9 research outputs found
Cognitive and Computational Neuroscience: Principles, Algorithms, and Applications in Surveillance Context
Today, working with human behavior is vitally important, especially if we consider the impact neuroscience and security systems. The responsibility of monitoring in a conventional way is in charge of a human agent (vigilant). On the other hand, a vigilant cannot be aware at all times. He can only be aware for 20 minutes which is the time he can monitor four cameras simultaneously; after that, the task of surveillance ceases to make sense. This reveals one of the shortcomings of surveillance (SV) systems. Whether a surveillance system provides a warning of an activity or situation makes it as important as the selection of the technological elements that allowed it to be captured. Security systems based on intelligent technologies have had an accelerated development in recent times detection and identification of car registration numbers, detection of static objects in tracks, and detection of pedestrians circulating on not permitted routes. The reuse of methodologies, procedures, and ontologies is described in this chapter of the book
A multi-modal approach for activity classification and fall detection
"Special issue : Intelligent multisensory systems in support of information society"The society is changing towards a new paradigm in which an increasing number of old adults live alone. In parallel, the incidence of conditions that affect mobility and independence is also rising as a consequence of a longer life expectancy. In this paper, the specific problem of falls of old adults is addressed by devising a technological solution for monitoring these users. Video cameras, accelerometers and GPS sensors are combined in a multi-modal approach to monitor humans inside and outside the domestic environment. Machine learning techniques are used to detect falls and classify activities from accelerometer data. Video feeds and GPS are used to provide location inside and outside the domestic environment. It results in a monitoring solution that does not imply the confinement of the users to a closed environment.This work is funded by National Funds through the FCT-Fundação para a Ciência e
a Tecnologia (Portuguese Foundation for Science and Technology) within project PEst-
OE/EEI/UI0752/2011. The work of Davide Carneiro is also supported by a doctoral grant by
FCT (SFRH/BD/64890/2009). This work is also partially supported by the Spanish Ministerio
de Economía y Competitividad / FEDER under project TIN2010-20845-C03-01
Software architecture for smart emotion recognition and regulation of the ageing adult
This paper introduces the architecture of an emotion-aware ambient intelligent and gerontechnological project named “Improvement of the Elderly Quality of Life and Care through Smart Emotion Regulation”. The objective of the proposal is to find solutions for improving the quality of life and care of the elderly who can or want to continue living at home by using emotion regulation techniques. A series of sensors is used for monitoring the elderlies’ facial and gestural expression, activity and behaviour, as well as relevant physiological data. This way the older people’s emotions are inferred and recognized. Music, colour and light are the stimulating means to regulate their emotions towards a positive and pleasant mood. Then, the paper proposes a gerontechnological software architecture that enables real-time, continuous monitoring of the elderly and provides the best-tailored reactions of the ambience in order to regulate the older person’s emotions towards a positive mood. After describing the benefits of the approach for emotion recognition and regulation in the elderly, the eight levels that compose the architecture are described.This work was partially supported by Spanish Ministerio de Economía y Competitividad/FEDER under TIN2013-47074-C2-1-R grant. José Carlos Castillo was partially supported by a grant from Iceland, Liechtenstein and Norway through the EEA
Financial Mechanism, operated by Universidad Complutense de Madrid.Publicad
Harnessing content and context for enhanced decision making
In a time in which a significant amount of interpersonal interactions
take place online, one must enquire to which extent are these
milieus suitable for supporting the complexity of our communication.
