helped them avoid lapses. This work can offer a starting point that opens up new research paths regarding psychological interventions for gambling disorder, such as assessing whether location-based ICT tools enhance commitment rates.},
keywords = {gambling, geolocation, mental health, symptoms},
pubstate = {published},
tppubtype = {article}
}
González-Pérez, Alberto; Matey-Sanz, Miguel; Granell-Canut, Carlos; Casteleyn, Sven
Using Mobile Devices as Scientific Measurements Instruments: Reliable Android Task Scheduling Journal Article
In: Pervasive and Mobile Computing, vol. 81, no. 101550, 2022, ISBN: 1574-1192.
Abstract | Links | BibTeX | Tags: Mobile apps, mobile computing, symptoms
@article{Gonzalez-Perez2022a,
title = {Using Mobile Devices as Scientific Measurements Instruments: Reliable Android Task Scheduling},
author = {Alberto González-Pérez and Miguel Matey-Sanz and Carlos Granell-Canut and Sven Casteleyn},
doi = {https://doi.org/10.1016/j.pmcj.2022.101550},
isbn = {1574-1192},
year = {2022},
date = {2022-02-01},
journal = {Pervasive and Mobile Computing},
volume = {81},
number = {101550},
abstract = {In various usage scenarios, smartphones are used as measuring instruments to systematically and unobtrusively collect data measurements (e.g., sensor data, user activity, phone usage data). Unfortunately, in the race towards extending battery life and improving privacy, mobile phone manufacturers are gradually restricting developers in (frequently) scheduling background (sensing) tasks and impede the exact scheduling of their execution time (i.e., Android’s “best effort” approach). This evolution hampers successful deployment of smartphones in sensing applications in scientific contexts, with unreliable and incomplete sampling rates frequently reported in literature. In this article, we discuss the ins and outs of Android’s background tasks scheduling mechanism, and formulate guidelines for developers to successfully implement reliable task scheduling. Implementing these guidelines, we present a software library, agnostic from the underlying Android scheduling mechanisms and restrictions, that allows Android developers to reliably schedule tasks with a maximum sampling rate of one minute. Our evaluation demonstrates the use and versatility of our task scheduler, and experimentally confirms its reliability and acceptable energy usage.},
keywords = {Mobile apps, mobile computing, symptoms},
pubstate = {published},
tppubtype = {article}
}
2021
Osma, Jorge; Martínez-García, Laura; Perís-Baquero, Óscar; Navarro-Haro, María Vicenta; González-Pérez, Alberto; Suso-Ribera, Carlos
In: BMJ Open, vol. 11, no. e054286, 2021, ISSN: 2044-6055.
Abstract | Links | BibTeX | Tags: mental health, symptoms
@article{Osma2021,
title = {Implementation, efficacy and cost effectiveness of the unified protocol in a blended format for the transdiagnostic treatment of emotional disorders: a study protocol for a multicentre, randomised, superiority controlled trial in the Spanish National Health System },
author = {Jorge Osma and Laura Martínez-García and Óscar Perís-Baquero and María Vicenta Navarro-Haro and Alberto González-Pérez and Carlos Suso-Ribera},
doi = {10.1136/bmjopen-2021-054286},
issn = {2044-6055},
year = {2021},
date = {2021-12-31},
journal = {BMJ Open},
volume = {11},
number = {e054286},
abstract = {Introduction: Emotional disorders (EDs) have become the most prevalent psychological disorders in the general population, which has boosted the economic burden associated with their management. Approximately half of the individuals do not receive adequate treatment. Consequently, finding solutions to deliver cost-effective treatments for EDs has become a key goal of today’s clinical psychology. Blended treatments, a combination of face-to-face and online interventions, have emerged as a potential solution to the previous. The Unified Protocol for the Transdiagnostic Treatment of EDs (UP) might serve this purpose, as it can be applied to a variety of disorders simultaneously and its manualised format makes it suitable for blended interventions.
