Research in Mental Health Computing

Research in Mental Health Computing
Author: John H. Greist
Publsiher: Psychology Press
Total Pages: 196
Release: 1988
Genre: Computers
ISBN: 0866566481

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This scholarly new book assesses the content, technologies, and methodologies of research into computer applications in mental health. Contributions by a host of professionals--including researchers, computer specialists, clinicians, administrators, and managers of mental health organizations--focus on the clinical applications of computers in the mental health field and the implementation and management of new technologies to facilitate clinical care. Practical recommendations are included in the area of research on mental health computer use. This book will clarify for you the major problem areas in mental health computer research, their readiness for study, and appropriate research methodologies. The text thoroughly explores the efforts needed to realize the potential of new technologies; technologies that will greatly facilitate clinical care and the management of patient populations.

Research in Mental Health Computer Applications

Research in Mental Health Computer Applications
Author: Anonim
Publsiher: Unknown
Total Pages: 144
Release: 1987
Genre: Community health aides
ISBN: UOM:39015029116921

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Pervasive Computing Paradigms for Mental Health

Pervasive Computing Paradigms for Mental Health
Author: Pietro Cipresso,Silvia Serino,Daniela Villani
Publsiher: Springer
Total Pages: 276
Release: 2019-07-10
Genre: Medical
ISBN: 9783030258726

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This book constitutes the refereed proceedings of the 9th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2019, held in Buenos Aires, Argentina, in April 2019. The 22 papers presented were carefully reviewed and selected from 38 submissions and present new paradigms in mental healthcare, in parallel with compelling questions about how it is possible to promote and structure these changes to improve physical well-being.

Mental Health Computing

Mental Health Computing
Author: Marvin J. Miller,Henric W. Hammond,Matthew J. Hile
Publsiher: Springer Science & Business Media
Total Pages: 501
Release: 2012-12-06
Genre: Medical
ISBN: 9781461223528

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Increasingly more computer applications are becoming available to assist mental health clinicians and administrators in patient evaluation and treatment and mental health management, education, and research. Topics covered include: automated assessment procedures; MR-E (The Mental Retardation Expert); computerized assessment system for psychotherapy evaluation and research; computer assisted therapy of stress related conditions; computerized patient evaluation in a clinical setting; computerized treatment planning; the VA national mental health database; networks; managed care; DSM-IV diagnosis; quality management; cost control; knowledge coupling; telemedicine; the clinical library assistant; and monitoring independent service providers.

Technology in Mental Health Care Delivery Systems

Technology in Mental Health Care Delivery Systems
Author: Joseph B. Sidowski,James Harding Johnson,Thomas A. Williams
Publsiher: Greenwood
Total Pages: 360
Release: 1980
Genre: Computers
ISBN: UCAL:B4497412

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Mental Health Computing

Mental Health Computing
Author: Marvin J Miller,Henric W Hammond,Matthew J Hile
Publsiher: Unknown
Total Pages: 516
Release: 1996-02-08
Genre: Electronic Book
ISBN: 1461223539

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Computers and Games for Mental Health and Well Being

Computers and Games for Mental Health and Well Being
Author: Yasser Khazaal,Jérôme Favrod,Anna Sort,François Borgeat,Stéphane Bouchard
Publsiher: Frontiers Media SA
Total Pages: 311
Release: 2018-07-12
Genre: Video games in education
ISBN: 9782889454969

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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Pervasive Computing Paradigms for Mental Health

Pervasive Computing Paradigms for Mental Health
Author: Pietro Cipresso,Silvia Serino,Yuri Ostrovsky,Justin T. Baker
Publsiher: Springer
Total Pages: 161
Release: 2018-10-10
Genre: Medical
ISBN: 9783030010935

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This book constitutes the refereed proceedings of the 7th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2018, held in Boston, MA, USA, Jin January 2018. The 19 papers presented were carefully reviewed and selected from 30 submissions and present advanced computing and communication technologies from the use of wearable sensors and ecological virtual environments to use of big data and machine learning techniques. These technologies can be used to support and promote the well-being through an objective continuous data collection and personalized