90 research outputs found

    Inferring Complex Activities for Context-aware Systems within Smart Environments

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    The rising ageing population worldwide and the prevalence of age-related conditions such as physical fragility, mental impairments and chronic diseases have significantly impacted the quality of life and caused a shortage of health and care services. Over-stretched healthcare providers are leading to a paradigm shift in public healthcare provisioning. Thus, Ambient Assisted Living (AAL) using Smart Homes (SH) technologies has been rigorously investigated to help address the aforementioned problems. Human Activity Recognition (HAR) is a critical component in AAL systems which enables applications such as just-in-time assistance, behaviour analysis, anomalies detection and emergency notifications. This thesis is aimed at investigating challenges faced in accurately recognising Activities of Daily Living (ADLs) performed by single or multiple inhabitants within smart environments. Specifically, this thesis explores five complementary research challenges in HAR. The first study contributes to knowledge by developing a semantic-enabled data segmentation approach with user-preferences. The second study takes the segmented set of sensor data to investigate and recognise human ADLs at multi-granular action level; coarse- and fine-grained action level. At the coarse-grained actions level, semantic relationships between the sensor, object and ADLs are deduced, whereas, at fine-grained action level, object usage at the satisfactory threshold with the evidence fused from multimodal sensor data is leveraged to verify the intended actions. Moreover, due to imprecise/vague interpretations of multimodal sensors and data fusion challenges, fuzzy set theory and fuzzy web ontology language (fuzzy-OWL) are leveraged. The third study focuses on incorporating uncertainties caused in HAR due to factors such as technological failure, object malfunction, and human errors. Hence, existing studies uncertainty theories and approaches are analysed and based on the findings, probabilistic ontology (PR-OWL) based HAR approach is proposed. The fourth study extends the first three studies to distinguish activities conducted by more than one inhabitant in a shared smart environment with the use of discriminative sensor-based techniques and time-series pattern analysis. The final study investigates in a suitable system architecture with a real-time smart environment tailored to AAL system and proposes microservices architecture with sensor-based off-the-shelf and bespoke sensing methods. The initial semantic-enabled data segmentation study was evaluated with 100% and 97.8% accuracy to segment sensor events under single and mixed activities scenarios. However, the average classification time taken to segment each sensor events have suffered from 3971ms and 62183ms for single and mixed activities scenarios, respectively. The second study to detect fine-grained-level user actions was evaluated with 30 and 153 fuzzy rules to detect two fine-grained movements with a pre-collected dataset from the real-time smart environment. The result of the second study indicate good average accuracy of 83.33% and 100% but with the high average duration of 24648ms and 105318ms, and posing further challenges for the scalability of fusion rule creations. The third study was evaluated by incorporating PR-OWL ontology with ADL ontologies and Semantic-Sensor-Network (SSN) ontology to define four types of uncertainties presented in the kitchen-based activity. The fourth study illustrated a case study to extended single-user AR to multi-user AR by combining RFID tags and fingerprint sensors discriminative sensors to identify and associate user actions with the aid of time-series analysis. The last study responds to the computations and performance requirements for the four studies by analysing and proposing microservices-based system architecture for AAL system. A future research investigation towards adopting fog/edge computing paradigms from cloud computing is discussed for higher availability, reduced network traffic/energy, cost, and creating a decentralised system. As a result of the five studies, this thesis develops a knowledge-driven framework to estimate and recognise multi-user activities at fine-grained level user actions. This framework integrates three complementary ontologies to conceptualise factual, fuzzy and uncertainties in the environment/ADLs, time-series analysis and discriminative sensing environment. Moreover, a distributed software architecture, multimodal sensor-based hardware prototypes, and other supportive utility tools such as simulator and synthetic ADL data generator for the experimentation were developed to support the evaluation of the proposed approaches. The distributed system is platform-independent and currently supported by an Android mobile application and web-browser based client interfaces for retrieving information such as live sensor events and HAR results

    A framework for the design, prototyping and evaluation of mobile interfaces for domestic environments