This is especially important in more sensitive domains, such as the one of
Online Dispute Resolution, in which inefficient communication environments
may result in misunderstandings, poor decisions or the escalation
of the conflict. The conflict manager, in particular, may find his skills
severely diminished, namely in what concerns the accurate perception of
the state of the parties. In this paper the development of a rich communication
framework is detailed that conveys contextual information about
their users, harnessed from the transparent analysis of their behaviour
while communicating. Using it, the conflict manager may not only better
perceive the conflict and how it affects each party but also take better
contextualized decisions, closer to the ones taken in face-to-face settings.This work is part-funded by ERDF - European Regional Development Fund
through the COMPETE Programme (operational programme for competitiveness)
and by National Funds through the FCT { Fundação para a Ciência e a
Tecnologia (Portuguese Foundation for Science and Technology) within project
FCOMP-01-0124-FEDER-028980 (PTDC/EEI-SII/1386/2012) and project PEst-
OE/EEI/UI0752/2014
An agent-based architecture for online dispute resolution services
Tese de doutoramento em "Philosophy in Informatics"Conflicts are a natural consequence of our daily social interactions
and should be regarded as opportunities to improve some aspect,
condition or flaw. In order for conflicts to have positive outcomes, not
only from an economical view but also concerning the maintenance
of good interpersonal-relationships, tools are needed that can explain
to the parties the inner mechanisms of the conflict resolution process,
its restrictions and its rules. Only well-informed parties can take good
and realistic decisions and better understand the others’.
In this thesis, the most important aspects in a conflict resolution
process concerning the aforementioned are identified, with the objective
of designing a tool that can effectively support the parties from
the beginning to the end of the conflict. The resulting tool, UMCourt
, has as main objective to support decisions by providing the right
information in the right moment to the right stakeholders.
Specifically, several problems are addressed that include the definition
of a suitable agent-based architecture, the building of important
knowledge and the support in the negotiation process, either by generating
solutions or by analysing the behaviour of the parties.
This last issue is addressed in more detail in this thesis. In fact, the
most serious drawback that was identified in current conflict resolution
methods is their complete disregard for contextual and subjective
information about the parties: the trend has been, for many years, to
focus on the objective aspects of the conflict.
The main contribution of this thesis is a vision on conflict resolution
that goes the other way around: asides from objective information, decisions
should also be based on contextual features such as our level
of stress, body language, attitudes or our conflict handling style. We
rely on this information on a daily basis to communicate efficiently.
It results only logical that it should be included in conflict resolution
methods that rely so heavily on communication.
The approach put forward relies on the analysis of the individual’s
behaviour in order to infer such context information. Disputant
parties and, in particular, mediators and negotiators, can better understand
the state of the participants and take better decisions (e.g. make
a pause, understand how a party is affected by an issue). This is particularly
important when online dispute resolution methods that rely
on cold and impersonal communication technologies (often constituting
a barrier to efficient communication) are used.Os conflitos são uma consequência natural das nossas interações sociais
e devem ser vistos como oportunidades para melhorar determinados
aspetos, condições ou mesmo falhas. Para que tenham resultados
positivos, não só do ponto de vista económico mas também do
ponto de vista das relações interpessoais, são necessárias ferramentas
que expliquem às partes as particularidades do processo, as suas
restrições e as suas regras. Apenas partes bem informadas podem
tomar decisões realísticas e melhor entender as decisões dos restantes.
Nesta tese, os aspetos mais importantes num processo de resolução
de conflitos são identificados, com o objetivo de definir uma ferramenta
que possa, efetivamente, suportar as partes do início ao fim do
conflito. A ferramenta resultante, designada UMCourt , tem como
principal objetivo suportar decisões fornecendo a informação certa
no momento certo às entidades certas. Especificamente, vários problemas
são atacados que incluem a definição de uma arquitetura de
software adequada, a construção de conhecimento e o suporte à negociação,
quer através da geração de soluções quer através da análise
comportamental das partes.
Este último tópico é tratado em mais detalhe nesta tese. De facto,
a limitação mais significante que foi identificada nos atuais métodos
de resolução de conflitos é a negligência da importância dos fatores
contextuais e da informação subjetiva acerca das partes: a tendência
tem sido no sentido de se focarem apenas nos aspetos objetivos.
