Caroline Franke just graduated in June of 2014 from Princeton University with a degree in Psychology. She currently lives in Annapolis, MD and works at Johns Hopkins Hospital as a Research Coordinator in Psychiatry. Caroline works under Dr. Adam Kaplin and Dr. Kristen Rahn. She was a varsity lacrosse player at Princeton and is currently a mentor at the Eastport Girls Club in Annapolis, MD.
Psychiatrists usually monitor their patients’ moods retrospectively at office visits and/or through patients’ handwritten diaries, and yet handwritten diaries have compliance rates of 11%. Mood 24/7 was developed to improve the accuracy and compliancy of tracking a patient’s mood by using SMS texts and web-based technology. Patients using Mood 24/7 receive a daily text message to their cellular phone to which the patient can text back their mood on a 1-10 scale. Adherence studies have shown compliancy to increase almost 8-fold with Mood 24/7 compared to handwritten diaries. The present study aimed to measure the accuracy and validity of Mood 24/7 in tracking mood using an outpatient cohort at the Johns Hopkins Hospital who were undergoing standard of care treatment for mood disorders. Retrospective analyses were used to measure the relationship between a patient’s Mood 24/7 data, the blinded psychiatrist’s clinical assessment of that patient’s mood, and the patient’s standardized depression assessment score on the revised Hopkins Symptom Checklist (SCL-90R). Mood 24/7 patient daily ratings correlated significantly with their psychiatrist’s assessments and their SCL-90 scores (n=15; r=0.8215, P=0.003 and r=-0.5733, P=0.0203, respectively). A cohort of the patients was tracked over multiple days and outpatient visits, for which a significant positive correlation was found between the Mood 24/7 data and the clinician assessments (n=9, r= 0.83, p<0.0001). The findings of this study support Mood 24/7’s reliability and validity for tracking mood in an outpatient psychiatric setting.
Eraldo Martins Guerra Filho is studying masters in Software Engineering by the Center for Studies of Systems Advanced of Recife (C. E. S.A. R). He completed his post-graduate degree in Business Management in Information Technology from the Federal University of Pernambuco (UFPE) and post-graduated in distance education and coordination by SENAC. He has 31 awards in various areas such as technology, scientific and entrepreneurial and has 7 paper’s scientific publications, 2 publications in specialized magazine and 1 chapter of a book published.
The Can Game is an application developed by Life Up, which by act of playing promotes new educational experiences and treatment of autism. Being an innovative tool and facilitator for the doctors who treat the autism, because in addition to facilitating the current process, the motivation of the child to perform the activity. The same can be used in homes, schools and public areas by the patient. Without any social embarrassment, being monitored remotely by the doctor who comes to reduce time and cost in relation to treatment, agitation, aggressiveness and irritability. Thus the various activities of the Can Game can be implemented along the family and friends with all affection that the child needs, promoting their etiological, cognitive development social and social autonomy. The study of treatments for children with autism and interventions through educational games has been the object of this research, with the objective of developing a multidisciplinary software for the treatment of autism through interventions in the form of entertainment, games and activities, based on the axis of the treatment of PEC's, ABA and TEACCH. For the purpose of technologies that made the use of Microsoft Kinect, Mobile (Window phone eight), Near Field Communication (NFC) and Cloud Computer. Thus by act of play promote new experiences of learnings for the treatment of autism. Providing a better inclusion and social autonomy in a shorter time for less cost!