Methods and analysis: The study is a multicentre, randomised, superiority, clinical trial. Participants will be 310 individuals with a diagnosis of an ED. They will be randomised to a treatment as usual (individual cognitive behavioural therapy) or a UP condition in a blended format (face-to-face individual UP +online, app-based UP). Primary outcomes will be ED diagnostic criteria and depression and anxiety symptoms. Cost efficiency of the intervention, app usability, as well as opinion and confidence in the treatment will also be evaluated. Assessment points will include baseline and 3 months, 6 months and 12 months after UP treatment.
Ethics and dissemination: The study has received approvals by the Ethics Research Committee of Navarra, Castellón, Euskadi, Castilla y León, Extremadura, Lleida and Aragón. The study is currently under an approval process by the Ethics Research Committees of all the remaining collaborating centres. Outcomes will be disseminated through publication in peer-reviewed journals and presentations at international conference meetings.},
keywords = {mental health, symptoms},
pubstate = {published},
tppubtype = {article}
}
Methods and analysis: The study is a multicentre, randomised, superiority, clinical trial. Participants will be 310 individuals with a diagnosis of an ED. They will be randomised to a treatment as usual (individual cognitive behavioural therapy) or a UP condition in a blended format (face-to-face individual UP +online, app-based UP). Primary outcomes will be ED diagnostic criteria and depression and anxiety symptoms. Cost efficiency of the intervention, app usability, as well as opinion and confidence in the treatment will also be evaluated. Assessment points will include baseline and 3 months, 6 months and 12 months after UP treatment.
Ethics and dissemination: The study has received approvals by the Ethics Research Committee of Navarra, Castellón, Euskadi, Castilla y León, Extremadura, Lleida and Aragón. The study is currently under an approval process by the Ethics Research Committees of all the remaining collaborating centres. Outcomes will be disseminated through publication in peer-reviewed journals and presentations at international conference meetings.
Gómez-Cambronero, Águeda
A Serious Game to Battle Depression Proceedings Article
In: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21), pp. 401-402, ACM, 2021, ISBN: 9781450383561.
Abstract | Links | BibTeX | Tags: depression, mental health, serious games, symptoms
@inproceedings{GomezCambronero2021b,
title = {A Serious Game to Battle Depression},
author = {Águeda Gómez-Cambronero},
doi = {https://doi.org/10.1145/3450337.3483520},
isbn = {9781450383561},
year = {2021},
date = {2021-10-01},
booktitle = {Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21)},
pages = {401-402},
publisher = {ACM},
abstract = {This multidisciplinary project aims to develop a mobile serious game – Horizon: Resilience – as an intervention for patient suffering from depression, the most common mental disorder globally. The game is based on Cognitive Behavioral Therapy (CBT), and intends to map therapeutic principles – such as Behavioral Activation (BA), motivation for change and cognitive flexibility – to game mechanics and gameplay. As such, as players progress in the game, they undergo an ecological momentary intervention in a playful way, which teaches them coping strategies, stimulates behavioral change and an active lifestyle. Once the game is fully developed, a validation with real patients under guidance of a therapist is foreseen.},
keywords = {depression, mental health, serious games, symptoms},
pubstate = {published},
tppubtype = {inproceedings}
}
Gómez-Cambronero, Águeda; Casteleyn, Sven; Mira, Adriana
Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression Proceedings Article
In: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21), pp. 236–241, ACM, 2021, ISBN: 9781450383561.
Abstract | Links | BibTeX | Tags: depression, mental health, serious games, symptoms
@inproceedings{GomezCambronero2021a,
title = {Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression},
author = {Águeda Gómez-Cambronero and Sven Casteleyn and Adriana Mira},
doi = {https://doi.org/10.1145/3450337.3483500},
isbn = {9781450383561},
year = {2021},
date = {2021-10-01},
booktitle = {Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21)},
pages = {236–241},
publisher = {ACM},
abstract = {Depression is the world’s most prevalent mental disorder and the primary source of disability adjusted life years (DALY). While traditional face-to-face therapies have been shown to be effective, alternative delivery methods, e.g. internet-based therapies, have been investigated to overcome barriers to access, such as lack of availability of therapists and infrastructure. This article presents the design of a mobile serious game as a novel psychological momentary ecological intervention for depressive symptoms. We discuss how selected principles and techniques of common psychological frameworks used to tackle depression, namely Cognitive Behavioral Therapy (including Behavioral Activation) and Positive Psychotherapy, were integrated in the game concept, gameplay and game mechanics of ”Horizon: Resilience”, a City Building and Decision Making serious game. The selected techniques are put central in the game design by introducing ”the Power R(esilience)”, which groups the psychological principles of motivation for change, cognitive flexibility, activation and positivity. While identifying with game characters and maintaining high levels of the Power R, the players are introduced to and learn to use Cognitive Behavioral Therapy and Positive Psychotherapy strategies, which they can ultimately apply in their real-life depressive symptomatology},
keywords = {depression, mental health, serious games, symptoms},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Miralles-Tena, Ignacio; Granell-Canut, Carlos; Díaz-Sanahuja, Laura; Woensel, William Van; Bretón-López, Juana; Mira, Adriana; Castilla, Diana; Casteleyn, Sven
Smartphone apps for the treatment of mental disorders: a systematic review Journal Article
In: JMIR mHealth and uHealth, vol. 8, no. 3, pp. e14897, 2020, ISSN: 2291-5222, (IF).
