1,356 research outputs found

    Intergenerational interpretation of the Internet of Things

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    This report investigates how different generations within a household interpret individual members’ data generated by the Internet of Things (IoT). Adopting a mixed methods approach, we are interested in interpretations of the IoT by teenagers, their parents and grandparents, and how they understand and interact with the kinds of data that might be generated by IoT devices. The first part of this document is a technical review that outlines the key existing and envisaged technologies that make up the IoT. It explores the definition and scope of the Internet of Things. Hardware, networking, intelligent objects and Human-Computer Interaction implications are all discussed in detail. The second section focuses on the human perspective, looking at psychological and sociological issues relating to the interpretation of information generated by the IoT. Areas such as privacy, data ambiguity, ageism, and confirmation bias are explored. The third section brings both aspects together, examining how technical and social aspects of the IoT interact in four specific application domains: energy monitoring, groceries and shopping, physical gaming, and sharing experiences. This section also presents three household scenarios developed to communicate and explore the complexities of integrating IoT technologies into family life. The final section draws together all the findings and suggests future research

    Information technology for active ageing: A review of theory and practice

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    Active Ageing aims to foster a physically, mentally and socially active lifestyle as a person ages. It is a complex, multi-faceted problem that involves a variety of different actors, such as policy makers, doctors, care givers, family members, friends and, of course, older adults. This review aims to understand the role of a new actor, which increasingly plays the role of enabler and facilitator, i.e., that of the technology provider. The review specifically focuses on Information Technology (IT), with a particular emphasis on software applications, and on how IT can prevent decline, compensate for lost capabilities, aid care, and enhance existing capabilities. The analysis confirms the crucial role of IT in Active Ageing, shows that Active Ageing requires a multidisciplinary approach, and identifies the need for better integration of hardware, software, the environment and the involved actors

    Physical sketching tools and techniques for customized sensate surfaces

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    Sensate surfaces are a promising avenue for enhancing human interaction with digital systems due to their inherent intuitiveness and natural user interface. Recent technological advancements have enabled sensate surfaces to surpass the constraints of conventional touchscreens by integrating them into everyday objects, creating interactive interfaces that can detect various inputs such as touch, pressure, and gestures. This allows for more natural and intuitive control of digital systems. However, prototyping interactive surfaces that are customized to users' requirements using conventional techniques remains technically challenging due to limitations in accommodating complex geometric shapes and varying sizes. Furthermore, it is crucial to consider the context in which customized surfaces are utilized, as relocating them to fabrication labs may lead to the loss of their original design context. Additionally, prototyping high-resolution sensate surfaces presents challenges due to the complex signal processing requirements involved. This thesis investigates the design and fabrication of customized sensate surfaces that meet the diverse requirements of different users and contexts. The research aims to develop novel tools and techniques that overcome the technical limitations of current methods and enable the creation of sensate surfaces that enhance human interaction with digital systems.Sensorische OberflĂ€chen sind aufgrund ihrer inhĂ€renten IntuitivitĂ€t und natĂŒrlichen BenutzeroberflĂ€che ein vielversprechender Ansatz, um die menschliche Interaktionmit digitalen Systemen zu verbessern. Die jĂŒngsten technologischen Fortschritte haben es ermöglicht, dass sensorische OberflĂ€chen die BeschrĂ€nkungen herkömmlicher Touchscreens ĂŒberwinden, indem sie in AlltagsgegenstĂ€nde integriert werden und interaktive Schnittstellen schaffen, die diverse Eingaben wie BerĂŒhrung, Druck, oder Gesten erkennen können. Dies ermöglicht eine natĂŒrlichere und intuitivere Steuerung von digitalen Systemen. Das Prototyping interaktiver OberflĂ€chen, die mit herkömmlichen Techniken an die BedĂŒrfnisse der Nutzer angepasst werden, bleibt jedoch eine technische Herausforderung, da komplexe geometrische Formen und variierende GrĂ¶ĂŸen nur begrenzt berĂŒcksichtigt werden können. DarĂŒber hinaus ist es von entscheidender Bedeutung, den Kontext, in dem diese individuell angepassten OberflĂ€chen verwendet werden, zu berĂŒcksichtigen, da eine Verlagerung in Fabrikations-Laboratorien zum Verlust ihres ursprĂŒnglichen Designkontextes fĂŒhren kann. Zudem stellt das Prototyping hochauflösender sensorischer OberflĂ€chen aufgrund der komplexen Anforderungen an die Signalverarbeitung eine Herausforderung dar. Diese Arbeit erforscht dasDesign und die Fabrikation individuell angepasster sensorischer OberflĂ€chen, die den diversen Anforderungen unterschiedlicher Nutzer und Kontexte gerecht werden. Die Forschung zielt darauf ab, neuartigeWerkzeuge und Techniken zu entwickeln, die die technischen BeschrĂ€nkungen derzeitigerMethoden ĂŒberwinden und die Erstellung von sensorischen OberflĂ€chen ermöglichen, die die menschliche Interaktion mit digitalen Systemen verbessern

    SHELDON Smart habitat for the elderly.