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    The idea of the smart home has been discussed for over three decades, but it has yet to achieve mass-market adoption. This thesis asks the question Why is my home not smart? It highlights four main areas that are barriers to adoption, and concentrates on a single one of these issues: usability. It presents an investigation that focuses on design, prototyping and evaluation of mobile interfaces for domestic environments resulting in the development of a novel framework. A smart home is the physical realisation of a ubiquitous computing system for domestic living. The research area offers numerous benefits to end-users such as convenience, assistive living, energy saving and improved security and safety. However, these benefits have yet to become accessible due to a lack of usable smart home control interfaces. This issue is considered a key reason for lack of adoption and is the focus for this thesis. Within this thesis, a framework is introduced as a novel approach for the design, prototyping and evaluation of mobile interfaces for domestic environments. Included within this framework are three components. Firstly, the Reconfigurable Multimedia Environment (RME), a physical evaluation and observation space for conducting user centred research. Secondly, Simulated Interactive Devices (SID), a video-based development and control tool for simulating interactive devices commonly found within a smart home. Thirdly, iProto, a tool that facilitates the production and rapid deployment of high fidelity prototypes for mobile touch screen devices. This framework is evaluated as a round-tripping toolchain for prototyping smart home control and found to be an efficient process for facilitating the design and evaluation of such interfaces

    TAKING CHARGE 2016: A Study of the Strategic Budgeting Priorities of the Residents of Lincoln, Nebraska

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    This report presents the results of the 2016 Taking Charge initiative sponsored by the City of Lincoln. This initiative included an online survey and a half-day, face-to-face, Community Conversation. Most previous Taking Charge activities have focused more narrowly on the immediate concerns of an impending budget proposal (e.g. which specific programs should be funded or discontinued to maintain a balanced budget). This year’s efforts also focused on specific items relevant to the City’s future budget policy priorities. As usual, residents were also given the opportunity to rate the City’s performance and City officials on a variety of performance characteristics. A number of important findings were identified from an examination of more than 2,300 survey responses and the input provided by 58 participants in the Community Conversation. These findings included the following: Current Priorities • With regard to current priorities, the survey and the Community Conversation revealed consistent support for in-home services for seniors, neighborhood snow removal, and neighborhood swimming pools as participants’ top three rated and ranked priorities. • A total of 46% of those answering the question about how to pay for services that the budget would not cover indicated the City should raise taxes. An additional 10% of respondents indicated the City should both cut other programs and raise taxes. The remainder of respondents indicated a preference for balancing the budget. About 23% indicated that preference by stating they balanced the budget during the exercise; 22% indicated wishing to cut programs other than those listed in the exercise. • The least prioritized program, and most recommended for cutting, was parking and abandoned vehicle enforcement. The programs next in line for potential cuts were non-injury traffic accident reporting, the health information and referral call center, and one day of library service. These priorities were consistently reflected in both the survey and Community Conversation results. • Reasons for prioritizing some programs over others included consideration of the number of persons affected by a program; how the program was perceived as affecting quality of life, safety, and the economy; and the extent to which the program served vulnerable or underserved populations. Future Priorities • Regarding future priorities, survey respondents rated and ranked parks and recreation capital replacement and repair as most important, followed by the construction of the south beltway, followed by StarTran service expansion. • Community Conversation participants were less enthusiastic about parks and more supportive of StarTran and the South Beltway construction future priorities. This was not because the Community Conversation elicited new views undermining support for parks. Both before and after the Community Conversation, only 15% of attendees chose parks and recreation capital replacement and repair as their top priority. It seems that there were simply fewer parks supporters at the Community Conversation than there were among survey respondents. • There was an increase in support for the StarTran expansion over the course of the Community Conversation. Prior to the small group conversations, 32% of attendees chose StarTran as their most important future priority. After the small group conversations, 43% chose StarTran as their top priority. • Consistently, the lowest future priority was golf capital maintenance and repair. This sentiment was expressed by both survey respondents and Community Conversation participants. When given additional options for funding golf capital needs, the preference was for options that would not use City general fund dollars (e.g., fundraising or raising of golf fees). • Reasons for prioritizing some programs over others reflected similar values as those used to evaluate current priorities. In addition, residents considered the overall costs and benefits of programs and whether they believed other funding sources could or could not cover a given program. City Performance Ratings • The City had seen a measurable increase in its performance ratings between 2012 and 2015, according to volunteer (non-random) survey respondents. This increase continued between 2015-2016. This year’s survey was not a random-sample survey and cannot be generalized to Lincoln as a whole. The observed increase in positive perceptions could be due to more persons with positive attitudes toward City government visiting the survey each year, or to improvements in public perceptions, or to some combination of both factors. • Open-ended comments about City performance suggested that people have differing opinions about the Mayor’s office, the City Council, and City employees. Comments also quite frequently mentioned roads and the need for specific improvements. While most of the comments mentioning taxes were made in order to express disapproval of raising taxes, some comments argued for taxes in order to cover valued services. • The City has consistently been rated lowest with regards to fair treatment of all areas of town. Open-ended comments reflecting feelings about fairness indicated that a number of people feel that more wealthy neighborhoods are treated with favoritism and receive more or better services. Others commented that neighborhoods affected by certain decisions need to have say in those decisions

