63 research outputs found

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Analisis Pergerakan Futsal Menggunakan Gyroscope dan Accelerometer dengan Metode Decision Tree

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    Abstrak Dewasa ini sepak bola menjadi olahraga primadona yang sedang disukai banyak orang baik tua maupun muda. Karena itu semakin banyaknya penggemar sepak bola, maka semakin bertambah juga orang yang ingin belajar mengenai sepak bola. Namun kurangnya informasi untuk mempelajari sepak bola menjadi masalah orang yang ingin mempelajari sepak bola. Penulis bertujuan ingin membuat suatu prototype yang dapat membantu orang untuk belajar sepak bola tanpa harus mengikuti sekolah sepak bola ataupun mencari pelatih untuk belajar sepak bola. Prototipe ini berupa alat yang menggunakan raspberry pi dan dipasangkan sensor gyroscope dan juga accelerometer yang di pasangkan di kaki dominan pengguna untuk membaca pergerakan pengguna. Hasil dari pengujian prototipe yang dibuat adalah mendapatkan akurasi sebesar 70%

    Low-Cost Sensors and Biological Signals

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    Many sensors are currently available at prices lower than USD 100 and cover a wide range of biological signals: motion, muscle activity, heart rate, etc. Such low-cost sensors have metrological features allowing them to be used in everyday life and clinical applications, where gold-standard material is both too expensive and time-consuming to be used. The selected papers present current applications of low-cost sensors in domains such as physiotherapy, rehabilitation, and affective technologies. The results cover various aspects of low-cost sensor technology from hardware design to software optimization

    A Review of Physical Human Activity Recognition Chain Using Sensors

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    In the era of Internet of Medical Things (IoMT), healthcare monitoring has gained a vital role nowadays. Moreover, improving lifestyle, encouraging healthy behaviours, and decreasing the chronic diseases are urgently required. However, tracking and monitoring critical cases/conditions of elderly and patients is a great challenge. Healthcare services for those people are crucial in order to achieve high safety consideration. Physical human activity recognition using wearable devices is used to monitor and recognize human activities for elderly and patient. The main aim of this review study is to highlight the human activity recognition chain, which includes, sensing technologies, preprocessing and segmentation, feature extractions methods, and classification techniques. Challenges and future trends are also highlighted.

    Advances in Human-Robot Interaction

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    Rapid advances in the field of robotics have made it possible to use robots not just in industrial automation but also in entertainment, rehabilitation, and home service. Since robots will likely affect many aspects of human existence, fundamental questions of human-robot interaction must be formulated and, if at all possible, resolved. Some of these questions are addressed in this collection of papers by leading HRI researchers

    "Arte Factus" : estudo e co-design socialmente consciente de artefatos digitais socioenativos

