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3D software mapping for osteoarthritis pain self-management

The research will enable greater application of computing technologies to self-health management for older people. We aim to implement a 3D software tool according to the needs of the Osteoarthritis (OA) community –for personal use.

The 3D tool has several advantages: it is non-verbal, and therefore available to patients for whom English or Turkish is not a first language or who have difficulty explaining pain, and it can enhance the understanding of the link between pain drawings and objective diagnostics and tests, thereby clarifying the drawings’ utility and methodological applications.

Moreover, exercise, daily activities, and medication can all affect the mobility and independence of osteoarthritis sufferers and therefore a tool prompting consideration of the relationship between lifestyle factors and daily experiences of pain is useful.


Meet the Principal Investigator(s) for the project

Professor George Ghinea - I am a Professor in the Department of Computer Science at Brunel University London. I obtained my BSc. Degree with Computer Science and Mathematics majors from the University of the Witwatersrand, South Africa. I later went on to obtain BSc. (Hons.) and MSc. Degrees, both in Computer Science, from the same university. I was awarded my PhD – Quality of Perception: An Essential Facet of Multimedia Communications -  from the University of Reading, UK, in 2000. In it, I proposed the Quality of Perception metric, a precursor of the Quality of Experience (QoE) concept now widely known. However, whilst QoE is still a concept, QoP is a concrete metric. Thus, recognising the infotainment duality of multimedia, QoP not only characterises the subjective enjoyment associated with experiencing multimedia presentations, but also how such presentations aid a person\'s ability to assimilate informational content. My research activities lie at the confluence of Computer Science, Media and Psychology. In particular, my work focuses on the area of perceptual multimedia quality and how one builds end-to-end communication systems incorporating user perceptual requirements. I have applied my expertise in areas such as eye-tracking, telemedicine, multi-modal interaction, and ubiquitous and mobile computing. I am particularly interested in building human-centred e-systems, particularly integrating human perceptual requirements. My work has been funded by both national and international funding bodies – all of it being collaborative work with other teams and stakeholders I have been privileged to be involved with. I have also been honoured to supervise 21 PhD students to completion and to have published over 250 high-quality research articles with them and other research collaborators. Currently, my research pursuits are centered on extending the notion of multimedia with that of mulsemedia – a term which I have put forward to denote multiple sensorial media, ie. media applications that go beyond engaging the by now traditional auditory and visual senses, engaging three of our other human in a realistic manner akin to our experiences of everyday life.

Related Research Group(s)

Interactive Multimedia Systems

Interactive Multimedia Systems - Building sensor and media-rich, cross-layer, inclusive e-systems, with an interest in human-machine interaction, sensorial-based interfaces, data visualisation and multimedia.

Smart Technology Advancements in Health and Rehabilitation

Smart Technology Advancements in Health and Rehabilitation - Data science/wearable technology and Rehabilitation; Haptic feedback, multi-sensory interfacing and Robotics in Health; Immersion and Engagement in Virtual Rehabilitation; TeleHealth/TeleRehab; Data: using AI and Machine learning to improve health.


Partnering with confidence

Organisations interested in our research can partner with us with confidence backed by an external and independent benchmark: The Knowledge Exchange Framework. Read more.


Project last modified 28/06/2021