1,086 research outputs found

    Inter-organization cooperation for ambient assisted living

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    In the last years we have witnessed to a substantial increase on the number of people in need of care services, espe-cially among the elderly, a phenomenon related to population ageing. However, this is becoming not exclusive of the elderly, as diseases like obesity, diabetes, and blood pressure have been increasing amongst young adults. This is a new reality which needs to be dealt by the healthcare sector, specifically the public one. Given these new scenarios, the importance of finding new and cost-effective ways for health care delivery are of particular relevance, especially when it is believed that these new patients should not be removed from their natural, day-to-day life, environment. The evolution of the, so called, new technolo-gies may pay here a very important role as they may become part of the solution for this new problematic. Actually, they are already been used as, in recent years, several projects have raised in this relatively new area of work. These projects, although legitimate ones, were essential for delineating a path to pursue for others to come, as they were in some case, very simple ones (e.g. panic buttons), and, especially, reactive ones. In this paper, we are going to present how we are trying to evolve these projects a step further, through the introduction of proactiveness as a key factor, taking advantage of “new”, as in applied to this areas, techniques of decision making, idea generation, argumentation and data quality, applied, not only to the in transit information, but also to the one provided by the several intervenient as well as themselves. In order to be able to pursue this delineated path, a new approach for knowledge representation, reasoning, and even for problem solving is proposed. To achieve these goals, the VirtualECare environment is presented, together with its sustaining infrastructure and architecture. Particular attention will be paidto how it may be used to simulate a virtual Assisted Living Environment in order to, later, bet-ter monitor real ones, attending to its customers’ needs

    Designing for adaptability in architecture

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    The research is framed on the premise that designing buildings that can adapt by accommodating change easier and more cost-effectively provides an effective means to a desired end a more sustainable built environment. In this context, adaptability can be viewed as a means to decrease the amount of new construction (reduce), (re)activate underused or vacant building stock (reuse) and enhance disassembly/ deconstruction of components (reuse, recycle) - prolonging the useful life of buildings (reduce, reuse, recycle). The aim of the research is to gain a holistic overview of the concept of adaptability in the construction industry and provide an improved framework to design for, deploy and implement adaptability. An over-arching research question was posited to guide the inquiry: how can architects understand, communicate, design for and test the concept of adaptability in the context of the design process? The research followed Dubois and Gadde s (2002) systematic combining as an over-arching approach that continuously moves between the empirical world and theoretical models allowing the co-evolution of data collection and theory from the beginning as part of a non-linear process with the objective of matching theory with reality. An initial framework was abducted from a preliminary collection of data from which a set of mixed research methods was deployed to explore adaptability (interviews, building case studies, dependency structural matrices, practitioner surveys and workshop). Emergent from the data is an expanded and revised theory on designing for adaptability consisting of concepts, models and propositions. The models illustrate many of the casual links between the physical design structure of the building (e.g. plan depth, storey height) and the soft contingencies of a messy design/construction/occupation process (e.g. procurement route, funding methods, stakeholder mindsets). In an effort to enhance building adaptability, the abducted propositions suggest a shift in the way the industry values buildings and conducts aspects of the design process and how designer s approach designing for adaptability

    Selected aspects of security mechanisms for cloud computing – current solutions and development perspectives

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    The security aspects of cloud computing, especially the security of data, become more and more important. It is necessary to find and develop the new mechanisms to secure the cloud. The problem presented in the paper concerns the mechanisms for security of cloud computing with special attention paid to aspects of access control in clouds – the state of the art and the perspectives for the future

    Gesture based persuasive interfaces for public ambient displays

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    Dissertação de Mestrado em Engenharia Informática 2º Semestre, 2011/2012This Master thesis studies how Public Ambient Displays (PAD) can be used as a tool to achieve behaviour change, through persuasive technology. In order to reach the goals of the thesis, an interactive public ambient display system called Motion-based Ambient Interactive Display (MAID) was developed. MAID is driven to motivate behaviour changes regarding domestic energy consumption, through a persuasive game interface based on gesture recognition technology. The developed prototype guides players through the different rooms of a house, where they have to find out what is wrong and practice the correct actions to save energy, using similar gestures to the ones they would use in real life to achieve the same goals. The system provides feedback regarding the consequences of each action, in order to make users aware of the consequences of their actions. The implementation of MAID is based on a purpose built, highly configurable and modular framework. It allows the administrator to fine tune and tweak the application to the necessities of the setup location constraints, by adjusting basic display properties, change image content or even modify the scripted gameplay itself. The scripted game system is flexible enough to allow the repurposing of the framework, beyond the previously defined theme, for future studies. The MAID was subjected to user testing, in order to show that it is possible to create a persuasive PAD interface, using seamless interaction methods, with the currently available technology, and use it to spread awareness of a cause, leading to behaviour change.Fundação para a Ciência e Tecnologia - project DEAP (PTDC/AAC-AMB/104834/2008); CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/201

