Background and aim COVID-19 has become an international emergency. The use of digital solutions can be effective in managing, preventing, and overcoming the further spread of infectious disease outbreaks. Accordingly, the use of mobile-health (m-health) technologies has the potential to promote public health. This review aimed to study the application of m-health solutions for the management of the COVID-19 outbreak. Methods The search strategy was done in Medline (PubMed), Embase, IEEE, and Google Scholar by using related keywords to m-health and COVID-19 on July 6, 2020. English papers that used m-health technologies for the COVID-19 outbreak were included. Results Of the 2046 papers identified, 16 were included in this study. M-health had been used for various aims such as early detection, fast screening, patient monitoring, information sharing, education, and treatment in response to the COVID-19 outbreak. M-health solutions were classified into four use case categories: prevention, diagnosis, treatment, and protection. The mobile phone-based app and short text massaging were the most frequently used modalities, followed by wearables, portable screening devices, mobile-telehealth, and continuous telemetry monitor during the pandemics. Conclusion It appears that m-health technologies played a positive role during the COVID-19 outbreak. Given the extensive capabilities of m-health solutions, investigation and use of all potential applications of m-health should be considered for combating the current Epidemics and mitigating its negative impacts.
Background The COVID-19 pandemic has become a global concern. Iran is one of the countries affected most by the SARS-CoV-2 outbreak. As a result, the use of information technology (IT) has a variety of applications for pandemic management. The purpose of this study was to develop a conceptual framework for responding to the COVID-19 pandemic via IT management, based on extensive literature review and expert knowledge. Methods The conceptual framework is developed in three stages: (1) a literature review to gather practical experience with IT applications for managing the COVID-19 pandemic, (2) a study of Iranian documents and papers that present Iran’s practical experience with COVID-19, and (3) developing a conceptual framework based on the previous steps and validating it through a Delphi approach in two rounds, and by 13 experts. Results The proposed conceptual framework demonstrates that during pandemics, 22 different types of technologies were used for various purposes, including virtual education, early warning, rapid screening and diagnosis of infected individuals, and data management. These objectives were classified into six categories, with the following applications highlighted: (1) Prevention (M-health, Internet search queries, telehealth, robotics, Internet of things (IoT), Artificial Intelligence (AI), big data, Virtual Reality (VR), social media); (2) Diagnosis (M-health, drones, telehealth, IoT, Robotics, AI, Decision Support System (DSS), Electronic Health Record (EHR)); (3) Treatment (Telehealth, M-health, AI, Robotic, VR, IoT); (4) Follow-up (Telehealth, M-health, VR), (5) Management & planning (Geographic information system, M-health, IoT, blockchain), and (6) Protection (IoT, AI, Robotic and automatic vehicles, Augmented Reality (AR)). In Iran, the use of IT for prevention has been emphasized through M-health, internet search queries, social media, video conferencing, management and planning objectives using databases, health information systems, dashboards, surveillance systems, and vaccine coverage. Conclusions IT capabilities were critical during the COVID-19 outbreak. Practical experience demonstrates that various aspects of information technologies were overlooked. To combat this pandemic, the government and decision-makers of this country should consider strategic planning that incorporates successful experiences against COVID-19 and the most advanced IT capabilities.
