scispace - formally typeset
Search or ask a question

Showing papers by "Maged N. Kamel Boulos published in 2015"


Journal ArticleDOI
TL;DR: A number of “food ontologies” are reviewed, such as the Food Products Ontology/FOODpedia, Open Food Facts, FoodWiki, and AGROVOC multilingual agricultural thesaurus, which can supplement the aforementioned lookup databases to enable progression from the mere automated identification of food and drinks in meals to a more useful application.
Abstract: Automated food and drink recognition methods connect to cloud-based lookup databases (e.g., food item barcodes, previously identified food images, or previously classified NIR (Near Infrared) spectra of food and drink items databases) to match and identify a scanned food or drink item, and report the results back to the user. However, these methods remain of limited value if we cannot further reason with the identified food and drink items, ingredients and quantities/portion sizes in a proposed meal in various contexts; i.e., understand from a semantic perspective their types, properties, and interrelationships in the context of a given user’s health condition and preferences. In this paper, we review a number of “food ontologies”, such as the Food Products Ontology/FOODpedia (by Kolchin and Zamula), Open Food Facts (by Gigandet et al.), FoodWiki (Ontology-driven Mobile Safe Food Consumption System by Celik), FOODS-Diabetes Edition (A Food-Oriented Ontology-Driven System by Snae Namahoot and Bruckner), and AGROVOC multilingual agricultural thesaurus (by the UN Food and Agriculture Organization—FAO). These food ontologies, with appropriate modifications (or as a basis, to be added to and further expanded) and together with other relevant non-food ontologies (e.g., about diet-sensitive disease conditions), can supplement the aforementioned lookup databases to enable progression from the mere automated identification of food and drinks in our meals to a more useful application whereby we can automatically reason with the identified food and drink items and their details (quantities and ingredients/bromatological composition) in order to better assist users in making the correct, healthy food and drink choices for their particular health condition, age, body weight/BMI (Body Mass Index), lifestyle and preferences, etc.

62 citations


Journal ArticleDOI
18 Mar 2015
TL;DR: The main challenges facing people with diabetes—children/adolescents and adults—from a clinical perspective are presented, followed by three short illustrative examples of mobile and desktop game apps and platforms designed by Ayogo Health, Inc.
Abstract: Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease management can help children, adolescents, and adults with diabetes to better cope with their lifelong condition. Gamification and social in-game components are used to motivate players/patients and positively change their behavior and lifestyle. In this paper, we start by presenting the main challenges facing people with diabetes—children/adolescents and adults—from a clinical perspective, followed by three short illustrative examples of mobile and desktop game apps and platforms designed by Ayogo Health, Inc. (Vancouver, BC, Canada) for type 1 diabetes (one example) and type 2 diabetes (two examples). The games target different age groups with different needs—children with type 1 diabetes versus adults with type 2 diabetes. The paper is not meant to be an exhaustive review of all digital game offerings available for people with type 1 and type 2 diabetes, but rather to serve as a taster of a few of the game genres on offer today for both types of diabetes, with a brief discussion of (1) some of the underpinning psychological mechanisms of gamified digital interventions and platforms as self-management adherence tools, and more, in diabetes, and (2) some of the hypothesized potential benefits that might be gained from their routine use by people with diabetes. More research evidence from full-scale evaluation studies is needed and expected in the near future that will quantify, qualify, and establish the evidence base concerning this gamification potential, such as what works in each age group/patient type, what does not, and under which settings and criteria. [JMIR Serious Games 2015;3(1):e3]

60 citations


Journal ArticleDOI
TL;DR: The article discusses some ways of measuring and benchmarking the performance of smart cities and their impact on well-being, and it should be emphasised that technology is not a panacea and that other factors are equally important in creating happier and healthier cities and regions.
Abstract: This paper provides a brief overview of, and elaborates on, some of the presentations, discussions and conclusions from Day 4 of the ‘WHO EURO 2014 International Healthy Cities Conference: Health and the City - Urban Living in the 21st Century’, held in Athens, Greece on 25 October 2014. The Internet of Things (IoT) is made of sensors and other components that connect our version of the world made of atoms, i.e., humans/our bodies, our devices, vehicles, roads, buildings, plants, animals, etc., with a mirror digital version made of bits. This enables cities and regions to be self-aware and dynamically reconfigurable in real- or near-real-time, based on changes that are continuously monitored and captured by sensors, similar to the way the internal biological systems of a living being operate and respond to their environment (homeostasis). Data collected by various IoT sensors and processed via appropriate analytics can also help predict the immediate future with reasonable accuracy, which enables better planned responses and mitigation actions. Cities and regions can thus become more adaptable and resilient in face of adversity. Furthermore, IoT can link atoms (humans) to other atoms (humans) (again via bits), resulting in the formation of ‘smart(er) communities’ that are socially connected in new ways and potentially happier. Cities, but also less urbanised regions and the countryside, could all benefit from, and harness the power of, IoT to improve the health, well-being and overall quality of life of the local populations, actively engage citizens in a smarter governance of their region, empower them to better care for one another, promote stronger social inclusion, and ensure a greener, sustainable and more enjoyable environment for all. Technology can also help reverse the ‘brain drain’ from the countryside and smaller towns to larger metropolises by making the former more attractive and connected, with better services akin to those found in larger cities. The article also discusses some ways of measuring and benchmarking the performance of smart cities and their impact on well-being. However, it should be emphasised that technology is not a panacea and that other factors are equally important in creating happier and healthier cities and regions.

51 citations


Journal ArticleDOI
TL;DR: The Project Consortium might not have had the chance to implement everything learnt, but lessons and guidelines can be later used to improve LiveWell, and can also be generalised to benefit similar e-health services.
Abstract: About 1.2 million people in Europe have Parkinson's disease PD. PD patients often suffer from social exclusion and depression due to progressive lack of control over the disease. Eventually, most require constant care, leading to huge socioeconomic burdens. To partially tackle this issue, 7 partners in 7 countries participated in LiveWell EU-funded project, 2012-14 to develop an innovative Web-based education, training and social community platform targeting PD patients, carers and clinicians. This paper describes LiveWell from conception to completion, presents lessons learnt over the course of the project, and highlights some identified main areas of best practice. The Project Consortium might not have had the chance to implement everything learnt in the current outputs, but these lessons and guidelines can be later used to improve LiveWell, and can also be generalised to benefit similar e-health services. The combination of appropriate online education and social communities could help patients and carers cope positively with PD, promoting social inclusion and better outcomes.

6 citations