27 research outputs found

    Cognitive assisted living ambient system: a survey

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    The demographic change towards an aging population is creating a significant impact and introducing drastic challenges to our society. We therefore need to find ways to assist older people to stay independently and prevent social isolation of these population. Information and Communication Technologies (ICT) provide various solutions to help older adults to improve their quality of life, stay healthier, and live independently for a time. Ambient Assisted Living (AAL) is a field to investigate innovative technologies to provide assistance as well as healthcare and rehabilitation to impaired seniors. The paper provides a review of research background and technologies of AAL

    The Challenges And Contribution Of Internet Of Things (IoT) For Smart Living

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    The evolution of Internet and advanced in ICT had led to the increasingly usage of Internet of Things (IoT) in various sectors and facilitated borderless connection in various fields. Contextualised within the development of Smart City, much have been reported on the challenges and contribution of using of IoT for smart living. This paper presents a review of the challenges and contribution of using IoT for smart living. Using a systematic method to analyse the literature, 31 articles have been selected for the review. It was found that the contributions of IoT surpass the challenges of using IoT. Two significant contributions have been identified, which are facilitating communication and improving safety as well as improving quality of life. Meanwhile, the main challenges of IoT implementation are issues related to security and privacy. It was also found that there is a lack of information related to the ways to overcome the challenges, although the challenges were discussed in length. This review provides an overview of the adoption of IoT for Smart Living, focusing on its challenges and contribution

