• Title/Summary/Keyword: Health app

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Development of Mobile Healthcare App for Mental Health Management -Focused on Anger Management- (정신건강 관리용 모바일 헬스케어 앱 개발 -분노 관리를 중심으로-)

  • Park, Jong-Jin;Choi, Gyoo-Seok;Kim, Jeong-Lae;Park, In-Kyoo;Kang, Jeong-Jin;Son, Byeong-Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.13-18
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    • 2014
  • In this paer, mobile healthcare App is developed for mental health management focused on anger management for modern people who are under constant stress and various inner conflicts. We describe mechanism of anger and relations between disease and anger, and constitute contents of App to provide information of anger management. And finally we implement Web App. We build menu of App to be convenient to users to use. Implemented App provides many useful functions like information of anger and body, various self-test including A-type test, hostility test, and KMPI etc., journaling, anger management and community.

Factors Related to the Intent to Use the Medical Application(M-APP) of Smart Phone of Hospital Nurses (병원 간호사의 스마트 폰 의료관련 앱(APP) 사용의도 영향 요인)

  • Sim, Yun-Bok;Seo, Young-Joon;Kim, Jang-Mook;Kim, Sung-Ho;Sung, Dong-Hyo
    • Health Policy and Management
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    • v.22 no.2
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    • pp.249-262
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    • 2012
  • The purpose of this study is to investigate the determinants of intent to use the medical-application(M-APP) of smart phone of nurses working at the nursing department of two university hospitals in Korea. The independent variables used in the study are performance expectancy, effort expectancy, social influence, facilitating condition, attitude toward using technology, self efficacy, anxiety, ability to use a smart phone easily and socio-demographic characteristics. The sample used in the study consisted of 378 nurses selected from two university hospitals located in Seoul and Wonju, Korea. Data were collected with self-administered questionnaires and analyzed using multiple regression analysis. The results of this study revealed 5 independent variables of attitude toward using technology, self efficacy, anxiety, ability of using APP and interest in smart phone have the significant effect on the intent to use the M-APP. The results imply that the hospital administrators and nursing managers should try to give more chances to learn the skills of using M-APP, provide sufficient resources and establish the stable hospital information system in order for their employees to use the M-APP more easily at their working places.

What Makes People Walk Using a Fitness App? (운동에 영향을 끼치는 피트니스 앱 요인 연구)

  • Kim, Jinsol;Shon, Saeah;Kim, Hee-Woong
    • The Journal of Information Systems
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    • v.29 no.4
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    • pp.1-24
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    • 2020
  • Purpose An increase in the number of fitness apps across the world is a testament to the growing interest in health. As focus on medical services shifted from treatment to prevention, this type of app plays an essential role in promoting one's health and exercise management. Yet little has been known about practical effects of fitness apps in existing literature thus this study searches for factors that affect daily use of fitness apps and examine the relationship between app usage and exercise patterns. Design/methodology/approach This study surveyed people who used Cashwalk, the pedometer app for a minimum of a week to analyze reasons why they used the app. Particpants' exercise patterns were also recorded. By examining survey results of fitness app users and developing a research model based on the Customer Value Theory, this study provides real-life factors to the fitness and smart health care industry that will adopt a proactive lifestyle pattern. Findings Empirical analysis proved properties such as the complexity of fitness apps, monetary rewards, exercise monitoring and the enjoyment of using fitness apps contribute to using fitness apps on a daily basis. Furthermore, more daily use of fitness apps was shown to have a greater impact on exercise. This study also confirmed that social comparison does not affect the daily use of fitness apps and the amount of exercise, and the habitual walking was proved to directly affect the amount of exercise.

