We introduce an end-to-end reinforcement learning (RL) solution for the problem of sending personalized digital health interventions. Previous work has shown that personalized interventions can be obtained through RL using simple, discrete state information such as the recent activity performed. In reality however, such features are often not observed, but instead could be inferred from noisy, low-level sensor information obtained from mobile devices (e.g. accelerometers in mobile phones). One could first transform such raw data into discrete activities, but that could throw away important details and would require training a classifier to infer these discrete activities which would need a labeled training set. Instead, we propose to direct...
Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have i...
Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have i...
The major application areas of reinforcement learning (RL) have traditionally been game playing and ...
Suboptimal health related behaviors and habits; and resulting chronic diseases are responsible for m...
While reinforcement learning (RL) has proven to be the approach of choice for tackling many complex ...
ObjectiveProviding behavioral health interventions via smartphones allows these interventions to be ...
Adverse and suboptimal health behaviors and chronic diseases are responsible from a substantial majo...
Mobile health (mHealth) intervention systems can employ adaptive strategies to interact with users. ...
Providing behavioral health interventions via smartphones allows these interventions to be adapted t...
Online reinforcement learning (RL) algorithms are increasingly used to personalize digital intervent...
Mobile health (mHealth) intervention systems can employ adaptive strategies to interact with users. ...
To date, research on sensor-equipped mobile devices has primarily focused on the purely supervised t...
Personalization of support in health and wellbeing settings is challenging. While personalization ha...
Recently has seen the growth in the use of mobile health (mHealth) information services, which have ...
Momentary context data is an important source for intelligent decision making towards personalizatio...
Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have i...
Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have i...
The major application areas of reinforcement learning (RL) have traditionally been game playing and ...
Suboptimal health related behaviors and habits; and resulting chronic diseases are responsible for m...
While reinforcement learning (RL) has proven to be the approach of choice for tackling many complex ...
ObjectiveProviding behavioral health interventions via smartphones allows these interventions to be ...
Adverse and suboptimal health behaviors and chronic diseases are responsible from a substantial majo...
Mobile health (mHealth) intervention systems can employ adaptive strategies to interact with users. ...
Providing behavioral health interventions via smartphones allows these interventions to be adapted t...
Online reinforcement learning (RL) algorithms are increasingly used to personalize digital intervent...
Mobile health (mHealth) intervention systems can employ adaptive strategies to interact with users. ...
To date, research on sensor-equipped mobile devices has primarily focused on the purely supervised t...
Personalization of support in health and wellbeing settings is challenging. While personalization ha...
Recently has seen the growth in the use of mobile health (mHealth) information services, which have ...
Momentary context data is an important source for intelligent decision making towards personalizatio...
Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have i...
Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have i...
The major application areas of reinforcement learning (RL) have traditionally been game playing and ...