    Autonomic ubiquitous computing: a home environment management system

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    Tese de doutoramento em Electrónica Industrial (ramo do conhecimento Informática Industrial)The Ubiquitous Computing and Autonomic Computing reached a point of convergence in which pervasive technology in the environment meets the ability of people to interact with it, making use of all the possibilities made available by this technology. Ubiquitous computing envisions a habitat where the abundance of devices, services and applications allows the physical and virtual worlds to become seamlessly merged. The promise of ubiquitous computing environments is not feasible unless these systems can effectively "disappear". In order to achieve this goal, they need to become autonomic, by managing their own evolution and configuration with minimal user intervention. It is in this context that aspects like self-configuration and self-healing from the autonomic computing concept were adopted in this project. The context awareness and the creation of applications which use that context are the core concern of Ubiquitous Computing Systems and represent the fundamentals for autonomic actions in this type of systems. Such research raises questions on context acquisition, distribution and manipulation, as well as on artificial intelligence algorithms that decide autonomic actions in the environment, having implications in the human interaction with Autonomic Ubiquitous Systems. The research presented in this thesis concentrates on some of those issues. During this project it was developed an experimental setup for context acquisition, in an effortless way, of some activities of a small group of users. This experimental setup was installed in a real home where a young family, a couple and a small child, were actually living. This experimental setup was mainly responsible for the control of the light system of the house, by a network of several inter-connected devices scattered in the home with limited resources. This prototype installation allowed the validation of the system ability, to capture daily life behaviour patterns of the inhabitants. The system architecture was designed based on the concept of a high level and a low level autonomic management system taking from nature the model of the human reflex arc. A reflexive behaviour is managed at a local level by the small devices, with limited resources, high level management is responsible for processing and analysis of the events broadcast by the group of small devices, and run in a centralized mode in a PC. The concept of device information broadcast, to the communication medium, as events was used as an approach to: inter-connect future systems, monitor correct operation of the system devices, capture raw data for estimation of context; allow the visualization of system feedback in user interface devices. Finally, an algorithm using artificial neural networks in combination with simple statistics was developed which allowed the house to learn the routines of its inhabitants, making it truly intelligent by embedding the knowledge about patterns of activities of the users in the devices scattered in the environment, increasing their comfort and, at same time, leading to more energy efficiency. The analysis of the data captured, during two complete years, shows that the reduction of power consumption could be as high as 50%, depending on the profile of the usage of the light.A Computação Ubíqua e a Computação Autónoma atingiram um ponto de convergência no qual a tecnologia dispersa nos ambientes, juntamente com a capacidade das pessoas interagirem, permite tirar partido do seu uso para novas potencialidades. A computação ubíqua vislumbra habitats repletos de dispositivos, serviços e aplicações que permitem a união perfeita do mundo real com o mundo virtual, mas de uma forma natural. A promessa da criação de tais ambientes de computação ubíqua não se tornará possível sem que a complexidade destes sistemas “desapareçam” efectivamente da percepção dos utilizadores. Para que isso seja possível, estes necessitam de ser autónomos, gerindo a sua própria evolução e configuração com o mínimo de intervenção do utilizador. É neste contexto que a noção de Sistemas Ubíquos Autónomos envolvendo as facetas de auto-configuração e auto-reparação derivadas do conceito da computação autónoma, será usada nesta tese. A percepção do contexto e a criação de aplicações que o usam são as principais preocupações na investigação dos Sistemas de Computação Ubíqua, constituindo também a base para as acções autónomas neste tipo de sistemas. Essa investigação levanta questões sobre a forma como o contexto é capturado, distribuído e manipulado. Por outro lado, provoca impacto nos algoritmos de inteligência artificial que efectuam as decisões de acções autónomas no ambiente, afectando consequentemente a interacção humana com os Sistemas Ubíquos Autónomos. A investigação apresentada nesta dissertação concentra-se efectivamente em alguns destes aspectos. Durante a tese foi desenvolvido um sistema experimental com o objectivo de capturar o contexto, de uma forma perceptível, das actividades de um pequeno grupo de utilizadores. Este sistema experimental foi instalado numa casa real, onde vive uma jovem família constituída por uma casal e uma pequena criança. O sistema experimental era responsável por controlar toda a iluminação eléctrica da casa, através de um conjunto de dispositivos, com recursos limitados, conectados em rede e espalhados pela casa. A instalação permitiu validar a capacidade do sistema de capturar os padrões de comportamento quotidiano dos habitantes da casa. A arquitectura do sistema foi projectada baseando-se no conceito de alto-nível e baixo-nivel dos sistemas de gestão autónoma, inspirando-se no modelo dos processos que ocorrem num acto reflexo no corpo humano. As acções de reflexo ou acções básicas são geridas pelo baixo-nivel nos pequenos dispositivos e com recursos limitados, e quanto o gestão de alto-nivel é responsável pelo processamento e analise dos eventos disponíveis no barramento de dados da rede dos pequenos dispositivos. Foi também usado o conceito da difusão (broadcast) da informação, para o barramento de dados, na forma de eventos para permitir: a interligação com sistema futuros, monitorização do correcto funcionamento do sistema, captura da informação para posterior determinação do contexto; e por fim permitir a visualização do estado do sistema na interface com os utilizadores. Por último, foi desenvolvido um algoritmo usando redes neuronais artificiais e em combinação com estatística básica que permite aprender, de uma forma autónoma, as rotinas dos habitantes em casa, conferindo a esta um ambiente inteligente. Desta forma, a casa contém o conhecimento dos padrões quotidianos dos habitantes, aumentando consequentemente o seu conforto e ao mesmo tempo, permitindo melhor eficiência energética. As análises dos dados capturados, durante dois anos completos, mostram que a redução no consumo energético pode chegar os 50%, dependendo do perfil de uso da iluminação.Fundação para a Ciência e a Tecnologia (FCT)Scholarship number SFRH/BD/8290/2004

    The Internet of Things and The Web of Things

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    International audienceThe Internet of Things is creating a new world, a quantifiable and measureable world, where people and businesses can manage their assets in better informed ways, and can make more timely and better informed decisions about what they want or need to do. This new con-nected world brings with it fundamental changes to society and to consumers. This special issue of ERCIM News thus focuses on various relevant aspects of the Internet of Things and the Web of Things

    Study of non-invasive cognitive tasks and feature extraction techniques for brain-computer interface (BCI) applications