    Understanding personal and contextual factors to increase motivation in gamified systems

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    Gamification, the use of game elements in non-game contexts, has been shown to help people reaching their goals, affect people's behavior and enhance the users' experience within interactive systems. However, past research has shown that gamification is not always successful. In fact, literature reviews revealed that almost half of the interventions were only partially successful or even unsuccessful. Therefore, understanding the factors that have an influence on psychological measures and behavioral outcomes of gamified systems is much in need. In this thesis, we contribute to this by considering the context in which gamified systems are applied and by understanding personal factors of users interacting with the system. Guided by Self-Determination Theory, a major theory on human motivation, we investigate gamification and its effects on motivation and behavior in behavior change contexts, provide insights on contextual factors, contribute knowledge on the effect of personal factors on both the perception and effectiveness of gamification elements and lay out ways of utilizing this knowledge to implement personalized gamified systems. Our contribution is manifold: We show that gamification affects motivation through need satisfaction and by evoking positive affective experiences, ultimately leading to changes in people's behavior. Moreover, we show that age, the intention to change behavior, and Hexad user types play an important role in explaining interpersonal differences in the perception of gamification elements and that tailoring gamified systems based on these personal factors has beneficial effects on both psychological and behavioral outcomes. Lastly, we show that Hexad user types can be partially predicted by smartphone data and interaction behavior in gamified systems and that they can be assessed in a gameful way, allowing to utilize our findings in gamification practice. Finally, we propose a conceptual framework to increase motivation in gamified systems, which builds upon our findings and outlines the importance of considering both contextual and personal factors. Based on these contributions, this thesis advances the field of gamification by contributing knowledge to the open questions of how and why gamification works and which factors play a role in this regard.Gamification, die Nutzung von Spielelementen in spielfremden Kontexten, kann nachweislich Menschen helfen, ihre Ziele zu erreichen, das Verhalten von Menschen zu beeinflussen und die Erfahrung der User in interaktiven Systemen zu verbessern. Allerdings hat die bisherige Forschung gezeigt, dass Gamification nicht immer erfolgreich ist. So haben Literaturübersichten ergeben, dass fast die Hälfte der Interventionen nur teilweise erfolgreich oder sogar erfolglos waren. Daher besteht ein großer Bedarf, die Faktoren zu verstehen, die einen Einfluss auf psychologische Maße sowie auf das Verhalten von Usern in gamifizierten Systemen haben. In dieser Arbeit tragen wir dazu bei, indem wir den Kontext, in dem gamifizierte Systeme eingesetzt werden, betrachten und persönliche Faktoren von Usern, die mit dem System interagieren, verstehen. Geleitet von der Selbstbestimmungstheorie, einer der wichtigsten Theorien zur menschlichen Motivation, untersuchen wir Gamification und dessen Auswirkungen auf Motivation und Verhalten in Kontexten zur Verhaltensänderung. Wir liefern Erkenntnisse über kontextuelle Faktoren, tragen Wissen über den Einfluss persönlicher Faktoren auf die Wahrnehmung und Effektivität von Gamification-Elementen bei und bieten Möglichkeiten, dieses Wissen für die Implementierung personalisierter gamifizierter Systeme zu nutzen. Unser Beitrag ist mannigfaltig: Wir zeigen, dass Gamification die Motivation durch Bedürfnisbefriedigung und durch das Hervorrufen positiver affektiver Erfahrungen beeinflusst, was letztlich zu Verhaltensänderungen führen kann. Darüber hinaus zeigen wir, dass das Alter, die Absicht, das Verhalten zu ändern, und Hexad-Usertypen eine wichtige Rolle bei der Erklärung von interpersonellen Unterschieden in der Wahrnehmung von Gamification-Elementen spielen. Ebenso zeigen unsere Resultate dass die Anpassung von gamifizierten Systemen auf Basis dieser persönlichen Faktoren positive Auswirkungen auf psychologische und verhaltensbezogene Ergebnisse hat. Letztlich zeigen wir, dass Hexad-Usertypen teilweise durch Smartphone-Daten und Interaktionsverhalten in gamifizierten Systemen vorhergesagt werden können und dass sie auf spielerische Art und Weise erhoben werden können. Dies ermöglicht, unsere Erkenntnisse in der Gamification-Praxis zu nutzen. Auf Basis dieser Ergebnisse schlagen wir ein konzeptuelles Framework zur Steigerung der Motivation in gamifizierten Systemen vor, das die Wichtigkeit der Berücksichtigung sowohl kontextueller als auch persönlicher Faktoren hervorhebt. Diese Erkenntnisse bereichern das Forschungsfeld Gamification, indem sie Wissen zu den offenen Fragen, wie und warum Gamification funktioniert und welche Faktoren in diesem Zusammenhang eine Rolle spielen, beitragen

