Table 1:
CLASSES/TYPES OF TECHNOLOG | PAIN CARE APPLICATIONS AND PTL-INSPIRED USE CASES |
---|---|
Artificial intelligence (AI)
|
Automated detection of neural pain markers, inference of acute pain incidents (e.g., bracing/grimace detection), and adaptive therapeutic recommendations |
Big data/data analytics/data mining/data science | Observational studies that surface trends in wide-scale pain prevalence, effects and complications of pain treatments, and other pain-relevant public health metrics (e.g., burden of disease) |
Self-monitoring tools/apps (small data, self-experimentation) | Self-tracking and analysis to identify personal factors that may improve or worsen symptoms |
Pervasive/ubiquitous sensing
|
Can be used to track activity or physiological parameters related to pain (e.g., continuous passive monitoring to detect pain attacks, falls, and motion impairments) as well as to trigger just-in-time adaptive interventions (JITAI) or optimally release medication |
Interactive interfaces Self-(or proxy) report (prompted--EMA, IVR--or episodic reporting) |
Can provide frequent, in-context, real-time data on subjective symptoms (pain, fatigue) and mood states, which can supplement retrospective assessments during clinical visits, as well as offer user-facing alerts (e.g., treatment or appointment reminders) and informatics (e.g., visualizations, reports, dashboards) to aid self-awareness and self-care |
Extended reality (XR)
|
Can implement existing or novel behavioral and rehabilitative interventions such as augmented cognitive-behavioral therapy, VR for management of procedure-related acute pain, and XR gaming for rehabilitation and sensory retraining. |
Computer-mediated human-to-human communication (CMC)
|
Can be integrated into multimodal chronic pain interventions (e.g., use of SMS to prompt adaptive behaviors; intermittent phone or video therapy sessions) to promote increased engagement, participation and outcomes and/or to complement other tech-based interventions (e.g., use of online, phone or video delivered “coaching”; use of social media peer-support groups). |
Speech technologies
|
Can provide automated instruction or feedback to individuals for psychosocial support and education to facilitate effective pain self-management. |
Games (exergames, serious games) | “Serious”, or therapeutic, games can provide support, motivation, and skills training for pain self-management. Games for entertainment can provide distraction from pain. Exergames can help increase physical activity |
E-learning (includes web-or mobile-based learning platforms) | Can be used to teach self-management strategies to individuals living with pain, or to providers for their treatment of patients with pain. |