Abstract | Links | BibTeX | Tags: Health applications, mental health, Mobile apps, symptoms
@article{Miralles-Tena2020b,
title = {Smartphone apps for the treatment of mental disorders: a systematic review},
author = {Ignacio Miralles-Tena and Carlos Granell-Canut and Laura Díaz-Sanahuja and William Van Woensel and Juana Bretón-López and Adriana Mira and Diana Castilla and Sven Casteleyn},
doi = {10.2196/14897},
issn = {2291-5222},
year = {2020},
date = {2020-03-04},
journal = {JMIR mHealth and uHealth},
volume = {8},
number = {3},
pages = {e14897},
abstract = {Background: Smartphone apps are an increasingly popular means for delivering psychological interventions to patients suffering from a mental disorder. In line with this popularity, there is a need to analyze and summarize the state of the art, both from a psychological and technical perspective.
Objective: This study aimed to systematically review the literature on the use of smartphones for psychological interventions. Our systematic review has the following objectives: (1) analyze the coverage of mental disorders in research articles per year; (2) study the types of assessment in research articles per mental disorder per year; (3) map the use of advanced technical features, such as sensors, and novel software features, such as personalization and social media, per mental disorder; (4) provide an overview of smartphone apps per mental disorder; and (5) provide an overview of the key characteristics of empirical assessments with rigorous designs (ie, randomized controlled trials [RCTs]).
Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines for systematic reviews were followed. We performed searches in Scopus, Web of Science, American Psychological Association PsycNET, and Medical Literature Analysis and Retrieval System Online, covering a period of 6 years (2013-2018). We included papers that described the use of smartphone apps to deliver psychological interventions for known mental disorders. We formed multidisciplinary teams, comprising experts in psychology and computer science, to select and classify articles based on psychological and technical features.
Results: We found 158 articles that met the inclusion criteria. We observed an increasing interest in smartphone-based interventions over time. Most research targeted disorders with high prevalence, that is, depressive (31/158,19.6%) and anxiety disorders (18/158, 11.4%). Of the total, 72.7% (115/158) of the papers focused on six mental disorders: depression, anxiety, trauma and stressor-related, substance-related and addiction, schizophrenia spectrum, and other psychotic disorders, or a combination of disorders. More than half of known mental disorders were not or very scarcely (<3%) represented. An increasing number of studies were dedicated to assessing clinical effects, but RCTs were still a minority (25/158, 15.8%). From a technical viewpoint, interventions were leveraging the improved modalities (screen and sound) and interactivity of smartphones but only sparingly leveraged their truly novel capabilities, such as sensors, alternative delivery paradigms, and analytical methods.
Conclusions: There is a need for designing interventions for the full breadth of mental disorders, rather than primarily focusing on most prevalent disorders. We further contend that an increasingly systematic focus, that is, involving RCTs, is needed to improve the robustness and trustworthiness of assessments. Regarding technical aspects, we argue that further exploration and innovative use of the novel capabilities of smartphones are needed to fully realize their potential for the treatment of mental health disorders.},
note = {IF},
keywords = {Health applications, mental health, Mobile apps, symptoms},
pubstate = {published},
tppubtype = {article}
}
Objective: This study aimed to systematically review the literature on the use of smartphones for psychological interventions. Our systematic review has the following objectives: (1) analyze the coverage of mental disorders in research articles per year; (2) study the types of assessment in research articles per mental disorder per year; (3) map the use of advanced technical features, such as sensors, and novel software features, such as personalization and social media, per mental disorder; (4) provide an overview of smartphone apps per mental disorder; and (5) provide an overview of the key characteristics of empirical assessments with rigorous designs (ie, randomized controlled trials [RCTs]).
Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines for systematic reviews were followed. We performed searches in Scopus, Web of Science, American Psychological Association PsycNET, and Medical Literature Analysis and Retrieval System Online, covering a period of 6 years (2013-2018). We included papers that described the use of smartphone apps to deliver psychological interventions for known mental disorders. We formed multidisciplinary teams, comprising experts in psychology and computer science, to select and classify articles based on psychological and technical features.
Results: We found 158 articles that met the inclusion criteria. We observed an increasing interest in smartphone-based interventions over time. Most research targeted disorders with high prevalence, that is, depressive (31/158,19.6%) and anxiety disorders (18/158, 11.4%). Of the total, 72.7% (115/158) of the papers focused on six mental disorders: depression, anxiety, trauma and stressor-related, substance-related and addiction, schizophrenia spectrum, and other psychotic disorders, or a combination of disorders. More than half of known mental disorders were not or very scarcely (<3%) represented. An increasing number of studies were dedicated to assessing clinical effects, but RCTs were still a minority (25/158, 15.8%). From a technical viewpoint, interventions were leveraging the improved modalities (screen and sound) and interactivity of smartphones but only sparingly leveraged their truly novel capabilities, such as sensors, alternative delivery paradigms, and analytical methods.
Conclusions: There is a need for designing interventions for the full breadth of mental disorders, rather than primarily focusing on most prevalent disorders. We further contend that an increasingly systematic focus, that is, involving RCTs, is needed to improve the robustness and trustworthiness of assessments. Regarding technical aspects, we argue that further exploration and innovative use of the novel capabilities of smartphones are needed to fully realize their potential for the treatment of mental health disorders.
Miralles-Tena, Ignacio; Granell-Canut, Carlos; García-Palacios, Azucena; Castilla, Diana; González-Pérez, Alberto; Casteleyn, Sven; Bretón-López., Juana
Enhancing in vivo exposure in the treatment of panic disorder and agoraphobia using location-based technologies: A case report Journal Article
In: Clinical case studies, vol. 19, no. 2, pp. 145-159, 2020, ISBN: 1534-6501.
Abstract | BibTeX | Tags: Health applications, LBS, mental health, symptoms
@article{Miralles-Tena2020,
title = {Enhancing in vivo exposure in the treatment of panic disorder and agoraphobia using location-based technologies: A case report},
author = {Ignacio Miralles-Tena and Carlos Granell-Canut and Azucena García-Palacios and Diana Castilla and Alberto González-Pérez and Sven Casteleyn and Juana Bretón-López.},
isbn = {1534-6501},
year = {2020},
date = {2020-03-01},
journal = {Clinical case studies},
volume = {19},
number = {2},
pages = {145-159},
abstract = {Panic disorder (PD) is quite prevalent and often appears along with agoraphobia (PD/A). The treatment of choice is cognitive behavioral therapy (CBT). Transdiagnostic intervention, an emotion-focused, cognitive behavioral intervention that has led to the Unified Protocol (UP), emphasizes the common underlying mechanisms that contribute to the development and maintenance of emotional disorders such as PD/A. A core feature of this treatment approach is in vivo exposure (IVE) to feared situations, which aims to prevent avoidance behaviors and encourages the patient to confront feared situations gradually. It is a difficult component for patients, especially when implementing the exposure on their own. Different feedback formats can be used to increase adequate IVE and reduce overt or subtle avoidance. The use of smartphones is a very useful option to initiate and sustain exposure behavior. The purpose of this study is to describe the use of location-based technologies (LBTs) during the IVE component of the UP treatment of a 47-year-old patient with PD/A. The acceptability and usability of the system were assessed. The Symptoms platform was employed during the exposure module, using LBT with a smartphone app. The patient reported positive expectations, high satisfaction scores, and an overall satisfactory experience. Enhancing key therapeutic components during treatment through the development of media-based tools is a very promising future research aim, and the possibility of using advanced smartphone features should be explored.},
keywords = {Health applications, LBS, mental health, symptoms},
pubstate = {published},
tppubtype = {article}
}
2019
Miralles-Tena, Ignacio
Analysis and development of a platfom for generating context-aware apps for mental health PhD Thesis
Universitat Jaume I. INIT,, 2019.
