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Funding Round Profile

thymia

start up
United Kingdom - London, England
  • 27/07/2023
  • Seed
  • $2,700,000

Our specially designed video games analyse speech patterns, facial expressions and behaviour to objectively measure mental health symptoms, starting with depression.

Our online platform empowers clinicians so they can assess depression faster, more accurately and objectively. Our multi-modal depression recognition and tracking system allows us to find the right treatment in weeks instead of years and we make the entire process enjoyable for the patient.

Interested in learning more? Contact us at info@thymia.ai or visit our website: www.thymia.ai


Related People

Emilia MolimpakisCo Founder

Emilia Molimpakis United Kingdom - London, England

CEO & Co-founder of thymia. At thymia we use voice, video and behaviour to objectively track mental health symptoms.
(NB: Please do not send me connection requests without a message.)

My background is predominantly in research, and I have a PhD & post-doc in Cognitive Neuroscience and Linguistics from University College London (2nd in world for Neuroscience). For the past 12 years, I have worked with various populations, both healthy people and patients with cognitive disorders (Alzheimer's, Aphasia, Schizophrenia, Depression etc), using language as a marker for their cognition. By language I mean both the physical properties of voice (loudness, intonation patterns etc) through to the actual content of what people say (semantics, but also structural complexity). In healthy people I can figure out what people find harder or easier to understand, and in people with cognitive disorders, I can use language as an assessment & treatment monitoring tool. I am experienced in both behavioural measures associated with language use, such as eye-tracking, reading and general reaction times, as well as neural measures, following brain activation patterns using fMRI & EEG. My specialist subject for my PhD was how people parse elliptical utterances, i.e. inferring meaning in the absence of linguistic input.

I also have experience in the gaming industry, having worked for a gaming company to help them develop a video game where I used my linguistic knowledge to make the game levels progressively harder.