A principal contribuição desta tese é a de uma visão do processo
de resolução de conflitos que aponta no sentido oposto: para além
da informação objetiva, as decisões devem também ser baseadas em
aspetos contextuais tais como o nível de stress, a linguagem corporal
ou o estilo de lidar com o conflito. Enquanto indivíduos, baseamonos
nestes aspetos diariamente para comunicar de forma eficiente.
É portanto lógico que tal informação seja incluída em métodos de
resolução de conflitos que se baseiam de forma tão clara na comunicação.
A abordagem proposta baseia-se na análise comportamental de
cada indivíduo para aquisiçao da informação de contexto. As partes
em conflito e, em particular, os mediadores e negociadores, podem
entender melhor o estado de todos os participantes e tomar melhores
decisões (e.g. fazer uma pausa, perceber como uma parte é afetada
por uma questão). Isto é especialmente importante quando são usados
métodos de resolução de conflitos em linha baseados no uso de
tecnologias de comunicação frias e impessoais, que geralmente configuram
elas próprias um obstáculo à eficiência da comunicação
Int3-horus framework for multispectrum activity interpretation in intelligent environments
The INT3-Horus framework, dedicated to monitoring and activity interpretation in intelligent environments is introduced. Firstly, the paper introduces a general description of the INT3-Horus approach. The following aspects of the proposal are highlighted: the framework is multisensory by nature and
includes information fusion abilities; it is based on the model-view-controller paradigm; it is defined as a hybrid distributed system; it incorporates a Common Model that houses the data structures to support the exchange of information between levels of the framework. Then, the INT3-Horus framework
ontological model is introduced. The ontology is composed of a couple of classes, namely the Level Class and the DataType Class. The paper also describes the relations between both classes, as well as it introduces the notion of set of rules which determine the system functionality for a given domain. Lastly, a case of study on elderly fall detection is described to show the efficiency of the proposed framework
Virtual Guidance using Mixed Reality in Historical Places and Museums
Mixed Reality (MR) is one of the most disruptive technologies that shows potential in many application domains, particularly in the tourism and cultural heritage sector. MR using the latest headsets with the highest capabilities introduces a new visual platform that can change people’s visual experience.
This thesis introduces a HoloLens-based mixed reality guidance system for museums and historical places. This new guidance form considers the inclusiveness of the necessary and optimised functionalities, visual and audio guiding abilities, essential roles of a guide, and the related social interactions in the real-time.
A mixed reality guide, dubbed ‘MuseumEye’ was designed and developed for the Egyptian Museum in Cairo, to overcome challenges currently facing the museum, e.g. lack of guiding methods, limited information signposted on the exhibits, lack of visitor engagement resulting in less time spent in the museum compared to other museums with similar capacity and significance. These problems motivated the researcher to conduct an exploratory study to investigate the museum environment and guiding methods by interviewing 10 participants and observing 20 visitors. ‘MuseumEye’ was built based on a literature review of immersive systems in museums and the findings of an exploratory study that reveals visitor behaviours and the nature of guidance in the museum.
This project increased levels of engagement and the length of time visitors spend in museums, the Egyptian Museum in Cairo in particular, using the mixed reality technology that provides visitors with additional visual, audio information and computer-generated images at various levels of details and via different media. This research introduces the guidelines of designing immersive reality guide applications using the techniques of spatial mapping, designing the multimedia and UI, and designing interactions for exploratory purposes. The main contributions of this study include various theoretical contributions: 1) creating a new form of guidance that enhances the museum experience through developing a mixed reality system; 2) a theoretical framework that assesses mixed reality guidance systems in terms of perceived usefulness, ease of use, enjoyment, interactivity, the roles of a guide and the likelihood of future use; 3) the Ambient Information Visualisation Concept for increasing visitor engagement through better presenting information and enhancing communication and interaction between visitors and exhibits; and a practical contribution in creating a mixed reality guidance system that reshapes the museum space, enhances visitors’ experience and significantly increases the length of time they spend in the museum.