BibTeX | Tags: context-aware computing, mental health, Mobile apps, symptoms
@phdthesis{Miralles-Tena2019b,
title = {Analysis and development of a platfom for generating context-aware apps for mental health},
author = {Ignacio Miralles-Tena},
editor = {Carlos Granell-Canut and Joaquín Huerta-Guijarro (supervisors)},
year = {2019},
date = {2019-12-19},
address = { Castellón},
school = {Universitat Jaume I. INIT,},
keywords = {context-aware computing, mental health, Mobile apps, symptoms},
pubstate = {published},
tppubtype = {phdthesis}
}
Castilla, Diana; Miralles-Tena, Ignacio; Bretón-López, Juana
Aplicación del PU en un caso de trastorno de pánico con agorafobia utilizando TICs Conference
XI Congreso nacional y I Internacional de la Asociación española de Psicología clínica y Psicopatología: Psicopatología y tratamientos transdiagnósticos 24-26 Octubre 2019 Campus Universitario de Teruel (Universidad de Zaragoza), Servicio de publicaciones, Universidad de Zaragoza, Teruel, 2019, ISBN: 978-84-16723-84-3.
Links | BibTeX | Tags: Health applications, mental health, symptoms
@conference{Castilla2019,
title = {Aplicación del PU en un caso de trastorno de pánico con agorafobia utilizando TICs},
author = {Diana Castilla and Ignacio Miralles-Tena and Juana Bretón-López},
doi = {10.26754/uz.978-84-16723-84-3 },
isbn = {978-84-16723-84-3},
year = {2019},
date = {2019-10-24},
booktitle = {XI Congreso nacional y I Internacional de la Asociación española de Psicología clínica y Psicopatología: Psicopatología y tratamientos transdiagnósticos 24-26 Octubre 2019 Campus Universitario de Teruel (Universidad de Zaragoza)},
pages = {90},
publisher = {Servicio de publicaciones, Universidad de Zaragoza},
address = {Teruel},
keywords = {Health applications, mental health, symptoms},
pubstate = {published},
tppubtype = {conference}
}
Granell-Canut, Carlos; Miralles-Tena, Ignacio; González-Pérez, Alberto; Casteleyn, Sven
En: XI Congreso nacional y I Internacional de la Asociación española de Psicología clínica y Psicopatología: Psicopatología y tratamientos transdiagnósticos 24-26 Octubre 2019 Campus Universitario de Teruel (Universidad de Zaragoza), Servicio de publicaciones, Universidad de Zaragoza, Teruel, 2019, ISBN: 978-84-16723-84-3 .
Links | BibTeX | Tags: Health applications, mental health, Mobile apps, symptoms
@conference{Granell-Canut2019,
title = {Consideraciones en el desarrollo de aplicaciones móviles conscientes del contexto para el soporte a los tratamientos psicológicos},
author = {Carlos Granell-Canut and Ignacio Miralles-Tena and Alberto González-Pérez and Sven Casteleyn},
doi = {10.26754/uz.978-84-16723-84-3 },
isbn = {978-84-16723-84-3 },
year = {2019},
date = {2019-10-24},
booktitle = {En: XI Congreso nacional y I Internacional de la Asociación española de Psicología clínica y Psicopatología: Psicopatología y tratamientos transdiagnósticos 24-26 Octubre 2019 Campus Universitario de Teruel (Universidad de Zaragoza)},
pages = {28},
publisher = {Servicio de publicaciones, Universidad de Zaragoza},
address = {Teruel},
keywords = {Health applications, mental health, Mobile apps, symptoms},
pubstate = {published},
tppubtype = {conference}
}
Miralles-Tena, Ignacio; Granell-Canut, Carlos; Casteleyn, Sven; González-Pérez, Alberto
XI Congreso nacional y I Internacional de la Asociación española de Psicología clínica y Psicopatología: Psicopatología y tratamientos transdiagnósticos 24-26 Octubre 2019 Campus Universitario de Teruel (Universidad de Zaragoza), Servicio de publicaciones, Universidad de Zaragoza, Teruel, 2019, ISBN: 978-84-16723-84-3.
