39,752 research outputs found

    Presenting the networked home: a content analysis of promotion material of Ambient Intelligence applications

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    Ambient Intelligence (AmI) for the home uses information and communication technologies to make users’ everyday life more comfortable. AmI is still in its developmental phase and is headed towards the first stages of diffusion. \ud Characteristics of AmI design can be observed, among others, in the promotion material of initial producers. A literature study revealed that AmI originally envisioned a central role for the user, convenience that AmI offers them and that attention should be paid to critical policy issues such as privacy and a potential loss of freedom. A content analysis of current promotion material of several high-tech companies revealed that these original ideas are not all reflected in the material. Attributes which were used most in the promotion material were ‘connectedness’, ‘control’, ‘easiness’ and ‘personalization’. An analysis of the pictures in the promotion material showed that almost half of the pictures contained no humans but appliances. These results only partly correspond to the original vision on AmI, since the emphasis is now on technology. The results represent a serious problem, since both users, as well as critical policy issues are underexposed in the current promotion material

    Enriched elderly virtual profiles by means of a multidimensional integrated assessment platform

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    The pressure over Healthcare systems is increasing in most developed countries. The generalized aging of the population is one of the main causes. This situation is even worse in underdeveloped, sparsely populated regions like Extremadura in Spain or Alentejo in Portugal. The authors propose to use the Situational-Context, a technique to seamlessly adapt Internet of Things systems to the needs and preferences of their users, for virtually modeling the elderly. These models could be used to enhance the elderly experience when using those kind of systems without raising the need for technical skills or the costs of implementing such systems by the regional healthcare systems. In this paper, the integration of a multidimensional integrated assessment platform with such virtual profiles is presented. The assessment platform provides and additional source of information for the virtual profiles that is used to better adapt existing systems to the elders needs

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    open access articleBackground: Art enhances both physical and mental health wellbeing. The health benefits include reduction in blood pressure, heart rate, pain perception and briefer inpatient stays, as well as improvement of communication skills and self-esteem. In addition to these, people living with dementia benefit from reduction of their noncognitive, behavioural changes, enhancement of their cognitive capacities and being socially active. Methods: The current study represents a narrative general literature review on available studies and knowledge about contribution of Artificial Intelligence (AI) in creative arts. Results: We review AI visual arts technologies, and their potential for use among people with dementia and care, drawing on similar experiences to date from traditional art in dementia care. Conclusion: The virtual reality, installations and the psychedelic properties of the AI created art provide a new venue for more detailed research about its therapeutic use in dementia

    Biosignal and context monitoring: Distributed multimedia applications of body area networks in healthcare

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    We are investigating the use of Body Area Networks (BANs), wearable sensors and wireless communications for measuring, processing, transmission, interpretation and display of biosignals. The goal is to provide telemonitoring and teletreatment services for patients. The remote health professional can view a multimedia display which includes graphical and numerical representation of patients’ biosignals. Addition of feedback-control enables teletreatment services; teletreatment can be delivered to the patient via multiple modalities including tactile, text, auditory and visual. We describe the health BAN and a generic mobile health service platform and two context aware applications. The epilepsy application illustrates processing and interpretation of multi-source, multimedia BAN data. The chronic pain application illustrates multi-modal feedback and treatment, with patients able to view their own biosignals on their handheld device

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

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    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged
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