Samsung Health Application Users' Perceived Benefits and Costs Using App Review Data and Social Media Data (삼성헬스 사용자의 혜택 및 비용에 대한 연구: 앱 리뷰와 소셜미디어 데이터를 중심으로)

  • Kim, Min Seok;Lee, Yu Lim;Chung, Jae-Eun
    • Human Ecology Research
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    • v.58 no.4
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    • pp.613-633
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    • 2020
  • This study identifies consumers' perceived benefits and costs when using Samsung Health (a healthcare app) based on consumer reviews from Google Play Store's app and social media discourse. We examine the differences in the benefits and the costs of Samsung Health using these two sources of data. We conducted text frequency analysis, clustering analysis, and semantic network analysis using R programming. The major findings are as follows. First, consumers experience benefits and costs on several functions of the app, such as step counting, device interlocking, information acquisition, and competition with global consumers. Second, the results of semantic network analysis showed that there were eight benefit factors and three cost factors. We also found that the three costs correspond to the benefits, indicating that some consumers gained benefits from certain functions while others gained costs from the same functions. Third, the comparison between consumer app review and social media discourse showed that the former is appropriate to assess the performance of app functions, while the latter is appropriate to examine how the app is used in daily life and how consumers feel about it. The current study suggests managerial implications to healthcare app service providers regarding what they should strengthen and improve to enhance consumers' satisfaction. It also suggests some implications from the two media, which can be mutually complementary, for researchers who study consumer opinions.

App Development and Usability Evaluation for Caregivers (돌봄 제공자를 위한 디지털 돌봄 앱 개발 및 사용성 평가)

  • Jongchan, Park;Jaegook Kim;Euijae Chung;Changsun Ahn;Bongsu Jung;Youngjoo Kim
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.11
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    • pp.337-346
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    • 2023
  • There is a need to develop an app for a caregiver health management that can provide continuous management in response to changes over time, because elderly people have low digital utilization capabilities, difficulty maintaining regular and continuous self-management. Based on this need, this study designed an app with a user-friendly UI and simple structure for the elderly. The app developed in this study supports regular management of health data such as blood pressure, blood sugar, and heart rate, as well as specific information on physical, disease, cognitive, communication, and environment in the care field. The app developed in this study supports care services by automatically entering data through integration with health management devices, automatically analyzing and visually representing recorded data to understand trends and volatility, and adding scalability to connect with various health management and medical support platforms. The effectiveness and satisfaction of the developed app were confirmed to be significant in the field verification results.

The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

Altered APP Carboxyl-Terminal Processing Under Ferrous Iron Treatment in PC12 Cells

  • Kim, Chi Hyun;Yoo, Yeong-Min
    • The Korean Journal of Physiology and Pharmacology
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    • v.17 no.3
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    • pp.189-195
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    • 2013
  • Amyloid-${\beta}$ peptide ($A{\beta}$), generated by proteolytic cleavage of the amyloid precursor protein (APP), plays a pivotal role in the pathogenesis of Alzheimer's disease (AD). The key step in the generation of $A{\beta}$ is cleavage of APP by beta-site APP-cleaving enzyme 1 (BACE1). Levels of BACE1 are increased in vulnerable regions of the AD brain, but the underlying mechanism is unknown. In the present study, we reported the effects of ferrous ions at subtoxic concentrations on the mRNA levels of BACE1 and a-disintegrin-and-metalloproteinase 10 (ADAM10) in PC12 cells and the cell responses to ferrous ions. The cell survival in PC12 cells significantly decreased with 0 to 0.3 mM $FeCl_2$, with 0.6 mM $FeCl_2$ treatment resulting in significant reductions by about 75%. 4,6-diamidino-2-phenylindole (DAPI) staining showed that the nuclei appeared fragmented in 0.2 and 0.3 mM $FeCl_2$. APP-${\alpha}$-carboxyl terminal fragment (APP-${\alpha}$-CTF) associations with ADAM10 and APP-${\beta}$-CTF with BACE1 were increased. Levels of ADAM10 and BACE1 mRNA increased in response to the concentrations of 0.25 mM, respectively. In addition, p-ERK and p-Bad (S112, S155) expressions were increased, suggesting that APP-CTF formation is related to ADAM10/ BACE1 expression. Levels of Bcl-2 protein were increased, but significant changes were not observed in the expression of Bax. These data suggest that ion-induced enhanced expression of AMDA10/BACE1 could be one of the causes for APP-${\alpha}/{\beta}$-CTF activation.