    Building the knowledge base for environmental action and sustainability

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    Public Innovation and Digital Transformation

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    Public innovation and digitalization are reshaping organizations and society in various ways and within multiple fields, as innovations are essential in transforming our world and addressing global sustainability and development challenges. This book addresses the fascinating relationship of these two contemporary topics and explores the role of digital transformation in promoting public innovation. This edited collection includes examples of innovations that emerge suddenly, practices for processing innovations, and the requirements for transformation from innovation to the "new normal". Acknowledging that public innovation refers to the development and realization of new and creative ideas that challenge conventional wisdom and disrupt the established practices within a specific context, expert contributions from international scholars explore and illustrate the various activities that are happening in the world of multiple digitalization opportunities. The content covers public administration, technical and business management, human, social, and future sciences, paying attention to the interaction between public and private sectors to utilize digitalization in order to facilitate public innovation. This timely book will be of interest to researchers, academics and students in the fields of technology and innovation management, as well as knowledge management, public service management and administration.fi=vertaisarvioitu|en=peerReviewed

    Public Innovation and Digital Transformation

    Get PDF
    Public innovation and digitalization are reshaping organizations and society in various ways and within multiple fields, as innovations are essential in transforming our world and addressing global sustainability and development challenges. This book addresses the fascinating relationship of these two contemporary topics and explores the role of digital transformation in promoting public innovation. This edited collection includes examples of innovations that emerge suddenly, practices for processing innovations, and the requirements for transformation from innovation to the ""new normal"". Acknowledging that public innovation refers to the development and realization of new and creative ideas that challenge conventional wisdom and disrupt the established practices within a specific context, expert contributions from international scholars explore and illustrate the various activities that are happening in the world of multiple digitalization opportunities. The content covers public administration, technical and business management, human, social, and future sciences, paying attention to the interaction between public and private sectors to utilize digitalization in order to facilitate public innovation. This timely book will be of interest to researchers, academics and students in the fields of technology and innovation management, as well as knowledge management, public service management and administration

    Leave It to the People: Position and Positioning of Stakeholders in Top-Down Sustainable Development and Risk Reduction Frameworks from Global to Local Levels

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    Dissertation concerning design, contents, priorities, and outcomes of development and disaster risk reduction (DRR) global indicator frameworks. Historical review of United Nations (UN) multilateral agreements and organizational dynamics precedes analysis of indicator data reported for Sustainable Development Goal (SDG) targets shared by the 2015 Paris Agreement and Sendai Framework for Disaster Risk Reduction (SFDRR). Background on the planning of UN frameworks is considered along with results of indicator data analysis to identify actors and processes that steer the focus of frameworks hence influence selection of targets and indicators, and corresponding framework agendas. Fundamental flaws in resolution frameworks preventing global goal attainment are revealed, along with issues of indicator validity and data accuracy. Data evaluations performed for this study imply strongly that UN sustainable development, climate, and DRR targets will be left unmet, continuing a “business as usual” pattern for UN resolutions. Projected failures to address factors with hazards increasing potential prompts consideration and investigation of bottom-up approaches toward sustainable development and disaster risk reduction. Data resulting from a stakeholder survey concerning knowledge of and participation toward SDG targets is presented, along with preliminary results of a stakeholder survey conducted to assess preparedness levels of residents in the Greater New Orleans, LA area
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