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    A brain-computer interface (BCI) provides an important alternative for disabled people that enables the non-muscular communication pathway among individual thoughts and different assistive appliances. A BCI technology essentially consists of data acquisition, pre-processing, feature extraction, classification and device command. Indeed, despite the valuable and promising achievements already obtained in every component of BCI, the BCI field is still a relatively young research field and there is still much to do in order to make BCI become a mature technology. To mitigate the impediments concerning BCI, the study of cognitive task together with the EEG feature and classification framework have been investigated. There are four distinct experiments have been conducted to determine the optimum solution to those specific issues. In the first experiment, three cognitive tasks namely quick math solving, relaxed and playing games have been investigated. The features have been extracted using power spectral density (PSD), logenergy entropy, and spectral centroid and the extracted feature has been classified through the support vector machine (SVM), K-nearest neighbor (K-NN), and linear discriminant analysis (LDA). In this experiment, the best classification accuracy for single channel and five channel datasets were 86% and 91.66% respectively that have been obtained by the PSD-SVM approach. The wink based facial expressions namely left wink, right wink and no wink have been studied through fast Fourier transform (FFT) and sample range feature and then the extracted features have been classified using SVM, K-NN, and LDA. The best accuracy (98.6%) has been achieved by the sample range-SVM based approach. The eye blinking based facial expression has been investigated following the same methodology as the study of wink based facial expression. Moreover, the peak detection approach has also been employed to compute the number of blinks. The optimum accuracy of 99% has been achieved using the peak detection approach. Additionally, twoclass motor imagery hand movement has been classified using SVM, K-NN, and LDA where the feature has been extracted through PSD, spectral centroid and continuous wavelet transform (CWT). The optimum 74.7% accuracy has been achieved by the PSDSVM approach. Finally, two device command prototypes have been designed to translate the classifier output. One prototype can translate four types of cognitive tasks in terms of 5 watts four different colored bulbs, whereas, another prototype may able to control DC motor utilizing cognitive tasks. This study has delineated the implementation of every BCI component to facilitate the application of brainwave assisted assistive appliances. Finally, this thesis comes to the end by drawing the future direction regarding the current issues of BCI technology and these directions may significantly enhance usability for the implementation of commercial applications not only for the disabled but also for a significant number of healthy users

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    Development of a Graphical User Interface for processing and visualization of Brain Computer Interface experiments

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    Treballs Finals de Grau d'Enginyeria Biomèdica. Facultat de Medicina i Ciències de la Salut. Universitat de Barcelona. Curs: 2020-2021. Director i Tutor: Agustín Gutierrez-Galvez.Learning is the process by which new knowledge or skills are acquired and is known to be based on synaptic plasticity and the expansion of the cortical map. However, today it is still difficult to determine the relationship between a specific organizational change at brain level and the learning of a new behaviour. Knowing the functioning of the brain and, in particular, the neural units responsible for the learning process, could make a big difference to those who have suffered a stroke or an amputation and therefore have to relearn the basic locomotor movements. The project that has been carried out has consisted in the development of a graphical user interface (GUI) that allows the processing and visualization of the data obtained from experiments carried out using Brain Computer Interface (BCI) systems. It has been focused on obtaining the tuning curves, which show the firing rates of the neurons with respect to the angle of perturbation, and the trajectories performed by the subject, in order to subsequently visualize them. The graphical interface developed consists of a multiwindow application created using MATLAB App Designer based on the data and functions obtained from BCI experiments performed at Carnegie Mellon University. It is mainly aimed at the biomedical sector, although it could be useful in other fields

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    The Impact of Digital Technologies on Public Health in Developed and Developing Countries

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    This open access book constitutes the refereed proceedings of the 18th International Conference on String Processing and Information Retrieval, ICOST 2020, held in Hammamet, Tunisia, in June 2020.* The 17 full papers and 23 short papers presented in this volume were carefully reviewed and selected from 49 submissions. They cover topics such as: IoT and AI solutions for e-health; biomedical and health informatics; behavior and activity monitoring; behavior and activity monitoring; and wellbeing technology. *This conference was held virtually due to the COVID-19 pandemic

    Improving Access and Mental Health for Youth Through Virtual Models of Care

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    The overall objective of this research is to evaluate the use of a mobile health smartphone application (app) to improve the mental health of youth between the ages of 14–25 years, with symptoms of anxiety/depression. This project includes 115 youth who are accessing outpatient mental health services at one of three hospitals and two community agencies. The youth and care providers are using eHealth technology to enhance care. The technology uses mobile questionnaires to help promote self-assessment and track changes to support the plan of care. The technology also allows secure virtual treatment visits that youth can participate in through mobile devices. This longitudinal study uses participatory action research with mixed methods. The majority of participants identified themselves as Caucasian (66.9%). Expectedly, the demographics revealed that Anxiety Disorders and Mood Disorders were highly prevalent within the sample (71.9% and 67.5% respectively). Findings from the qualitative summary established that both staff and youth found the software and platform beneficial
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