213 research outputs found

    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

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    MODEL, FRAMEWORK, AND PLATFORM OF HEALTH PERSUASIVE SOCIAL NETWORK

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    Persuasive technology (PT) has the potential to support individuals to perform self-management and social support as a part of health behavior change. This has led a few researchers in the intersection of the areas of health behavior change and software engineering to apply behavior change and persuasion theories to software development practices, enabling them to create innovative design principles and development-evaluation frameworks. Unfortunately these are too general for designing and evaluating health PT. Therefore, this dissertation proposes a model, framework, and platform of PT specifically designed for health intervention. The model and framework inform what, why, and how conceptually the suggested and required health behavior change strategies should be transformed into system features; and the platform explains how technically the transformation should be done. The platform includes functional requirements and provides most of the basic and standard computer code to develop the system features of such PT. The model, framework, and platform were designed to work with various health behavior change programs. Nevertheless, in this dissertation, they support health behavior change for physical activity. As an implementation of and tool to evaluate the model, framework, and platform, a technology called Persuasive Social Network for Physical Activity (PersonA) is introduced. PersonA is a combination of automatic input of physical activity data, a smart phone, and social networking. Two systems (SocioPedometer and PAMS) as leverages of PersonA have been developed and evaluated. The model, framework, and platform were evaluated based on the results of SocioPedometer’s usability testing and 4-week trials (n=14) and on PAMS’s usability testing (n=5). The results suggest that the systems were usable and accessible and that users were satisfied and enjoyed using it. Additional evaluations to the model and framework were conducted with the main purpose of eliciting users’ preferences with respect to the characteristics and system features proposed in the model and framework. They rated most of the characteristics as extremely important (average 4.27 of a 5.00 maximum) and most of the system features as very important (average of 4.09). The platform allowed the two systems to be easily developed by customizing the data input and information presented

    Stalz : remotely supporting the diagnosis, tracking and rehabilitation of patients with Alzheimer's

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    Tese de Mestrado Integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 201

    A framework for abstraction and virtualization of sensors in mobile context-aware computing

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    110 p.[EN] The latest mobile devices available nowadays are leading to the development of a new generation of mobile applications that are able to react to context. Context- awareness requires data from the environment, usually collected by means of sensors embedded in mobile devices or connected to them through wireless networks. Developers of mobile applications are faced with several challenges when it comes to the creation of context-aware applications. Sensor and device heterogeneity stand out among these challenges. In order to assist designers, we propose a layered conceptual framework for sensor abstraction and virtualization, called Igerri. Its main objective is to facilitate the development of context-aware applications independently of the specific sensors available in the user environment. To avoid the need to directly manage physical sensors, a layered structure of virtual and abstract sensors is conceived. Two software components, based on the proposed framework, have been designed in order to test Igerris robustness. The first one processes the information from the successive sensor layers and generates high-level context information. The second is responsible for managing network aspects and real time settings. This implementation has been tested using a representative context-aware application in different scenarios. The results obtained show that the implementation, and therefore the conceptual framework, is suitable for dealing with context information and hiding sensor programming.[EU] Gaur egungo gailu mugikor puntakoenek inguruneari erantzuteko gai diren aplikazio mugikorren garapenean oinarritzen dira. Testuingurua nabaritzeko ingurunearen informazioa behar da, zeina gailu mugikorretan txertatutako sentsoreen edo haririk gabeko sareen bitartez biltzen den. Aplikazio mugikorren garatzaileek erronka askori aurre egin behar izaten diete testuingurua kontuan hartzen duten aplikazioak garatzerakoan. Erronka na- gusien artean, sentsoreen eta gailuen heterogeneotasuna izaten dira. Garatzaileei laguntzeko asmoz, Igerri izeneko sentsoreen abstrakzio eta birtualizaziorako marko kontzeptual bat proposatzen dugu. Bere helburu nagusia, testuinguruaren aplikazio hautemangarrien garapena erraztea da, erabiltzailearen ingurunean dauden sentsore espezifikoak edozein direla ere. Sentsore fisikoak zuzenean ma- nipulatu behar izatea saihesteko, sentsore birtual eta abstraktuen egitura bat asmatu da. Igerri-ren sendotasuna egiaztatzeko, proposatutako markoan oinarritutako bi software osagai diseinatu dira. Lehenak, sentsore geruzen informazio geruzak prozesatu eta maila altuko testuinguru informazioa ematen du. Bigarrenak, sare aukerak kudeatu eta sentsoreen konfigurazioa denbora errealean burutzen ditu. Inplementazio hau testuingurua hautemateko gai eta adierazgarria den aplikazio batekin egoera desberdinetan frogatu da. Lortutako emaitzek erakusten dute inplementazioa, eta ondorioz marko kontzeptuala ere, aproposa dela testuinguruaren informazioa erabiltzeko eta sentsoreen programazioa ezkutatzeko.[ES] Los dispositivos móviles disponibles en la actualidad facilitan el desarrollo de una nueva generación de aplicaciones móviles que son capaces de reaccionar al contexto. La computación sensible al contexto requiere datos del entorno que normalmente se obtienen por medio de sensores embebidos en dispositivos móviles o conectados a ellos a través de redes inalámbricas. Los desarrolladores de aplicaciones móviles se enfrentan a varios retos para crear aplicaciones sensibles al contexto. Entre estos retos destaca la necesidad de tratar la heterogeneidad de los sensores y de los dispositivos móviles. Con el fin de ayudar a los desarrolladores, esta tesis propone un marco conceptual para la abstracción multinivel y la virtualización de sensores, llamado Igerri. Su principal objetivo es facilitar el desarrollo de aplicaciones sensibles al contexto independientemente de los sensores específicos que se encuentren en el entorno. Para evitar la necesidad de manipular directamente los sensores físicos, se ha concebido una estructura multinivel de sensores virtuales y abstractos. Se han diseñado dos componentes software basados en el marco propuesto para comprobar la robustez de Igerri. El primero procesa la información de la estructura multinivel de sensores y genera información de contexto de alto nivel. El segundo es responsable de administrar, en tiempo real, las opciones de red y la configuración de los sensores. Esta implementación ha sido probada en diferentes escenarios usando una aplicación representativa y sensible al contexto. Los resultados obtenidos muestran que la implementación, y por tanto el marco conceptual que le da soporte, es adecuada para tratar la información de contexto y ocultar los problemas de programación de los sensores.Borja Gamecho held a PhD scholarship from the Research Staff Training Programme of the Basque Government from 2011 to 2014. This work also has been supported by the Department of Education, Universities and Research of the Basque Government under Grant IT395-10, by the Ministry of Economy and Competitiveness of the Spanish Government and by the European Regional Development Fund (project TIN2014-52665-C2-1)