    Automated Playtesting In Videogames

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    Game industry has recently emerged as a major software development industry. The number of games being developed has increased exponentially over the last few years [20]. And as these numbers grow there is also a need to test these games. Related to the game development workflow in diverse areas (AI, networking, graphics, engines, etc.) a unit testing and play testing component should be associated, which nowadays is rare or even nonexistent. Right now a common approach to testing games is hiring Testers to manually play a large number of potential scenarios that end users may exercise. Current game testing practices are labor intensive and become tedious and monotonous with the passage of time[3]. Furthermore, it gets quite expensive to pay someone to test these sort of games over and over again. Automated testing simplifies and makes these repetitive tasks efficient and automatic. This dissertation consists in the implementation and definition of a framework for a system that simplifies the creation of unit tests and automatic playtesting. The playtests test the integrity of the level and are able to determine whether it is possible to exploit the game in some way. This dissertation has a partnership with the ZPX company that provided a level to use and experiment the framework and manual playtesting in order to get results. The results obtained from the use of this framework are compared with the results of the manual testing performed by testers. These results consist of the time each testing approach takes, how many bugs were found in total and the quality of the report for the game level designer. These results uncover the advantages and disadvantages of the framework and the manual playtesting. One advantage to creating this framework in a highly general and modular way is that this framework can be applied to different games and the tedious work from the developer can be taken away since there is not a need to implement the more general playtests for each new game in development

    A Literature Survey on Resource Management Techniques, Issues and Challenges in Cloud Computing

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    Cloud computing is a large scale distributed computing which provides on demand services for clients. Cloud Clients use web browsers, mobile apps, thin clients, or terminal emulators to request and control their cloud resources at any time and anywhere through the network. As many companies are shifting their data to cloud and as many people are being aware of the advantages of storing data to cloud, there is increasing number of cloud computing infrastructure and large amount of data which lead to the complexity management for cloud providers. We surveyed the state-of-the-art resource management techniques for IaaS (infrastructure as a service) in cloud computing. Then we put forward different major issues in the deployment of the cloud infrastructure in order to avoid poor service delivery in cloud computing

    ADAPTIVE CUSTOMIZATION: NEW DESIGN OPPORTUNITIES IN ORTHOPEDICS, DRIVEN BY THE MERGING OF IMAGING AND SURGERY

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    The architectural response for an out-patient orthopedic surgery and rehabilitation facility that merges the fields of imaging and surgery needs to be an architecture of changing needs. Orthopedic patients are a diverse population with varied and changing medical treatment needs. The practice of orthopedic medicine is rapidly changing in response to these needs and ongoing advances in medical technology. One of the most significant changes under way today is the merging of surgical and imaging modalities. Settings for the delivery of orthopedic medicine must be able to better accommodate these changing needs by becoming more easily adaptable while being highly customized at any given point in time

    Dynamic and heterogeneous wireless sensor network for virtual instrumentation services

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    En el presente Trabajo Fin de Master se ha llevado a cabo el desarrollo de un sistema orientado a la adquisición de información sensorial, a través del uso de redes de sensores inalámbricas (WSN, del inglés Wireless Sensor Networks), de un sistema dinámico cuyo comportamiento se desea caracterizar. Para la gestión de la información de los sensores heterogéneos presentes en la red se han aplicado los conceptos de SOA (Service Oriented Architecture) a dicha red inalámbrica, de manera que cada uno de los sensores presentes en la red se trata como un servicio de medida. La arquitectura propuesta incorpora un mecanismo de "Plug & Play" para la reconfiguración dinámica de la red así como un proceso de composición de servicios que permite la creación de los denominados instrumentos virtuales a través de la asociación de diferentes sensores. Estos instrumentos virtuales agrupan las capacidades de varios sensores heterogeneos de forma que pueden ofrecer al usuario final información de alto nivel complementada con indicios de calidad de dicha información. Para la obtención de este sistema, las tareas que se han llevado a cabo en este trabajo han sido: se han realizado estudios previos de la utilizacion actual de las redes de sensores inalámbricas y de las arquitecturas SOA aplicadas a WSN. Se ha diseñado la arquitectura de la WSN más adecuada para esta sistema así como el mecanismo "Plug & Play" necesario para el descubrimiento de dispositivos y servicios. Se han estudiado y evaluado los criterios más adecuados para la agrupación de sensores para formar el instrumento virtual de forma automática y transparente. Por último, se ha evaluado la validez de la arquitectura propuesta por medio de su aplicación en un caso concreto en el campo de la logística, en particular, en la supervisión de artículos perecederos. Para ello, ha sido necesario diseñar y definir previamente los módulos de sofware necesarios para la implementación del sistema

    Development of Autonomous Surface Vessels for Hydrographic Survey Applications

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    Autonomously navigating surface vessels have a variety of potential applications for ocean mapping. The use of small vessels for coastal mapping is investigated through the development of hardware and software that form a complete system for survey operations. The hardware is selected to minimize cost while providing flexibility for installation on different platforms. MOOS-IvP open-source autonomy software enables independent operation of the vessel and provides for human monitoring. Custom applications allow the sensors and actuators of the hardware platforms to interface with MOOS-IvP. An autonomy behavior is developed that replicates current human driven survey acquisition, in which the boat plans paths automatically to achieve full survey coverage with a swath sonar system. With initial input of a survey boundary and depths from the onboard sonar system, subsequent paths are planned to be offset based on the collected data. This behavior is tested in simulation and field experiments. A model reference adaptive control system for the heading of the vessel is investigated for improved reliability of vessel operation in a variety of conditions and over the full range of operation speeds. Simulations tests verify the adaptation of two types of controllers. A new method for speed control to increase endurance and decrease engine wear is also proposed and simulated. Together, these developments form an easily configurable system that provides automated hydrographic survey capability to a vessel with minimal human involvement for optimal performance
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