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Research projects in Information Technology

Displaying 141 - 150 of 194 projects.


Digital Health as a means to explore inequities in health and wellbeing

This project could suit a candidate with a background in the socio-technical area of IM or IT, or could be tackled from a range of technical perspectives.

One example of the kind of work a suitable candidate could undertake is in support of the NEED collaboration - which at the Australian end is being run out of FIT. In the NEED setting, questions of inequity in healthcare and wellness act as the starting point for considering digital health opportunities and solutions. 

Supervisor: Chris Bain

Expansion of FHIR Standard and Use (eg - native FHIR analytics)

This project is technical in nature and would suit a candidate with a background and interest in web programming, health informatics or health data (or a combination thereof).

One potential area of exploration for the candidate is extending the work on Pathling (developed by the CSIRO).

Another area demanding further investigation and research is that of dynamic and extensible clinical decision support through CDS Hooks.

#digitalhealth #health #FHIR #interoperability #software #EMR #CDS

Supervisor: Chris Bain

Local (Australian) Tailoring / Expansion of Synthea Software Stack

This project is technical in nature and would suit a candidate with a background and interest in #Java programming, health informatics or health data (or a combination thereof).

The primary aim of this work is the extend and localise (to the Australian context) the open source Synthea stack. #Synthea is a very valuable tool in health IT R and D and in health data research.

#digitalhealth #FHIR #synthetic #healthdata #data #hospital 

 

Supervisor: Chris Bain

VR as Cultural Practice

Contemporary filmmakers and visual artists alike are embracing the potential of immersive digital technology – such as Augmented and Virtual Reality – to tell stories in powerful, new and affective ways. By effectively breaking the dictatorship of the frame that has defined the representational form of the moving image for the past 150 years, VR introduces a new paradigm for cinematic expression and viewing experience. This challenge marks a transformational moment in the evolution in the craft of “immersive storytelling”.

Supervisor: Prof Jon McCormack

The Multisensory Museum

Museums are – and have always been – mixed reality spaces par excellence. Today, digital technologies extend the ways in which the wealth of material culture they contain can be interpreted and exhibited, presenting new and (previously) unimaginable ways of bringing their stories to life.

Supervisor: Prof Jon McCormack

AI as Cultural Practice

Technologies emerge from a society’s cultural imagination, sparking new ways to imagine the future. Today, Artificial Intelligence (AI) – as the technical capability of a system ‘to correctly interpret external data, to learn from such data, and to use those learnings to achieve specific goals and tasks through flexible adaptation’ [1] – is formed into virtually any digital system that we draw upon to interact with each other and the world around us.

Supervisor: Prof Jon McCormack

Save the Bees, one buzz at a time

In this project, we will use machine learning methods to diagnose the health status of bee colonies and individual bees.

Bee populations are threatened worldwide due to a number of factors, including parasites and virus infections, climate change, intensive farming, and other environmental stress factors. Australia, until recently, has been relatively protected from infections, but these are now increasingly taking place here as well. 

Supervisor: Prof Bernd Meyer

Defining Network Quality of Service Metrics for Medical Applications

Networked digital diagnostic, monitoring and patient treatment tools permeate medical practice. A plethora of telemedicine, national and other eHealth records, injury assessment, patient-specific devices, hospital theatre equipment tools have resulted in a multi-billion dollar industry worldwide.  Research suggests the application of these tools  to healthcare can improve clinical workflows and patient care outcomes.

Supervisor: Dr Carlo Kopp

Computational Modelling of Conformity in Social Systems

Computational simulations are now widely employed to study the behaviour of social systems, examples being market behaviours, and social media population behaviours. These methods rely heavily on game theoretical modelling, usually employing populations of software agents to emulate the behaviour of human populations. Researchers construct models, usually based on known games, and empirical data, and use these to explore how the population reacts to changes. Many behaviours that are not well understood in social systems can be accurately captured and understood using these techniques.

Supervisor: Dr Carlo Kopp

Evolutionary Impacts of Deception

Agent-based computational simulations are now widely employed to study the evolution of behaviour, e.g., predator-prey simulations, the evolution of cooperation and altruism, the evolution of niches and food chains. These methods implement evolutionary processes in virtual populations of software agents and explore the evolution of their behaviour in diverse environments. Many behaviours that are not well understood in biological systems, that are difficult or impossible to measure in real environments, can be accurately captured and understood using these techniques.

Supervisor: Dr Carlo Kopp