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Atualmente, a tecnologia computacional tornou-se cada vez mais pervasiva por meio de computadores de diferentes tamanhos, formas e capacidades. Mas avanços tecnológicos, embora necessários, não são suficientes para tornar a interação com tecnologia computacional mais transparente, como preconizado pela computação ubíqua. Sistemas computacionais atuais ainda exigem um vocabulário técnico de entradas e saídas para serem utilizados. No campo da Interação Humano-Computador (IHC), a adoção da teoria da cognição enativa pode lançar luz sobre um novo paradigma de interação que preenche a lacuna entre ação e percepção. Sistemas computacionais enativos são um promissor tema de pesquisa, mas seu design e avaliação ainda são pouco explorados. Além disso, sistemas enativos, como já proposto na literatura, carecem de consideração do contexto social. O objetivo desta tese de doutorado é contribuir para o design de tecnologia computacional dentro de uma abordagem da cognição enativa, além de também sensível à aspectos sociais. Portanto, esta tese investiga os conceitos de sistemas enativos e socioenativos por meio do co-design de arte interativa e instalações. Para atingir esse objetivo, é proposto um arcabouço teórico-metodológico chamado "Arte Factus" para apoiar o estudo e o co-design socialmente consciente de artefatos digitais. O arcabouço "Arte Factus" foi utilizado em três estudos de design relatados nesta tese: InterArt, InstInt e InsTime. Esses estudos envolveram a participação de 105 estudantes de graduação e pós-graduação em Ciência da Computação e Engenharia de Computação no co-design de 19 instalações. O processo envolveu o uso de tecnologia pervasiva do tipo Faça-Você-Mesmo ("Do-It-Yourself, DIY"), e algumas dessas instalações foram estudadas em oficinas de prática situada que ocorreram em cenários educacionais (escola e museu exploratório de ciências). O arcabouço "Arte Factus", como a principal contribuição desta tese de doutorado, mostrou-se eficaz no apoio ao co-design socialmente consciente de instalações interativas que materializam o conceito de artefatos digitais socioenativos. Além disso, através do estudo dos artefatos criados no contexto desta investigação, esta tese também contribui para a construção teórica do conceito de sistemas socioenativosAbstract: Currently, computational technology has become more and more pervasive with computers of different sizes, shapes, and capacities. But technological advancements, although necessary, are not enough to make the interaction with computational technology more transparent, as preconized by the ubiquitous computing. Current computational systems still require a technical vocabulary of inputs and outputs to be interacted with. Within the field of Human-Computer Interaction (HCI), the adoption of the enactive cognition theory can shed light on a new interaction paradigm that bridges the gap between action and perception. Enactive computational systems are a promising subject of research, but their design and evaluation are still hardly explored. Furthermore, enactive systems as already proposed in the literature lack a social context consideration. The objective of this doctoral thesis is to contribute towards the design of computational technology within an enactive approach to cognition, while also being sensitive to social aspects. Therefore, this thesis investigates the concepts of enactive and socioenactive systems by enabling the co-design of interactive art installations. To achieve this objective, a theoretical-methodological framework named "Arte Factus" is proposed to support the study and socially aware co-design of digital artifacts. The "Arte Factus" framework was used in three design studies reported in this thesis: InterArt, InstInt, and InsTime. These studies involved the participation of 105 Computer Science and Computer Engineering undergraduate and graduate students in the co-design of 19 installations. The process involved the use of pervasive "Do-It-Yourself" (DIY) technology, and some of these installations were further studied in workshops of situated practice that took place in educational scenarios (school and exploratory science museum). The "Arte Factus" framework, as the main contribution of this doctoral thesis, has shown effective in supporting the socially aware co-design of interactive installations that materialize the concept of socioenactive digital artifacts. Moreover, through the study of the artifacts created in the context of this investigation, this thesis also contributes towards the theoretical construction of the concept of socioenactive systemsDoutoradoCiência da ComputaçãoDoutor em Ciência da Computação2017/06762-0FAPESPCAPE

    Design and Application of Wireless Body Sensors

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    Hörmann T. Design and Application of Wireless Body Sensors. Bielefeld: Universität Bielefeld; 2019

    Wireless body area network revisited

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    Rapid growth of wireless body area networks (WBANs) technology allowed the fast and secured acquisition as well as exchange of vast amount of data information in diversified fields. WBANs intend to simplify and improve the speed, accuracy, and reliability of communica-tions from sensors (interior motors) placed on and/or close to the human body, reducing the healthcare cost remarkably. However, the secu-rity of sensitive data transfer using WBANs and subsequent protection from adversaries attack is a major issue. Depending on the types of applications, small and high sensitive sensors having several nodes obtained from invasive/non-invasive micro- and nano- technology can be installed on the human body to capture useful information. Lately, the use of micro-electro-mechanical systems (MEMS) and integrated circuits in wireless communications (WCs) became widespread because of their low-power operation, intelligence, accuracy, and miniaturi-zation. IEEE 802.15.6 and 802.15.4j standards have already been set to specifically regulate the medical networks and WBANs. In this view, present communication provides an all-inclusive overview of the past development, recent progress, challenges and future trends of security technology related to WBANs
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