The Design and Implement a Healthcare Alert App to Prevent Dementia (치매예방을 위한 헬스케어 알리미 앱 설계 및 구현)

  • Pi, SU-Young
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.59-67
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    • 2018
  • There are not that many m-health related services limited to the elderly. Many of the elderly who are at risk of dementia are unfamiliar to smart devices, so it is required to design an user-customized App. Therefore, I design and embody a mobile voice alert integrated app, which enables voice input to increase the accessibility of the elderly, so as to prevent diseases caused by declined cognitive function such as dementia. I conducted interviews and questionnaire after having the students use the app in Lifelong Education Center in H region of Gyeongbuk, and the analysis result has showed the high satisfaction. It is expected that it will be able to play a key role for M-Health service for the elderly since it is possible to prevent dementia through the voice health care alert app. I would like to learn deep learning in the future to predict the life patterns and the possibility of dementia of the elderly.

Development and Evaluation of a Self-management Mobile App for Adults with Osteoarthritis (골관절염 대상자를 위한 자기관리 모바일 앱 개발 및 효과)

  • Park, Ju Young;Son, Jung Tae
    • Research in Community and Public Health Nursing
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    • v.33 no.1
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    • pp.114-127
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    • 2022
  • Purpose: This study aimed to develop a self-management mobile app for adults with osteoarthritis based on a self-determination theory to use it as a nursing intervention tool, and to evaluate the effects of the developed mobile app on adults' basic psychological needs, indexes of osteoarthritis, self-management and quality of life. Methods: The 56 participants were randomly assigned to either the experimental group (n=28) or the control group (n=28). The participants of the experimental group used a self-management mobile app for 12 weeks after the pretest, and two posttests were taken at the end of every 6 weeks. The data were analyzed using IBM SPSS/WIN 25.0 for Chi-square test, Fisher's exact test, independent t-test, and repeated measures ANOVA. Results: Basic psychological needs, indexes of osteoarthritis, self-management, and quality of life score of the experimental group were significantly higher than those of the control group. Conclusion: Our findings suggest that mobile app intervention can support improvements in psychological needs, symptoms of osteoarthritis and quality of life in adults with osteoarthritis. It is recommended that the developed mobile app be used as a nursing intervention tool for adults with osteoarthritis in the community.

Usability of a smartphone food picture app for assisting 24-hour dietary recall: a pilot study

  • Hongu, Nobuko;Pope, Benjamin T.;Bilgic, Pelin;Orr, Barron J.;Suzuki, Asuka;Kim, Angela Sarah;Merchant, Nirav C.;Roe, Denise J.
    • Nutrition Research and Practice
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    • v.9 no.2
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    • pp.207-212
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    • 2015
  • BACKGROUND/OBJECTIVES: The Recaller app was developed to help individuals record their food intakes. This pilot study evaluated the usability of this new food picture application (app), which operates on a smartphone with an embedded camera and Internet capability. SUBJECTS/METHODS: Adults aged 19 to 28 years (23 males and 22 females) were assigned to use the Recaller app on six designated, nonconsecutive days in order to capture an image of each meal and snack before and after eating. The images were automatically time-stamped and uploaded by the app to the Recaller website. A trained nutritionist administered a 24-hour dietary recall interview 1 day after food images were taken. Participants' opinions of the Recaller app and its usability were determined by a follow-up survey. As an evaluation indicator of usability, the number of images taken was analyzed and multivariate Poisson regression used to model the factors determining the number of images sent. RESULTS: A total of 3,315 food images were uploaded throughout the study period. The median number of images taken per day was nine for males and 13 for females. The survey showed that the Recaller app was easy to use, and 50% of the participants would consider using the app daily. Predictors of a higher number of images were as follows: greater interval (hours) between the first and last food images sent, weekend, and female. CONCLUSIONS: The results of this pilot study provide valuable information for understanding the usability of the Recaller smartphone food picture app as well as other similarly designed apps. This study provides a model for assisting nutrition educators in their collection of food intake information by using tools available on smartphones. This innovative approach has the potential to improve recall of foods eaten and monitoring of dietary intake in nutritional studies.