The evaluation comprised of quantitative surveys (171 participants and 9 experts) and qualitative observation (51 participants) using MuseumEye in their tours. The results showed positive responses for all measured aspects and compares these to similar studies. The observation results showed that visitors who use MuseumEye spent four times the duration visitors spent without guides or with human guides in front of exhibited items. The quantitative results showed significant correlations between the measured constructs (perceived usefulness, ease of use, enjoyment, multimedia and UI, interactivity) and the likelihood of future use when the roles of guide mediate the relations. Moreover, the ‘perceived guidance’ is the most influential construct on the likelihood of future use of MuseumEye. The results also revealed a high likelihood of future use, which ensures the sustainability of adopting mixed reality technology in museums.
This thesis shows the potential of mixed reality guides in the museum sector that reshape the museum space and offers endless possibilities for museums and heritage sites
Virtual Guidance using Mixed Reality in Historical Places and Museums
Mixed Reality (MR) is one of the most disruptive technologies that shows potential in many application domains, particularly in the tourism and cultural heritage sector. MR using the latest headsets with the highest capabilities introduces a new visual platform that can change people’s visual experience.
This thesis introduces a HoloLens-based mixed reality guidance system for museums and historical places. This new guidance form considers the inclusiveness of the necessary and optimised functionalities, visual and audio guiding abilities, essential roles of a guide, and the related social interactions in the real-time.
A mixed reality guide, dubbed ‘MuseumEye’ was designed and developed for the Egyptian Museum in Cairo, to overcome challenges currently facing the museum, e.g. lack of guiding methods, limited information signposted on the exhibits, lack of visitor engagement resulting in less time spent in the museum compared to other museums with similar capacity and significance. These problems motivated the researcher to conduct an exploratory study to investigate the museum environment and guiding methods by interviewing 10 participants and observing 20 visitors. ‘MuseumEye’ was built based on a literature review of immersive systems in museums and the findings of an exploratory study that reveals visitor behaviours and the nature of guidance in the museum.
This project increased levels of engagement and the length of time visitors spend in museums, the Egyptian Museum in Cairo in particular, using the mixed reality technology that provides visitors with additional visual, audio information and computer-generated images at various levels of details and via different media. This research introduces the guidelines of designing immersive reality guide applications using the techniques of spatial mapping, designing the multimedia and UI, and designing interactions for exploratory purposes. The main contributions of this study include various theoretical contributions: 1) creating a new form of guidance that enhances the museum experience through developing a mixed reality system; 2) a theoretical framework that assesses mixed reality guidance systems in terms of perceived usefulness, ease of use, enjoyment, interactivity, the roles of a guide and the likelihood of future use; 3) the Ambient Information Visualisation Concept for increasing visitor engagement through better presenting information and enhancing communication and interaction between visitors and exhibits; and a practical contribution in creating a mixed reality guidance system that reshapes the museum space, enhances visitors’ experience and significantly increases the length of time they spend in the museum.
The evaluation comprised of quantitative surveys (171 participants and 9 experts) and qualitative observation (51 participants) using MuseumEye in their tours. The results showed positive responses for all measured aspects and compares these to similar studies. The observation results showed that visitors who use MuseumEye spent four times the duration visitors spent without guides or with human guides in front of exhibited items. The quantitative results showed significant correlations between the measured constructs (perceived usefulness, ease of use, enjoyment, multimedia and UI, interactivity) and the likelihood of future use when the roles of guide mediate the relations. Moreover, the ‘perceived guidance’ is the most influential construct on the likelihood of future use of MuseumEye. The results also revealed a high likelihood of future use, which ensures the sustainability of adopting mixed reality technology in museums.
This thesis shows the potential of mixed reality guides in the museum sector that reshape the museum space and offers endless possibilities for museums and heritage sites