Links | BibTeX | Tags: Health applications, mental health, symptoms
@conference{Miralles-Tena2019c,
title = {SyMptOMS: una plataforma web y móvil para la creación de aplicaciones con geolocalización para dar soporte a los tratamientos psicológicos},
author = {Ignacio Miralles-Tena and Carlos Granell-Canut and Sven Casteleyn and Alberto González-Pérez},
doi = {10.26754/uz.978-84-16723-84-3},
isbn = {978-84-16723-84-3},
year = {2019},
date = {2019-10-24},
booktitle = {XI Congreso nacional y I Internacional de la Asociación española de Psicología clínica y Psicopatología: Psicopatología y tratamientos transdiagnósticos 24-26 Octubre 2019 Campus Universitario de Teruel (Universidad de Zaragoza)},
pages = {32},
publisher = {Servicio de publicaciones, Universidad de Zaragoza},
address = {Teruel},
keywords = {Health applications, mental health, symptoms},
pubstate = {published},
tppubtype = {conference}
}
Díaz-Sanahuja, Laura; Miralles-Tena, Ignacio; Granell-Canut, Carlos; Bretón-López, Juana; González-Pérez, Alberto; Casteleyn, Sven; Castilla, Diana; Gacía-Palacios, Azucena
Enhancing stimulus control in the treatment of gambling disorder using location-based technologies Proceedings Article
In: ESRII 2019 Abstract book 6th Scientific meeting 2019 September 5-6, Copenhagen, pp. 63-64, 2019.
BibTeX | Tags: Health applications, mental health, symptoms
@inproceedings{Díaz-Sanahuja2019,
title = {Enhancing stimulus control in the treatment of gambling disorder using location-based technologies},
author = {Laura Díaz-Sanahuja and Ignacio Miralles-Tena and Carlos Granell-Canut and Juana Bretón-López and Alberto González-Pérez and Sven Casteleyn and Diana Castilla and Azucena Gacía-Palacios},
year = {2019},
date = {2019-10-10},
booktitle = {ESRII 2019 Abstract book 6th Scientific meeting 2019 September 5-6, Copenhagen},
pages = {63-64},
keywords = {Health applications, mental health, symptoms},
pubstate = {published},
tppubtype = {inproceedings}
}
González-Pérez, Alberto; Miralles-Tena, Ignacio; Granell-Canut, Carlos; Casteleyn, Sven
Challenges to Deliver Sensor-based Psychological Interventions using Smartphones Proceedings Article
In: Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2019 International Symposium on Wearable Computers , pp. 915-920, ACM, New York, 2019, ISBN: 978-1-4503-6869-8.
Links | BibTeX | Tags: FPU_Miralles, FPU-González, mental health, Mobile apps, RyC-Casteleyn, RyC-Granell, symptoms
@inproceedings{González-Pérez2019,
title = {Challenges to Deliver Sensor-based Psychological Interventions using Smartphones},
author = {Alberto González-Pérez and Ignacio Miralles-Tena and Carlos Granell-Canut and Sven Casteleyn},
doi = {10.1145/1122445.1122456},
isbn = {978-1-4503-6869-8},
year = {2019},
date = {2019-09-10},
booktitle = {Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2019 International Symposium on Wearable Computers },
pages = {915-920},
publisher = {ACM},
address = {New York},
keywords = {FPU_Miralles, FPU-González, mental health, Mobile apps, RyC-Casteleyn, RyC-Granell, symptoms},
pubstate = {published},
tppubtype = {inproceedings}
}
Miralles-Tena, Ignacio; Granell-Canut, Carlos
Considerations for designing context-aware mobile apps for mental health interventions Journal Article
In: International journal of environmental research and public health, vol. 6, no. 7, pp. 1197, 2019, (IF).
