Computer Science
Behavior Model
50%
Feedback Loop
50%
Generation System
50%
Health Behavior Change
100%
Health Information
50%
Healthcare Provider
100%
Individual Level
100%
Information Technology
50%
Interoperability
50%
Machine Learning
100%
Mobile Computing Device
50%
Narrative Generation
50%
Patient Behavior
100%
Platform Deployment
50%
Population Level
100%
Privacy Requirement
50%
Reinforcement Learning
100%
Related Injury
50%
Security and Privacy
50%
Security Requirements
50%
Technology Advance
50%
Testbed
50%
User Modeling
50%
Keyphrases
Adolescent Care
11%
Adolescent Health
5%
Adolescent Health Care
5%
Adolescent Risky Behaviors
11%
Affective Model
5%
Behavior Change
50%
Behavior Change Model
11%
Behavior Change Systems
100%
Behavior Change Theory
22%
Behavioral Analytics
11%
Behavioral Health Screening
5%
Behavioral Intervention
5%
Behavioral Model
11%
Change Efficacy
11%
Change Outcomes
5%
Change Research
11%
Children's Hospital
5%
Clinic Workflow
11%
Clinical Care
5%
Collaborative Research
50%
Computational Behavior
5%
Desktop Computing
5%
EHR Portal
11%
Feedback Loop
5%
Goal Modeling
11%
Good Decision
11%
Health Behavior
11%
Health Behavior Change
11%
Health Information Technology
5%
Health Problems
5%
Healthcare Professionals
11%
Improved Behavior
11%
Improved Health
5%
Information Technology Intervention
5%
Intelligent Narrative Technologies
11%
Interaction-based
5%
Laptop
5%
Learning-based Optimization
11%
Machine Learning
11%
Mobile Computing Devices
11%
Modelling Learning
11%
Multi-platform
11%
Narrative Generation System
11%
Narrative-centered Learning Environments
11%
Narratives of Change
5%
Optimization System
5%
Outpatient Clinic
5%
Patient Behavior
11%
Patient Outcomes
5%
Patient Portal
5%
Pediatric Clinics
5%
Personalized Behavior
100%
Population Level
11%
Portal System
5%
Preventive Care
50%
Privacy Requirements
5%
Recent Advances
5%
Reinforcement Learning
11%
Risky Behavior
5%
San Francisco
5%
Security Privacy
5%
Security Requirements
5%
Self-adaptive
50%
Self-efficacy
11%
Social Cognitive Theory
11%
Standard of Care
11%
Substance Use
16%
Tablet Computing
11%
Technology Advancement
5%
Tight
5%
Use Decisions
5%
User Modeling
5%
Well-being
5%
Workflow Interoperability
11%
Psychology
Adolescents
100%
Behavioral Intervention
7%
Information Technology
7%
Narrative
7%
Risky Behavior
15%
Self-Efficacy
15%
Social Cognitive Theory
15%
Standard of Care
15%
Substance Abuse
23%
Wellbeing
7%