24 research outputs found

    Modeling Service-Oriented Context Processing in Dynamic Body Area Networks

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    Context processing in Body Area Networks (BANs) faces unique challenges due to the user and node mobility, the need of real-time adaptation to the dynamic topological and contextual changes, and heterogeneous processing capabilities and energy constraints present on the available devices. This paper proposes a service-oriented framework for the execution of context recognition algorithms. We describe and theoretically analyze the performance of the main framework components, including the sensor network organization, service discovery, service graph construction, service distribution and mapping. The theoretical results are followed by the simulation of the proposed framework as a whole, showing the overall cost of dynamically distributing applications on the network

    User Identification Using Gait Patterns on UbiFloorII

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    This paper presents a system of identifying individuals by their gait patterns. We take into account various distinguishable features that can be extracted from a user’s gait and then divide them into two classes: walking pattern and stepping pattern. The conditions we assume are that our target environments are domestic areas, the number of users is smaller than 10, and all users ambulate with bare feet considering the everyday lifestyle of the Korean home. Under these conditions, we have developed a system that identifies individuals’ gait patterns using our biometric sensor, UbiFloorII. We have created UbiFloorII to collect walking samples and created software modules to extract the user’s gait pattern. To identify the users based on the gait patterns extracted from walking samples over UbiFloorII, we have deployed multilayer perceptron network, a feedforward artificial neural network model. The results show that both walking pattern and stepping pattern extracted from users’ gait over the UbiFloorII are distinguishable enough to identify the users and that fusing two classifiers at the matching score level improves the recognition accuracy. Therefore, our proposed system may provide unobtrusive and automatic user identification methods in ubiquitous computing environments, particularly in domestic areas

    Measuring Oscillating Walking Paths with a LIDAR

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    This work describes the analysis of different walking paths registered using a Light Detection And Ranging (LIDAR) laser range sensor in order to measure oscillating trajectories during unsupervised walking. The estimate of the gait and trajectory parameters were obtained with a terrestrial LIDAR placed 100 mm above the ground with the scanning plane parallel to the floor to measure the trajectory of the legs without attaching any markers or modifying the floor. Three different large walking experiments were performed to test the proposed measurement system with straight and oscillating trajectories. The main advantages of the proposed system are the possibility to measure several steps and obtain average gait parameters and the minimum infrastructure required. This measurement system enables the development of new ambulatory applications based on the analysis of the gait and the trajectory during a walk

    情報爆発に対応する高度にスケーラブルなモニタリングアーキテクチャ

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    科学研究費補助金(特定領域研究)研究成果報告書 課題番号18049068 研究代表者:中島達夫(早稲田大学理工学術院教授

    Recognition of Crowd Behavior from Mobile Sensors with Pattern Analysis and Graph Clustering Methods

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    Mobile on-body sensing has distinct advantages for the analysis and understanding of crowd dynamics: sensing is not geographically restricted to a specific instrumented area, mobile phones offer on-body sensing and they are already deployed on a large scale, and the rich sets of sensors they contain allows one to characterize the behavior of users through pattern recognition techniques. In this paper we present a methodological framework for the machine recognition of crowd behavior from on-body sensors, such as those in mobile phones. The recognition of crowd behaviors opens the way to the acquisition of large-scale datasets for the analysis and understanding of crowd dynamics. It has also practical safety applications by providing improved crowd situational awareness in cases of emergency. The framework comprises: behavioral recognition with the user's mobile device, pairwise analyses of the activity relatedness of two users, and graph clustering in order to uncover globally, which users participate in a given crowd behavior. We illustrate this framework for the identification of groups of persons walking, using empirically collected data. We discuss the challenges and research avenues for theoretical and applied mathematics arising from the mobile sensing of crowd behaviors

    Interfaces multi-touch para videojogos

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    As interfaces multi-touch têm vindo a ganhar cada vez mais importância nos dias actuais. Muitos produtos têm surgido que utilizam este tipo de interfaces devido ao facto de permitirem uma interacção natural com os produtos. A utilização deste tipo de interfaces pode melhorar drasticamente a qualidade de um dado produto. As mesas multi-touch são um bom exemplo de um produto que utiliza este tipo de interfaces de forma positiva. A área do entretenimento é uma das áreas que melhor pode aproveitar este tipo de interfaces. Os videojogos multi-touch são um exemplo de sucesso no uso destas interfaces, pois estas permitem que vários usuários interajam com uma dada aplicação ao mesmo tempo. A criação de um videojogo não é fácil, principalmente a criação de um jogo multijogadores. Mas devido a isso é um desafio encorajador, conseguir criar um jogo que incentive os usuários a interagirem entre si, quer seja com um objectivo comum, quer seja como adversários.The multi-touch interfaces have been gaining importance in the present days. Many products have emerged that use such interfaces because they allow a natural interaction with the products. The use of such interfaces can dramatically improve the quality of a given product. The multi-touch table is a good example of a product that uses this type of interfaces in a positive way. The entertainment area is one of the areas that can take advantage of this type of interfaces. The multi-touch videogames are an example of success in using these interfaces because they allow multiple users to interact with a given application at the same time. The creation of a videogame is not easy, particularly the creation of a multiplayer game. But because that, this is an encouraging challenge, be able to create a game that encourages users to interact with each other, whether with a common objective, whether as opponents

    Mechanisms for improving information quality in smartphone crowdsensing systems

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    Given its potential for a large variety of real-life applications, smartphone crowdsensing has recently gained tremendous attention from the research community. Smartphone crowdsensing is a paradigm that allows ordinary citizens to participate in large-scale sensing surveys by using user-friendly applications installed in their smartphones. In this way, fine-grained sensing information is obtained from smartphone users without employing fixed and expensive infrastructure, and with negligible maintenance costs. Existing smartphone sensing systems depend completely on the participants\u27 willingness to submit up-to-date and accurate information regarding the events being monitored. Therefore, it becomes paramount to scalably and effectively determine, enforce, and optimize the information quality of the sensing reports submitted by the participants. To this end, mechanisms to improve information quality in smartphone crowdsensing systems were designed in this work. Firstly, the FIRST framework is presented, which is a reputation-based mechanism that leverages the concept of mobile trusted participants to determine and improve the information quality of collected data. Secondly, it is mathematically modeled and studied the problem of maximizing the likelihood of successful execution of sensing tasks when participants having uncertain mobility execute sensing tasks. Two incentive mechanisms based on game and auction theory are then proposed to efficiently and scalably solve such problem. Experimental results demonstrate that the mechanisms developed in this thesis outperform existing state of the art in improving information quality in smartphone crowdsensing systems --Abstract, page iii
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