Mohammed Muntasir

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To determine the outbreak source of monkeypox virus (MPXV) infections in Unity State, Sudan, in November 2005, we conducted a retrospective investigation. MPXV was identified in a sub-Sahelian savannah environment. Three case notification categories were used: suspected, probable, and confirmed. Molecular, virologic, and serologic assays were used to test(More)
Identification of human monkeypox cases during 2005 in southern Sudan (now South Sudan) raised several questions about the natural history of monkeypox virus (MPXV) in Africa. The outbreak area, characterized by seasonally dry riverine grasslands, is not identified as environmentally suitable for MPXV transmission. We examined possible origins of this(More)
Instant messaging Á one solution to doctor Á student communication? I n the last decade, social media has infiltrated into many dimensions of life forming the fabric of communication and innovation. Instant messaging services such as WhatsApp Messenger (WhatsApp, Inc., California) have grown in popularity, with over 800 million monthly active users, making(More)
The Eastern Mediterranean Region of World Health Organization has been an emerging focus for global health after the discovery of a novel coronavirus infection in some countries in the Region. The Region has already witnessed a number of emerging zoonoses with epidemic potential. In view of this new virus, there is now an urgent need for strong public(More)
Executive Summary Smoking is the largest cause of preventable mortality in the United Kingdom, and whilst 68% of smokers want to quit, only 3% of them are successful. mHealth looks to join today's arsenal of smoking cessation techniques, with an increasing number of apps looking to gamification as a tool to drive positive behaviour change. Briefly,(More)
BACKGROUND Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE The objective of this study is to(More)
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