2,973 research outputs found

    MobiHealth-Innovative 2.5/3G mobile services and applications for health care

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    MobiHealth aims at introducing new mobile value added services in the area of healthcare, based on 2.5 (GPRS) and 3G (UMTS) technologies, thus promoting the use and deployment of GPRS and UMTS. This will be achieved by the integration of sensors and actuators to a Wireless Body Area Network (BAN). These sensors and actuators will continuously measure and transmit vital constants along with audio and video to health service providers and brokers, improving on one side the life of patients and allowing on the other side the introduction of new value-added services in the areas of disease prevention and diagnostic, remote assistance, para-health services, physical state monitoring (sports) and even clinical research. Furthermore, the MobiHealth BAN system will support the fast and reliable application of remote assistance in case of accidents by allowing the paramedics to send reliable vital constants data as well as audio and video directly from the accident site

    The impact of user- and system-initiated personalization on the user experience at large sports events

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    This article describes an experimental study investigating the impact on user experience of two approaches of personalization of content provided on a mobile device, for spectators at large sports events. A lab-based experiment showed that a system-driven approach to personalization was generally preferable, but that there were advantages to retaining some user control over the process. Usability implications for a hybrid approach, and design implications are discussed, with general support for countermeasures designed to overcome recognised limitations of adaptive systems

    A novel user-centered design for personalized video summarization

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    In the past, several automatic video summarization systems had been proposed to generate video summary. However, a generic video summary that is generated based only on audio, visual and textual saliencies will not satisfy every user. This paper proposes a novel system for generating semantically meaningful personalized video summaries, which are tailored to the individual user's preferences over video semantics. Each video shot is represented using a semantic multinomial which is a vector of posterior semantic concept probabilities. The proposed system stitches video summary based on summary time span and top-ranked shots that are semantically relevant to the user's preferences. The proposed summarization system is evaluated using both quantitative and subjective evaluation metrics. The experimental results on the performance of the proposed video summarization system are encouraging

    Delivery of Personalized and Adaptive Content to Mobile Devices:A Framework and Enabling Technology

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    Many innovative wireless applications that aim to provide mobile information access are emerging. Since people have different information needs and preferences, one of the challenges for mobile information systems is to take advantage of the convenience of handheld devices and provide personalized information to the right person in a preferred format. However, the unique features of wireless networks and mobile devices pose challenges to personalized mobile content delivery. This paper proposes a generic framework for delivering personalized and adaptive content to mobile users. It introduces a variety of enabling technologies and highlights important issues in this area. The framework can be applied to many applications such as mobile commerce and context-aware mobile services

    TalkingTiles: Supporting Personalization and Customization in an AAC App for Individuals with Aphasia

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    This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in the Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces on the ACM Digital Library http://dx.doi.org/10.1145/2817721.2817723The development of ‘Post-PC’ interactive surfaces, such as smartphones and tablets, and specialized support software informed by HCI research has created new opportunities for Augmentative and Alternative Communication (AAC) tech- nologies. However, it is unclear to what degree these opportunities have been realized in practice. We conducted a field study to explore the use of one such application, TalkingTiles, by individuals with aphasia. Following a training session and one week of use, we conducted interviews with participants, their partners, and their caregivers at a local support facility. We found that TalkingTiles can be effective in supporting communication when used in concert with other communication methods, and when time can be invested in customizing the app. We discuss our findings, and implications for design with respect to customizability, simplicity, and the limitations of interactive surfaces in supporting communication

    SensX: About Sensing and Assessment of Complex Human Motion

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    The great success of wearables and smartphone apps for provision of extensive physical workout instructions boosts a whole industry dealing with consumer oriented sensors and sports equipment. But with these opportunities there are also new challenges emerging. The unregulated distribution of instructions about ambitious exercises enables unexperienced users to undertake demanding workouts without professional supervision which may lead to suboptimal training success or even serious injuries. We believe, that automated supervision and realtime feedback during a workout may help to solve these issues. Therefore we introduce four fundamental steps for complex human motion assessment and present SensX, a sensor-based architecture for monitoring, recording, and analyzing complex and multi-dimensional motion chains. We provide the results of our preliminary study encompassing 8 different body weight exercises, 20 participants, and more than 9,220 recorded exercise repetitions. Furthermore, insights into SensXs classification capabilities and the impact of specific sensor configurations onto the analysis process are given.Comment: Published within the Proceedings of 14th IEEE International Conference on Networking, Sensing and Control (ICNSC), May 16th-18th, 2017, Calabria Italy 6 pages, 5 figure

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life

    Interactive television or enhanced televisiion? : the Dutch users interest in applications of ITV via set-top boxes

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    This paper is both an analysis of the phenomenon of interactive television with background concepts of interactivity and television and a report of an empirical investigation among Dutch users of set-top-box ITV. In the analytic part a distinction is made between levels of interactivity in the applications of ITV. Activities labelled as selection, customisation, transaction and reaction reveal low levels of interactivity. They may be called ‘enhanced television’. They are extensions of existing television programmes that keep their linear character. Activities called production and conversation have the potential of higher interactivity. They may lead to ‘real’ interactive television as the user input makes a difference to programmes. It is suggested that so-called hybrid ITV– TV combined with telephone and email reply channels- and (broadband) Internet ITV offer better opportunities for high interactivity than set-top-box ITV. \ud The empirical investigation shows that the demand of subscribers to set-top-box ITV in the Netherlands matches supply. They favour the less interactive applications of selection and reaction. Other striking results are that young subscribers appreciate interactive applications more than the older ones and that those with a low level of education prefer these applications more than high educated subscribers. No significant gender differences were found

    Understanding the Participatory News Consumer

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    Analyzes survey findings on the impact of social media and mobile connectivity on news consumption behavior by demographics and political affiliation. Examines sources; topics; participation by sharing, commenting on, or creating news; and views on media
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