    Redesenho da interface de utilizador da aplicação móvel Us'Em

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    Mestrado em Comunicação MultimédiaThe research presented here aims to design a feasible and adequate mobile application (app) user interface. This mobile app is part of Us'em system, designed to promote self-rehabilitation after stroke. The system is based on wearable, mobile and tracking sensors-based technology. The app works as a feedback tool, communicating Us’em system users about the frequency of their upper limb moves and about their recovery process. The mobile app aims increasing patient’s motivation in using their arm-hand through the day and improving their rehabilitation through self-training at home with continuous feedback. The design of its user interface is of great relevance, because it determines if post stoke patients can use Us’em system. The empirical part begins with interviews, questionnaires and observation of post stroke patients and physical therapists from Portugal and the Netherlands. It provides a better understanding of post stroke rehabilitation process and stroke victims’ characteristics and requirements regarding rehabilitation and mobile devices interaction. The gathered information contributed to the development of a prototype that materializes the defined Us’em app. The prototyping process ran through iterative cycles of design, implementation and evaluation to ascertain the adequacy of Us’em app user interface. The final prototype is the final product of this research project and it was evaluated through usability tests with post stroke patients from both countries aforementioned. Tests to the final prototype show it may be difficult to design a unique solution for all the users due to the wide range of their requirements. However, the core requirements of Us'em mobile app is simplicity: the number of user interface elements, the amount of information and the complexity of iteractions and functionalities of this app should be the lowest as possible. The research also allows to conclude that the user interface designed meets most of user’s requirements and it has a significant impact on the motivation of post stroke patients in moving their impaired arm-hand autonomously.O trabalho de investigação aqui apresentado objetiva o desenvolvimento de uma viável e adequada interface de utilizador de uma aplicação móvel (app). Esta app é um dos componentes do sistema Us’em, desenvolvido para promover a auto reabilitação após acidentes vasculares cerebrais (AVC). O sistema é baseado em tecnologia vestível, móvel e de monitorização através de sensores. A app funciona como uma ferramenta de feedback, informando os utilizadores do sistema Us’em sobre a frequência dos movimentos dos seus membros superiores e sobre o seu processo de recuperação. A app objetiva aumentar a motivação dos pacientes em usar o seu braço ou mão debilitado ao longo do dia e, assim, promover a sua reabilitação através do treino autónomo em casa com feedback contínuo. O desenvolvimento da interface de utilizador é de grande relevância, pois determina se pacientes vítimas de AVC conseguem utilizar o sistema Us’em. O estudo empírico parte da realização de entrevistas, questionários e observação de pacientes vítimas de AVC e fisioterapeutas Portugueses e Holandeses. Este estudo permite uma melhor compreensão do processo de reabilitação e das características e requisitos de vítimas de AVC no que respeita à reabilitação e à interação com dispositivos móveis. A informação recolhida contribuiu para o desenvolvimento de um protótipo que concretizasse a app Us’em definida. O processo de prototipagem ocorreu ao longo de ciclos iterativos de desenvolvimento, implementação e teste de forma a verificar a adequação da interface de utilizador da app Us’em. O protótipo final é o produto final deste projeto de investigação e foi testado através de testes de usabilidade com pacientes vítimas de AVC de ambos os países referidos anteriormente. Os testes ao protótipo final revelam que poderá ser difícil desenvolver uma solução única para todos os utilizadores devido ao conjunto vasto dos seus requisitos. No entanto, o requisito chave da app Us’em é simplicidade: o número de elementos da interface de utilizador, a quantidade de informação e a complexidade das interações e funcionalidades da app deve ser o mais reduzido possível. Esta investigação também permite concluir que a interface de utilizador desenvolvida satisfaz a maior parte dos requisitos dos utilizadores e tem um impacto significativo na motivação de pacientes vítimas de AVC em movimentar o seu braço ou mão desabilitada de forma autónoma

