By Christopher Keane
This graduate textual content is the 1st to provide tools for modeling health and wellbeing habit dynamics, utilizing various on-line interactive simulations, downloadable courses, and examples of functions to making plans interventions. The e-book examines behaviors that variety from basic person overall healthiness protecting activities to complicated cooperative public health and wellbeing activities. It presents a simple and powerful strategy for instructing structures considering, a middle competency now required through the organization of faculties of Public Health.
The textual content provides evolutionary and ecological versions of well-being habit, which readers first discover utilizing interactive on-line simulations. the elemental rules of those versions are defined throughout the book's narrative and established by using uncomplicated board video games. The textual content then exhibits tips on how to translate those board video games into computational types utilizing Netlogo, a loose, uncomplicated software program. hence no desktop programming historical past is needed. Readers will study the fundamentals of agent-based modeling of person habit, social community habit, organizational habit, unfold of disorder, and a number of public healthiness interventions. utilising those ways to public healthiness structures, pattern versions introduce the dynamics of networks of enterprises and the way they could have interaction to guard well-being. A unifying subject matter all through is how complicated person and collective healthiness habit strengthen from easy person overall healthiness judgements or habit repeated through the years. The e-book additionally encompasses a student's versions at successive levels of studying, together with her early-stage mistaken software, which readers can themselves try and right. scholars will learn how to create their very own types, use them to behavior simulated experiments, and observe those tips on how to making plans and comparing habit swap interventions. every one bankruptcy presents on-line interactive versions and downloadable pattern courses.
- Uses interactive simulation for modeling well-being habit dynamics for complicated public future health platforms
- Demonstrates agent-based modeling of person overall healthiness habit, community habit, public overall healthiness intervention results, and the unfold of ailment
- Teaches readers to create versions which may increase their neighborhood wishes tests, software good judgment modeling, and software making plans and evaluate
- Includes a variety of interactive on-line simulations, downloadable courses, and examples of purposes to making plans interventions
- Facilitates "systems thinking," a required middle competency
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Extra resources for Modeling Behavior in Complex Public Health Systems: Simulation and Games for Action and Evaluation
Relatively rarely, two or more strains can survive for a long period (middle and right, after T = 900 time steps). This imitation effect is a form of positive feedback. Negative feedback would be a balancing dynamic, as we would see if there was a cost and benefit associated with behaviors. In a rock-paper-scissors game, there is negative feedback among the three strategies, for example, when one strategy rises to a high level of prevalence, another strategy lowers that frequency. The balancing we see is a result of one form of frequency dependent selection.
Try this method of partnering in the NetLogo model. If you select “show-partners” and set the speed to very slow, then you can see the process. Is it working the way it did in your board game trial? Instead of using paperclips to indicate pairs, NetLogo shows a yellow line connecting partners. edu), open it in NetLogo, and experiment with the code, which is listed under “procedures” on the menu. (You will see there that I have added notes. Writing notes under each line of command helps keep track, for instance, to help remember which color represents what strain of bacteria.
We apply these mechanisms to model overeating, using mechanisms we learned earlier including reward-circuitry (Chapter 7), sensitivity (Chapter 8), and metabolism (Chapter 9). We expand this metabolic need model to consumption of shared resources, public health resources, to satisfy need. We then discuss how to model what happens when agents’ actions affect not only their own conditions of need, but also affect the conditions of other agents. Example models show the emergence of collective need and collective action to satisfy need.
Modeling Behavior in Complex Public Health Systems: Simulation and Games for Action and Evaluation by Christopher Keane