TY - GEN
T1 - Technological solution to improve nutritional treatment through anxiety monitoring in obese adolescents using Serious Games
AU - Quijada, Prisca Damaris Huaman
AU - Casazola, Valeria Casazola
AU - Armas-Aguirre, Jimmy
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - In this paper, we propose a mobile application that through training games control and monitor anxiety in a nutritional treatment for obese patients aged 16 to 20 years. The technological proposal is used by nutritionists qualified by the Peruvian College of Nutritionists and by overweight patients. The level of anxiety is calculated based on the 'Anxiety Inventory' proposed by Aaron Temkin Beck; This calculation is made by comparing the score obtained by the training game and the level of anxiety according to the scale of 4 levels: (0) minimal, (1) mild, (2) moderate and (3) severe. In recent years, the presence of anxiety represents 23.9% of mental illnesses, due to the impact of obesity on young people with poor eating and physical habits. To do this, the proposal allows anxiety to be monitored by capturing quantitative information on non-nutritive foods and a patient's lifestyle so that the nutritionist can monitor the progress of nutritional treatment. The proposal was validated in 3 hospitals in Lima, Peru through 2 business processes: 'Nutritional treatment management' and 'Nutritional treatment monitoring management'. The preliminary result shows the patient's anxiety level in a monitoring dashboard and the reduction of the average session time from 3.6 hours to 30 min, causing a positive impact on the interpretation of the information for decision-making.
AB - In this paper, we propose a mobile application that through training games control and monitor anxiety in a nutritional treatment for obese patients aged 16 to 20 years. The technological proposal is used by nutritionists qualified by the Peruvian College of Nutritionists and by overweight patients. The level of anxiety is calculated based on the 'Anxiety Inventory' proposed by Aaron Temkin Beck; This calculation is made by comparing the score obtained by the training game and the level of anxiety according to the scale of 4 levels: (0) minimal, (1) mild, (2) moderate and (3) severe. In recent years, the presence of anxiety represents 23.9% of mental illnesses, due to the impact of obesity on young people with poor eating and physical habits. To do this, the proposal allows anxiety to be monitored by capturing quantitative information on non-nutritive foods and a patient's lifestyle so that the nutritionist can monitor the progress of nutritional treatment. The proposal was validated in 3 hospitals in Lima, Peru through 2 business processes: 'Nutritional treatment management' and 'Nutritional treatment monitoring management'. The preliminary result shows the patient's anxiety level in a monitoring dashboard and the reduction of the average session time from 3.6 hours to 30 min, causing a positive impact on the interpretation of the information for decision-making.
KW - Anxiety monitoring
KW - Healthy app
KW - Overweight and Obesity
KW - Serious Game
UR - https://www.scopus.com/pages/publications/85125307153
U2 - 10.1109/ICALTER54105.2021.9675081
DO - 10.1109/ICALTER54105.2021.9675081
M3 - Contribución a la conferencia
AN - SCOPUS:85125307153
T3 - Proceedings of the 2021 IEEE 1st International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
BT - Proceedings of the 2021 IEEE 1st International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 1st IEEE International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2021
Y2 - 16 December 2021 through 18 December 2021
ER -