A large number of the adult population suffers from some kind of back pain during their lifetime. Part of the process of diagnosing and treating such back pain is for a clinician to collect information as to the type and location of the pain that is being suffered. Traditional approaches to gathering and visualizing this pain data have relied on simple 2-D representations of the human body, where different types of sensation are recorded with various monochrome symbols. Although patients have been shown to prefer such drawings to traditional questionnaires, these pain drawings can be limited in their ability to accurately record pain. The work described in this paper proposes an alternative that uses a 3-D representation of the human body, which can be marked in color to visualize and record the pain data. This study has shown that the new approach is a promising development in this area of medical practice and has been positively received by patients and clinicians alike.
Abstract-Earlier studies in the field of pain research suggest that little efficient intervention currently exists in response to the exponential increase in the prevalence of pain. In this paper, we present an Android application (PainDroid) with multimodal functionality that could be enhanced with Virtual Reality (VR) technology, which has been designed for the purpose of improving the assessment of this notoriously difficult medical concern. PainDroid has been evaluated for its usability and acceptability with a pilot group of potential users and clinicians, with initial results suggesting that it can be an effective and usable tool for improving the assessment of pain.Participant experiences indicated that the application was easy to use and the potential of the application was similarly appreciated by the clinicians involved in the evaluation. Our findings may be of considerable interest to healthcare providers, policy makers, and other parties that might be actively involved in the area of pain and VR research.
Pain constitutes an important medical concern that can have severe implications to a wheelchair user's quality of life. Results from studies indicate that pain is a common problem in this group of individuals, having a reported frequency of always (12%) and everyday (33%). This incidence signifies the need for more applicable and effective pain management clinical tools. As a result, in this paper we present an Android application (PainDroid) that has been enhanced with Virtual Reality (VR) technology for the purpose of improving the management of pain. Our evaluation with a group of wheelchair users revealed that PainDroid demonstrated high usability among this population, and is foreseen that it can make an important contribution in research on the assessment and management of pain.
Research on pain following Spinal Cord Injury (SCI) has revealed that patients not only experience several types of pain that could prove to be challenging to address, but also that each individual can interpret such pain in different subjective ways. In this paper we introduce a 3-D system for facilitating the efficient management of pain, and thus, supporting clinicians in overcoming the aforementioned challenges. This system was evaluated by a cohort of 15 SCI patients in a pilot study that took place between July and October 2010. Participants reported their experiences of using the 3-D system in an adapted version of the System Usability Scale (SUS) questionnaire. Statistically significant results were obtained with regards to the usability and efficiency of the 3-D system, with the majority of the patients finding it particularly useful to report their pain. Our findings suggest that the 3-D system can be an efficient tool in the efforts to better manage the pain experience of SCI patients.
Among the key design practices which contribute to the development of inclusive ICT products and services is user testing with people with disabilities. Traditionally, this involves partial or minimal user testing through the use of standard heuristics, employing external assisting devices, and the direct feedback of impaired users. However, efficiency could be improved if designers could readily analyse the needs of their target audience as part of a highly iterative design process. The VERITAS framework simulates and systematically analyses how users with various impairments interact with the use of ICT products and services. Thus, facilitating an efficient approach to design and testing. This article reports qualitative insights into the use of the framework by 72 evaluators drawn from five application domains: infotainment-games; workplace design; smart living spaces; healthcare; and automotives. The findings show that the VERITAS framework is useful to designers, offering an intuitive approach to inclusive design. However, several key areas present challenges to designers; notably, their lack of technical knowledge made the interface difficult to comprehend and their lack of familiarity with virtual user modeling or simulation software made the workflow difficult to follow. Furthermore, designers had a number of expectations in terms of features and feedback which were not fulfilled. This article reviews these concerns and presents recommendations which will inform the design of future inclusive design tools.
e-Science is a pioneering method that uses integrated collections of Information and Communication Technologies (ICTs), or e-Infrastructures, to enable scientists across the world to collaboratively work on more and more ambitious projects. Have advances and access to ICTs enabled African e-Infrastructure development? This paper aims to understand the current state of e-Infrastructure uptake in Africa and present some of these initiatives across the African continent by exploring the current landscape emerging from a survey of early consumers. These initiatives are discussed in terms of key projects and user communities that they are addressing. In line with wider perceptions that e-Infrastructures will re-shape the ways research is performed, this study yielded 34 current or planned e-Infrastructure projects across 13 African countries addressing a range of research domains, and identified 7 user communities across these disciplines. Our findings suggest that the African research community is increasingly interested and involved in e-Infrastructure development activities in response to the issue of limited access to dedicated global research and education resources. The study can contribute to the ongoing discussion on how e-Infrastructures can positively promote the research, technological development and innovation potential of developing countries.
(1) Background: Older people’s chronic pain is often not well managed because of fears of side-effects and under-reporting. Telehealth interventions, in the form of smartphone applications, are attracting much interest in the management of chronic diseases, with new and evolving approaches in response to current population demographics. However, the extent to which telehealth interventions may be used to promote and effect the self-management of chronic pain is not established. (2) Aim: To provide an objective review of the existing quantitative and qualitative evidence pertaining to the benefits of smartphone applications for the management of chronic pain in older people. (3) Methods: A literature search was undertaken using PubMed, Medline, CINAHL, Embase, PsychINFO, the Cochrane database, Science Direct and references of retrieved articles. The data were independently extracted by two reviewers from the original reports. (4) Results: This integrative systematic review identified 10 articles considering smartphone applications related to self-management of chronic pain among older adults. (5) Conclusions: It is important for future research to not only examine the effects of smartphone initiatives, but also to compare their safety, acceptability, efficacy and cost–benefit ratio in relation to existing treatment modalities.
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