Abstract | Links | BibTeX | Tags: context-aware computing, FPU_Miralles, Health applications, Mobile apps, RyC-Granell, symptoms
@article{Miralles-Tena2019,
title = {Considerations for designing context-aware mobile apps for mental health interventions},
author = {Ignacio Miralles-Tena and Carlos Granell-Canut},
doi = {10.3390/ijerph16071197},
year = {2019},
date = {2019-03-15},
journal = {International journal of environmental research and public health},
volume = {6},
number = {7},
pages = {1197},
abstract = {This work identifies major areas of knowledge and proposes a set of relevant dimensions by area that must be taken into account in the design and delivery of context-aware mobile applications for mental health interventions. We argue that much of the related research has focused only on a few dimensions, paying little or no attention to others and, most importantly, to potential relationships between them. Our belief is that the improvement of the effectiveness of mobile interventions to support mental health necessarily implies that developers and therapists comprehensively consider the interaction between the proposed dimensions. Taking as a starting point the three areas of knowledge (Technology, Context, and Mental Health), we re-examine each area to identify relevant dimensions, discuss the relationships between them and finally draw a series of
considerations. The resulting considerations can help therapists and developers to devise, design, and generate custom mobile applications in a way that increases the motivation and engagement of patients and, therefore, the effectiveness of psychological treatments.},
note = {IF},
keywords = {context-aware computing, FPU_Miralles, Health applications, Mobile apps, RyC-Granell, symptoms},
pubstate = {published},
tppubtype = {article}
}
considerations. The resulting considerations can help therapists and developers to devise, design, and generate custom mobile applications in a way that increases the motivation and engagement of patients and, therefore, the effectiveness of psychological treatments.
Gebreegziabihe, Fana Gebremeskel
Connecting addicted patients and therapists based on GPS for providing context-aware notification Masters Thesis
INIT, Castellón, 2019.
BibTeX | Tags: Health applications, Mastergeotech, mental health, symptoms
@mastersthesis{Gebreegziabihe2019,
title = {Connecting addicted patients and therapists based on GPS for providing context-aware notification},
author = {Fana Gebremeskel Gebreegziabihe},
editor = {Sven Casteleyn and Carlos Granell-Canut and Roberto André Pereira Henriques (supervisors)},
year = {2019},
date = {2019-03-04},
address = {Castellón},
school = {INIT},
keywords = {Health applications, Mastergeotech, mental health, symptoms},
pubstate = {published},
tppubtype = {mastersthesis}
}
2018
González-Pérez, Alberto
Symptoms: Una plataforma de analíticas para dar soporte a tratamientos psicológicos Masters Thesis
Departamento de Lenguajes y Sistemas Informáticos, Castellón, 2018.
BibTeX | Tags: Health applications, mental health, symptoms
@mastersthesis{González-Pérez2018,
title = { Symptoms: Una plataforma de analíticas para dar soporte a tratamientos psicológicos},
author = {Alberto González-Pérez},
editor = {Joaquín Huerta-Guijarro and Sven Casteleyn (supervisors)},
year = {2018},
date = {2018-09-14},
address = {Castellón},
school = {Departamento de Lenguajes y Sistemas Informáticos},
keywords = {Health applications, mental health, symptoms},
pubstate = {published},
tppubtype = {mastersthesis}
}
Iskandaryan, Ditsuhi
A mobile geospatial application to battle psychological disorders Masters Thesis
Departamento de Lenguajes y Sistemas Informáticos, Castellón, 2018.
BibTeX | Tags: Health applications, Mastergeotech, mental health, Mobile apps, symptoms
@mastersthesis{Iskandaryan2018,
title = {A mobile geospatial application to battle psychological disorders},
author = {Ditsuhi Iskandaryan},
editor = {Sven Casteleyn and Carlos Granell-Canut and Roberto Henriques (supervisors)},
year = {2018},
date = {2018-03-02},
address = {Castellón},
school = {Departamento de Lenguajes y Sistemas Informáticos},
keywords = {Health applications, Mastergeotech, mental health, Mobile apps, symptoms},
pubstate = {published},
tppubtype = {mastersthesis}
}