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    An insightful document concerning active and assisted living under different perspectives: Furniture and habitat, ICT solutions and Healthcare

    Augmenting the Task of Exercise Gamification: An Expert View on the Adoption of a New Technology for Deploying Existing Virtual Environments in Virtual Urban Exergames

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    Exergames commonly denote serious games and gamified systems that were developed for the sake of improving health and exercise adherence. One of the recent trends in exergaming are urban games. They are defined as “highly interdisciplinary digital games which root in such diverse fields as architecture and urban planning, healthcare sciences, and serious games research” (Knoell et al., 2014). Besides having various ‘physical benefits’, such as promoting movement patterns, urban exergames have the core task of psychologically motivating players to exercise more and inspire them to be physically active. While offering an innovative and an immersive way to exercise, urban games come also with the typical drawbacks which outdoor exercising generally has (e.g. being dependent on good weather and intimidation problems for obese people). A possible solution would be simulating urban games for indoor exercise. On top of augmenting the sedentary game input to a motion-based one, designing and developing 3D environments for virtual urban games is not an obvious task and it takes a vast amount of knowledge, time and budget to create a realistic world with a “tremendous appeal and a powerful attraction”. To bypass this challenge, we introduce in this work a new technology for accessing and gamifying existing game environments. Furthermore, we validate our approach by presenting the results of a qualitative research that we have conducted with the help of gamification experts and exergame designers

    A software development framework for context-aware systems

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    The beginning of the new century has been characterised by the miniaturisation and accessibility of electronics, which has enabled its widespread usage around the world. This technological background is progressively materialising the future of the remainder of the century, where industry-based societies have been moving towards information-based societies. Information from users and their environment is now pervasively available, and many new research areas have born in order to shape the potential of such advancements. Particularly, context-aware computing is at the core of many areas such as Intelligent Environments, Ambient Intelligence, Ambient Assisted Living or Pervasive Computing. Embedding contextual awareness into computers promises a fundamental enhancement in the interaction between computers and humans. While traditional computers require explicit commands in order to operate, contextually aware computers could also use information from the background and the users to provide services according to the situation. But embedding this contextual awareness has many unresolved challenges. The area of context-aware computing has attracted the interest of many researchers that have presented different approaches to solve particular aspects on the implementation of this technology. The great corpus of research in this direction indicates that context-aware systems have different requirements than those of traditional computing. Approaches for developing context-aware systems are typically scattered or do not present compatibility with other approaches. Existing techniques for creating context-aware systems also do not focus on covering all the different stages of a typical software development life-cycle. The contribution of this thesis is towards the foundation layers of a more holistic approach, that tries to facilitate further research on the best techniques for developing these kinds of systems. The approach presents a framework to support the development not only with methodologies, but with open-source tools that facilitate the implementation of context-aware systems in mobile and stationary platforms

    Enhanced Living Environments

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    This open access book was prepared as a Final Publication of the COST Action IC1303 “Algorithms, Architectures and Platforms for Enhanced Living Environments (AAPELE)”. The concept of Enhanced Living Environments (ELE) refers to the area of Ambient Assisted Living (AAL) that is more related with Information and Communication Technologies (ICT). Effective ELE solutions require appropriate ICT algorithms, architectures, platforms, and systems, having in view the advance of science and technology in this area and the development of new and innovative solutions that can provide improvements in the quality of life for people in their homes and can reduce the financial burden on the budgets of the healthcare providers. The aim of this book is to become a state-of-the-art reference, discussing progress made, as well as prompting future directions on theories, practices, standards, and strategies related to the ELE area. The book contains 12 chapters and can serve as a valuable reference for undergraduate students, post-graduate students, educators, faculty members, researchers, engineers, medical doctors, healthcare organizations, insurance companies, and research strategists working in this area

    Industry 4.0

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    This book shows a vision of the present and future of Industry 4.0 and identifies and examines the most pressing research issue in Industry 4.0. Containing the contributions of leading researchers and academics, this book includes recent publications in key areas of interest, for example: a review on the Industry 4.0: What is the Industry 4.0, the pillars of Industry 4.0, current and future trends, technologies, taxonomy, and some case studies (A.U.T.O 4.0, stabilization of digitized process). This book also provides an essential tool in the process of migration to Industry 4.0. The book is suitable as a text for graduate students and professionals in the industrial sector and general engineering areas. The book is organized into two sections: 1. Reviews 2. Case Studies Industry 4.0 is likely to play an important role in the future society. This book is a good reference on Industry 4.0 and includes some case studies. Each chapter is written by expert researchers in the sector, and the topics are broad; from the concept or definition of Industry 4.0 to a future society 5.0
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