5,527 research outputs found
Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms
The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications
Anticipating plausible futures for innovative experimental ecosystems using foresight approach. Case: Design Factory
Change-makers are visionaries who wish to bring change in their respective fields. Design Factory at Aalto University, as an innovative experimental ecosystem with inter-disciplinary principles and new teaching methodologies has been successful and at the forefront in educating the students to be change-makers. The students learn skills, knowledge and are provided with a safe environment that guides them to become a change-maker in their respective fields such as social organizations, entrepreneurship, and careers in start-up or industry.
Educating the students to be change-makers will evolve with future; the aim of the study is to holistically anticipate plausible futures for innovative experimental ecosystems utilizing foresight approach. The focus of the study is on Design Factory ways of working, spaces, and teaching methods which will support students in learning by year 20x6{x = 2, 3}.
This study is about drawing virtual lines that connect the trends, future drivers, visions, and scenarios, using a contemporary approach that fuses qualitative and quantitative methods. The research on future trends and drivers were performed through semi structured interviews and environmental scanning. The drivers are evaluated through an online survey based on principles of the Delphi method. Further, the drivers are used to build mini scenarios which are further evaluated with the Design Factory stakeholders through a workshop. The results from the study are six future scenarios for the Aalto Design Factory. These results are expected to further foster or trigger new research and development experiments, directions on building radical environments, new teaching methods and ways of working
Usable Interface Design for Everyone
En el diseño de "interfaces para todo el mundo" para los sistemas interactivos, es importante tener en cuenta factores como el costo, el mercado de destino, el estado del medio ambiente,etc. Los interfaces de usuario son fundamentales para el proceso de desarrollo de cualquier aplicaciĂłn, y su diseño debe estar contemplado desde el principio. De las distintas partes de un sistema (hardware y software), es la interfaz el sistema que permite al usuario el acceso a los recursos informáticos. Los siete principios del "Diseño Universal" o "Diseño para Todos" se centran en un diseño utilizable universal, pero al mismo tiempo reconocer la influencia de factores internos y externos. Los cambios estructurales en los servicios sociales y de salud podrĂan proporcionar un aumento en el bienestar de los ciudadanos de un paĂs a travĂ©s del uso de la programaciĂłn de auto-cuidado y la gestiĂłn proactiva / prevenciĂłn de la enfermedad. Plataformas automatizadas en el hogar pueden actuar como un instrumento que permitan a los usuarios evitar, compensar, mitigar o neutralizar las deficiencias y las dependencias causada por el envejecimiento.When designing “interfaces for everyone” for interactive systems, it
is important to consider factors such as cost, the intended market, the state of
the environment, etc. User interfaces are fundamental for the developmental
process in any application, and its design must be contemplated from the start.
Of the distinct parts of a system (hardware and software), it is the interface that
permits the user access to computer resources. The seven principles of
“Universal Design” or “Design for Everyone” focus on a universal usable
design, but at the same time acknowledge the influences of internal and external
factors. Structural changes in social and health services could provide an
increase in the well-being of a country’s citizens through the use of self-care
programming and proactive management/prevention of disease. Automated
home platforms can act as an accessibility instrument which permits users to
avoid, compensate, mitigate, or neutralize the deficiencies and dependencies
caused by living alon
Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia
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
Inclusion in Virtual Reality Technology: A Scoping Review
Despite the significant growth in virtual reality applications and research,
the notion of inclusion in virtual reality is not well studied. Inclusion
refers to the active involvement of different groups of people in the adoption,
use, design, and development of VR technology and applications. In this review,
we provide a scoping analysis of existing virtual reality research literature
about inclusion. We categorize the literature based on target group into
ability, gender, and age, followed by those that study community-based design
of VR experiences. In the latter group, we focus mainly on Indigenous Peoples
as a clearer and more important example. We also briefly review the approaches
to model and consider the role of users in technology adoption and design as a
background for inclusion studies. We identify a series of generic barriers and
research gaps and some specific ones for each group, resulting in suggested
directions for future research
Surveillance with alert management system using conventional cell phones
In the present paper we expose the development of
a real-time monitoring prototype of human activities using a
single cell phone equipped with some sensors. The monitoring
system is reduced to the minimum expression; no special
hardware is required as far as a conventional cell phone will
monitor the user, classify the user activities with respect to a
customized rule’s set, and finally trigger the corresponding
alerts, when necessary.Postprint (published version
Improved multi-user interaction in a smart environment through a preference-based conflict resolution virtual assistant
In this work we will examine and develop a system that can assist people in Activities of Daily Life (ADL). This study focuses on resolving conflicts for the requests from different users’ profiles, for instance - elderly, adult and young. The objective of the system is to present a dialogue manager which is able to detect multi-user semantic conflict and to resolve the conflict for improved dialogue informing about its decisions using a system interface Avatar. The system is also able to prioritize requests that occurred among the services of multiple home appliances, as well as to deal with conflicting entities involving a single device. We investigated whether the multi-user context awareness by a Virtual Assistant adds value to the Smart Home concept in recognizing multi-user conflicts dynamically. This work has proposed a preference based method for resolving conflict and evaluated the developed system in a smart home environmen
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