    System design of an activity tracker to encourage behavioral change among those at risk of pressure ulcers

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    The Wheelchair In-Seat Activity Tracker (WiSAT) is a sensor-based activity tracker aimed at encouraging in-seat movement among wheelchair users who are at risk of pressure ulcers. Pressure ulcers tend to form in the buttocks or thighs of a wheelchair user due to a lack of pressure redistribution in that part of the body. Pressure ulcers are a serious risk to many wheelchair users due to a plethora of harmful side-effects, such as infection, hospitalization, and long recovery times. However, in-seat movements, such as weight shifts, have been linked with the occurrence of pressure ulcers. WiSAT began as a research tool that enabled researchers to monitor the in-seat activity of wheelchair users during their daily lives through sensor-based reporting, as opposed to relying solely on the self-reporting of research participants. Through the efforts described in this thesis, WiSAT was transformed from a research tool into a consumer product. Specifically, this thesis describes the design, development, and integration of WiSAT’s subsystem through four specific aims: 1. Design and evaluation of a user-interface based upon principles of Health Behavioral Change Theory. 2. Coupling of the Hardware and Smartphone App Subsystems 3. Preparation of the Algorithm Subsystem 4. Integration of the WiSAT Subsystems through Multi-layered Architecture for the WiSAT Smartphone AppM.S

    Data analytics for image visual complexity and kinect-based videos of rehabilitation exercises

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    With the recent advances in computer vision and pattern recognition, methods from these fields are successfully applied to solve problems in various domains, including health care and social sciences. In this thesis, two such problems, from different domains, are discussed. First, an application of computer vision and broader pattern recognition in physical therapy is presented. Home-based physical therapy is an essential part of the recovery process in which the patient is prescribed specific exercises in order to improve symptoms and daily functioning of the body. However, poor adherence to the prescribed exercises is a common problem. In our work, we explore methods for improving home-based physical therapy experience. We begin by proposing DyAd, a dynamically difficulty adjustment system which captures the trajectory of the hand movement, evaluates the user's performance quantitatively and adjusts the difficulty level for the next trial of the exercise based on the performance measurements. Next, we introduce ExerciseCheck, a remote monitoring and evaluation platform for home-based physical therapy. ExerciseCheck is capable of capturing exercise information, evaluating the performance, providing therapeutic feedback to the patient and the therapist, checking the progress of the user over the course of the physical therapy, and supporting the patient throughout this period. In our experiments, Parkinson patients have tested our system at a clinic and in their homes during their physical therapy period. Our results suggests that ExerciseCheck is a user-friendly application and can assist patients by providing motivation, and guidance to ensure correct execution of the required exercises. As the second application, and within computer vision paradigm, we focus on visual complexity, an image attribute that humans can subjectively evaluate based on the level of details in the image. Visual complexity has been studied in psychophysics, cognitive science, and, more recently, computer vision, for the purposes of product design, web design, advertising, etc. We first introduce a diverse visual complexity dataset which compromises of seven image categories. We collect the ground-truth scores by comparing the pairwise relationship of images and then convert the pairwise scores to absolute scores using mathematical methods. Furthermore, we propose a method to measure the visual complexity that uses unsupervised information extraction from intermediate convolutional layers of deep neural networks. We derive an activation energy metric that combines convolutional layer activations to quantify visual complexity. The high correlations between ground-truth labels and computed energy scores in our experiments show superiority of our method compared to the previous works. Finally, as an example of the relationship between visual complexity and other image attributes, we demonstrate that, within the context of a category, visually more complex images are more memorable to human observers
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