Background Patient safety can be improved by using wearable devices in hospitals. Wearable technology has the potential to provide enormous advantages to healthcare providers and patients. This study aims to explore the use cases of wearable technology in patient safety in hospitals and classify them based on the healthcare wearable taxonomy, focusing on the JCAHO patient safety goals for hospitals. Materials and Methods The search strategy was performed in Medline (PubMed), Scopus, and Google Scholar using keywords related to wearable technology and patient safety on September 4, 2021. English papers that presented the applications of wearable technology on patient safety of inpatients were included. A qualitative synthesis was performed by applying the taxonomy of wearables in healthcare and the JCAHO ( Joint Commission on Accreditation of Healthcare Organizations ) goals for hospital patient safety. Results Of the 345 papers retrieved, ten were included in this study. The results demonstrated the usefulness of wearable devices in patient safety in hospitals. Monitoring, prevention, and assistive technology were three applications of wearables that had been more commonly reported in the studies. This research showed that the two goals of the JCAHO are the most frequently addressed through the application of wearables in hospitals. These goals include 1) identifying patient safety risks in the hospital by measuring various parameters such as vital signs and 2) reducing patient harm associated with the clinical alarm. Conclusion This study provides evidence for the potential applications of wearable technology for improving patient safety in hospitals. Considering the multiple functionalities of the wearables and their potential applications, hospitals could put wearables on their agenda for improving patient safety and quality of care.
Child abuse refers to any form of maltreatment, including physical abuse, sexual abuse, emotional abuse, and neglect that occurs to children under 18 years of age. Digital games and virtual reality (VR) can be used as beneficial solutions for dealing with child maltreatment concerns. This study aimed to present a conceptual framework for showing the applications of these technologies in managing child abuse. The framework is developed in two stages: (1) a scoping review to gather digital games and VR applications for child abuse issues through the search in PubMed, Ovid (APA PsycInfo), Scopus, Web of Science, ProQuest, Institute of Electrical and Electronics Engineers (IEEE), Cochrane Database of Systematic Reviews, and grey literature and (2) developing a conceptual framework based on the review results and validating it by 12 experts. The proposed conceptual framework shows that digital games and VR have been used for six main topics: (1) medical education, (2) prevention, (3) screening, (4) diagnosis, (5) treatment, and (6) forensic medicine in response to child abuse issues. Studies have more focused on child sexual abuse prevention, behavioral monitoring of sexual offenders in forensic medicine, and knowledge or performance assessment of students in medical education. Serious games (SGs), computer simulation, and immersive VR were common technologies for children, students, and forensic medicine, respectively. The experts believe the combination of immersive features of VR with SGs can further encourage user engagement. It appears that digital games and VR can play a positive role in child abuse management. Given the extensive capabilities of these technologies, further studies are needed to show all their potential applications for child abuse problems.
Background and Aims: Conventional medical training routes of bronchoscopy may decrease patients' comfort and increase procedure-related morbidity. Virtual reality (VR)-based bronchoscopy is a beneficial and safe solution for teaching trainees. The aim of this systematic review was to study the effectiveness of VR-based bronchoscopy simulators on the learning outcomes of medical trainees. Methods: Well-known sources (i.e., Scopus, ISI Web of Science, and Medline via PubMed) were systematically searched using Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines on December, 2021. Peer-reviewed English papers that used VR-based simulation for bronchoscopy training were included. The articles that were studying other technologies, or those that were unrelated to the topic, were excluded. The risk of bias was assessed using the Joanna Briggs Institute checklists for quasi-experimental studies and randomized controlled trials (RCTs).Results: Out of 343 studies, 8 of them met our inclusion criteria. An appropriate control group and statistical analysis were the most common and unavoidable sources of bias in included non-RCTs, and lack of blinding in participants was the most common source of bias in RCTs. The included studies evaluated learning outcomes regarding dexterity (N = 5), speed (N = 3), the accuracy of procedures (N = 1), and the need for verbal assistance (N = 1). Based on the results, 100% (5/5) and 66% (2/3) of studies showed that the use of VR-based simulation on the learning outcomes of medical trainees led to improvement in manual ability (i.e., dexterity) and swiftness of execution (i.e., speed in performance), respectively. Additionally, improving the accuracy of subjects' performance, and reducing the need for verbal guidance and physical assistance was reported in studies that evaluated these variables. Conclusion:VR bronchoscopy simulator as a training method for teaching medical trainees, especially for novices has the potential to improve medical trainees' performance and reduce complications. Further studies are needed to evaluate the positive effects of VR-based simulation on the learning outcomes of medical trainees.
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