scholarly journals Implementation of web-based hospital specialist consultations to improve quality and expediency of general practitioners’ care: a feasibility study

2019 ◽  
Vol 20 (1) ◽  
Author(s):  
Thomas van der Velden ◽  
Bianca W. M. Schalk ◽  
Mirjam Harmsen ◽  
Guido Adriaansens ◽  
Tjard R. Schermer ◽  
...  
EXPLORE ◽  
2009 ◽  
Vol 5 (3) ◽  
pp. 148
Author(s):  
Dietlind Wahner-Roedler ◽  
Tony Chon ◽  
Laura Loehrer ◽  
Amit Sood

2018 ◽  
Vol 3 (3) ◽  
pp. 150-160 ◽  
Author(s):  
Caroline Eklund ◽  
Magnus L. Elfström ◽  
Yvonne Eriksson ◽  
Anne Söderlund

1992 ◽  
Vol 16 (8) ◽  
pp. 468-469 ◽  
Author(s):  
V. P. Prasher ◽  
D. Fitzmaurice ◽  
V. H. R. Krishnan ◽  
F. Oyebode

The quality of care which patients receive within the NHS is dependent upon the communication between general practitioners (GPs) and specialists and the letter is the most widely used instrument in this process (Freeling & Kessel, 1984). There are only a few studies which have evaluated the efficiency of communication between the GP and the hospital specialist. For example, de Alarcon et al (1960) showed that 96% of specialists' reports to GPs were found to offer a definite contribution to the understanding of the case, whereas 4% were “vague and useless”.


2019 ◽  
Vol 26 (1) ◽  
pp. 499-512 ◽  
Author(s):  
Sabine Vollstädt-Klein ◽  
Philip Mildner ◽  
Jan Malte Bumb ◽  
Damian Karl ◽  
Christoph Ueberle ◽  
...  

The feasibility study was aimed to develop a web-based gaming tool for the therapy of alcohol use disorder to offer patients a cue-exposure-based extinction and decision training, enhanced with virtual reality. To increase the training effect, patients playfully experience situations that resemble critical real-life situations. For implementing the game, a combination of HTML5 and JavaScript was used. The application comes with an administrator interface, to allow editing the game content. Initially, we included 21 patients (Group 1), 18 suffering from alcohol use disorder and 3 using cannabis (18/3 male/female, mean age 39 ± 13 years). Considering the iterative process of a feasibility study, we developed the game design as suggested by participants of Group 1 and additionally included 11 novel participants (Group 2) (11 suffering from an alcohol use disorder, 7/4 male/female, mean age 46 ± 14 years). Basically, the game was very well received. Usability ratings were generally high, even in patients with little computer experience. Both groups rated the application as realistic, and would generally be willing to play it on a daily basis. Given that SALIENCE is inexpensive, easily available, and engaging, it might be a reasonable add-on intervention to the standard treatment of alcohol use disorder.


2020 ◽  
Vol 16 (S10) ◽  
Author(s):  
Kristine Yaffe ◽  
Allison R Kaup ◽  
Amber L Bahorik ◽  
Xochitl Butcher ◽  
Mouna Attarha ◽  
...  

2014 ◽  
Vol 34 ◽  
pp. S17-S22 ◽  
Author(s):  
Tristan Gorrindo ◽  
Lydia Chevalier ◽  
Elizabeth Goldfarb ◽  
Bettina B. Hoeppner ◽  
Robert J. Birnbaum

2019 ◽  
Vol 27 (6) ◽  
pp. 641-654 ◽  
Author(s):  
Gina Dimitropoulos ◽  
Ashley Landers ◽  
Victoria Freeman ◽  
Jason Novick ◽  
Ulrike Schmidt ◽  
...  

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