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This computer book is aimed at psychiatrists wanting to use new technologies of communication that will lead to better care of patients.
Book Synopsis Computers in Psychiatry by : Fionnbar Lenihan
Download or read book Computers in Psychiatry written by Fionnbar Lenihan and published by RCPsych Publications. This book was released on 2006 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: This computer book is aimed at psychiatrists wanting to use new technologies of communication that will lead to better care of patients.
Mainly papers presented to a symposium on the use of electronic devices in psychiatry during the fourth World Congress of Psychiatry held in Madrid, Spain, on Sept. 10th and 11th, 1966.
Book Synopsis Computers and Electronic Devices in Psychiatry by : Nathan S. Kline
Download or read book Computers and Electronic Devices in Psychiatry written by Nathan S. Kline and published by . This book was released on 1968 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mainly papers presented to a symposium on the use of electronic devices in psychiatry during the fourth World Congress of Psychiatry held in Madrid, Spain, on Sept. 10th and 11th, 1966.
This practical book describes computer programs designed specifically for mental health clinicians and their work. It examines a variety of computer resources and some of the latest developments in the field. Computer Applications in Mental Health provides examples of computer programs that have proved helpful in private practice and institutional treatment settings. Among the programs discussed in the book are those that have succeeded or failed within the large Veterans Administration computer system; a system designed to help choose the best reinforcers to use with patients in a behavioral program; a computerized self-administered screening battery in use in community health center settings; patient education programs useful in caring for the chronic mentally ill; and a reminder system for helping the hospital-based clinician meet paperwork deadlines. Encouraging mental health professionals to investigate the types of computer technology available to them, this book also stimulates further development and sharing of computer software. To enable readers to seek out more information on certain systems and programs, this book lists many computer resources. Several of the software packages evaluated are available on computerized bulletin board systems at no cost beyond that of a long distance phone call. Although Computer Applications in Mental Health is primarily for mental health clinicians, administrators and computer programmers within mental health settings can also find useful information in this book.
Book Synopsis Computer Applications in Mental Health by : Marvin Miller
Download or read book Computer Applications in Mental Health written by Marvin Miller and published by Routledge. This book was released on 2014-05-12 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: This practical book describes computer programs designed specifically for mental health clinicians and their work. It examines a variety of computer resources and some of the latest developments in the field. Computer Applications in Mental Health provides examples of computer programs that have proved helpful in private practice and institutional treatment settings. Among the programs discussed in the book are those that have succeeded or failed within the large Veterans Administration computer system; a system designed to help choose the best reinforcers to use with patients in a behavioral program; a computerized self-administered screening battery in use in community health center settings; patient education programs useful in caring for the chronic mentally ill; and a reminder system for helping the hospital-based clinician meet paperwork deadlines. Encouraging mental health professionals to investigate the types of computer technology available to them, this book also stimulates further development and sharing of computer software. To enable readers to seek out more information on certain systems and programs, this book lists many computer resources. Several of the software packages evaluated are available on computerized bulletin board systems at no cost beyond that of a long distance phone call. Although Computer Applications in Mental Health is primarily for mental health clinicians, administrators and computer programmers within mental health settings can also find useful information in this book.
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.
Book Synopsis Research in Mental Health Computing by : John H. Greist
Download or read book Research in Mental Health Computing written by John H. Greist and published by Psychology Press. This book was released on 1988 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Computer Applications in Psychiatry by : Jonathan D. Lieff
Download or read book Computer Applications in Psychiatry written by Jonathan D. Lieff and published by American Psychiatric Publishing. This book was released on 1987 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Computers in Psychiatry/psychology by :
Download or read book Computers in Psychiatry/psychology written by and published by . This book was released on 1986 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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.
Book Synopsis Mental Health Computing by : Marvin J. Miller
Download or read book Mental Health Computing written by Marvin J. Miller and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 501 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
It focuses on computer applications relevant to clinical psychiatric practice, including all the new tools for assimilating and managing the requisite knowledge, facilitating the required documentation, and providing clinical service.
Book Synopsis Concise Guide to Computers in Clinical Psychiatry by : Carlyle H. Chan
Download or read book Concise Guide to Computers in Clinical Psychiatry written by Carlyle H. Chan and published by American Psychiatric Pub. This book was released on 2002 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: It focuses on computer applications relevant to clinical psychiatric practice, including all the new tools for assimilating and managing the requisite knowledge, facilitating the required documentation, and providing clinical service.
Book Synopsis Research in Mental Health Computer Applications by :
Download or read book Research in Mental Health Computer Applications written by and published by . This book was released on 1987 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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?
Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal
Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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?