The potential use of modern mobile devices for medical purposes is huge. Digital mental health tools have mostly tended to use psycho-educational strategies based on treatment orientations developed and validated outside digital health. The aim of this study was to test the availability of our own original app named “Neuro-game” for evaluation of reaction time in different neuropsychiatric patients. Reaction time is strongly related to the executive brain functions. The examined sample comprised of 135 neuropsychiatric patients (with epilepsy, depression, general anxiety, psychosis and ADHD) compared with matched 50 healthy persons. We showed that the average reaction time in neuropsychiatric patients compared with healthy people is not notably different. However, we found significant differences in total hits, total misses and total tries in the performances of ill persons. The crucial differences in obtained scores are confirmed for age and gender issues. The most important differences are found in the number of hits, misses and tries in the group of depressed, followed by psychotic and ADHD patients, while anxious ones showed pretty normal parameters. All tested parameters are remarkably different for the epileptic group vs. healthy people. The T-test for epileptic vs. healthy people showed noteworthy differences for total tries, total misses, and total hits, but the average time reaction did not differ significantly. In comparison with other psychometric assessments, this approach by using mobile phones seemed more practical, available anywhere (not only in medical settings), less time consuming and quite interesting for all ages.
Abstract-Symantec Internet Security Threat Report 2014 is showing a horrified fact, that when an attacker looked for a site to compromise, one in eight sites made it relatively easy to gain access. Digital forensics is one of our biggest line of defense against cyber criminals, because it provides evidence against them. For attacks against web applications, web application forensics is the branch which gives most of the answers. First, the victim machine usually gives some data, which are then used for identifying possible suspects, and this is followed by forensic analysis of suspects' devices, like computers, laptops, tablets, and even smart phones. In this paper, we use an attack scenario against the known vulnerable web application WackoPicko, using several web attacks: SQL Injection, stored and reflected XSS, remote file inclusion, and command-line injection. We use post-mortem computer forensic analysis of attacker and victim machine to find some artifacts in them, which can help to identify and possible to reconstruct the attack, and most important, to obtain valid evidence which holds in court. We assume that the attacker was careless and did not perform any antiforensic techniques on its machine.
Smartphones are ubiquitous, but it is still unknown what physiological functions can be monitored at clinical quality. In medicine their use is cited in many fields (cardiology, pulmology, endocrinology, rheumatology, pediatrics as well as in the field of mental health). The aim of this paper is to explain how the use of mobile application can help clients to improve the index of their focus, concentration and motor skills. Our original developed application on Android operating system, named "neurogame" is based on an open source platform to enable assessment and therapeutic stimulation, focus and concentration with the ability to monitor the progress of the results obtained in a larger number of participants (normal subjects as well as patients with different disorders) over a period of time. Whilst nowadays the predominant focus is on the pharmacological treatments, there is a rapidly growing interest in research on alternative options that will offer help in many cases of disorder management in terms of mobile application games. In order to have some kind of "norms", we evaluated a group of healthy population. Obtained results will serve as a database for comparison the future results. This article displays the results obtained as database.
In this review we present some data about the use of mobile phones in medical practice. The results of over hundred studies cited in PubMed during the last few years have been discussed. The article gives background connected with a project in the Macedonian Academy of Sciences and Arts referring to a personal mobile phone application named "Neurogame" which is currently constructed to evaluate motor skills related to attention and concentration in different samples of people.
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