6,565 research outputs found
How will the Internet of Things enable Augmented Personalized Health?
Internet-of-Things (IoT) is profoundly redefining the way we create, consume,
and share information. Health aficionados and citizens are increasingly using
IoT technologies to track their sleep, food intake, activity, vital body
signals, and other physiological observations. This is complemented by IoT
systems that continuously collect health-related data from the environment and
inside the living quarters. Together, these have created an opportunity for a
new generation of healthcare solutions. However, interpreting data to
understand an individual's health is challenging. It is usually necessary to
look at that individual's clinical record and behavioral information, as well
as social and environmental information affecting that individual. Interpreting
how well a patient is doing also requires looking at his adherence to
respective health objectives, application of relevant clinical knowledge and
the desired outcomes.
We resort to the vision of Augmented Personalized Healthcare (APH) to exploit
the extensive variety of relevant data and medical knowledge using Artificial
Intelligence (AI) techniques to extend and enhance human health to presents
various stages of augmented health management strategies: self-monitoring,
self-appraisal, self-management, intervention, and disease progress tracking
and prediction. kHealth technology, a specific incarnation of APH, and its
application to Asthma and other diseases are used to provide illustrations and
discuss alternatives for technology-assisted health management. Several
prominent efforts involving IoT and patient-generated health data (PGHD) with
respect converting multimodal data into actionable information (big data to
smart data) are also identified. Roles of three components in an evidence-based
semantic perception approach- Contextualization, Abstraction, and
Personalization are discussed
CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap
After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in
multimedia search engines, we have identified and analyzed gaps within European research effort during our second year.
In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio-
economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown
of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on
requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the
community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our
Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as
National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core
technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research
challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal
challenges
A framework to support the tourist’s information-needs based on a ubiquitous approach
Nowadays, tourists are increasingly thirsty for information on anything that surrounds him. With the Information Communication Technologies (ICT) evolution that supports the ubiquity, it is necessary to rethink the available models of information and services to tourists. With the evolution of mobile devices, with wireless access, together with the decreasing of the network traffic costs and with the increasing number of access points of wireless access, becomes more common and attractive. Therefore, in this paper we present an analysis of the state of the art of the support applications for tourists for mobile environments, setting them according to the development technologies. In addition, it is also presented a suitable framework to support the tourist’s needs based on a ubiquitous approach
Designing Contextualized Learning
Specht, M. (2008). Designing Contextualized Learning. In H. H. Adelsberger, Kinshuk, J. M. Pawlowski & D. Sampson (Eds.), Handbook on Information Technologies for Education and Training (2th ed., pp. 101-111). Springer, Berlin Heidelberg 2008: International Handbook on Information Systems Series.Contextualized and ubiquitous learning are relatively new research areas
that combine the latest developments in ubiquitous and context aware
computing with pedagogical approaches relevant to structure more situated
and context aware learning support. Searching for different backgrounds of
mobile and contextualized learning authors have identified the relations
between existing educational paradigms and new classes of mobile appli-
cations for education (Naismith, Lonsdale, Vavoula, & Sharples, 2004).
Furthermore best practices of mobile learning applications have been iden-
tified and discussed in focused workshops (Stone, Alsop, Briggs, & Tomp-
sett, 2002; Tatar, Roschelle, Vahey, & Peunel, 2002). Especially in the
area of educational field trips (Equator Project, 2003; RAFT, 2003) in the
last years innovative approaches for intuitive usage of contextualized mo-
bile interfaces have been developed. The following paper describes the motivation and background for con-
textualizing learning and illustrates the implementation of a service based
and flexible learning toolkit developed in the RAFT project for supporting
contextualized collaborative learning support
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Augmented reality for nDimensional building information modelling contextualization, customization and curation
This paper presents an experimental method and apparatus of augmented reality (AR) for nDimensional (nD) building information modeling (BIM). BIM allows nD information to be visualized simultaneously by architects, engineers and constructors to gain a synchronized understanding viewing from different perspectives. However, BIM is conventionally being operated on a desktop-based computer which makes collaboration less flexible, and it also creates an isolation gap between the model and reality. This isolation gap does not severely affect experienced and skilled professionals, as they can bridge the isolation gap with their intuition developed over the years. Nevertheless, users who are lack of such experience will feel the isolation gap between the digital realm and practicable reality, which could be the hurdle in project participation and decision making. AR allows virtual content to be mixed with real environment for user experience. In the context of our study, AR is functional to present the nD information of BIM, at the same time retaining users’ connection with the reality. It is not just being utilized solely for presentation, but also to maximize the potential for communication, interaction and experience. This pilot study investigates effective technological approach of using AR as an effective collaboration technology combining with BIM through proposed key aspects of contextualization, customization and curation. Contextualization is significant to enable users to understand the AR content by making the presented information meaningful to the target audience, implemented thru the means of 2D annotations, animations and options comparison. This study compares both AR BIM with and without contextualization. Customization can generate unique virtual environment and content for different level of users tailored to their needs and preference to create intuitive interaction with AR BIM. Curation is crucial to provide users with a reliable experience, and to formulate a continually improving AR BIM thru log data and users’ feedback. All in all, this paper explores the major aspects of contextualization, customization and curation, to distinguish effective approach in the currently “free for all” AR BIM development. Finally, an implication is provided for future study in terms of balance in information sufficiency and complexity for AR BIM
CHORUS Deliverable 4.5: Report of the 3rd CHORUS Conference
The third and last CHORUS conference on Multimedia Search Engines took place from the 26th to the 27th of May 2009 in Brussels, Belgium. About 100 participants from 15 European countries, the US, Japan and Australia learned about the latest developments in the domain. An exhibition of 13 stands presented 16 research projects currently ongoing around the
world
Comparative Study of the Mobile Learning Architectures
International audienceWith the emergence of mobile devices (Smart Phone, PDA, UMPC, game consoles, etc.), learning is changing from electronic learning (e-Learning) to mobile learning (m-learning). In fact, due to the mobility feature, it seems that the m-learning have to be adapted with the change within the context. Several researches addressed this issue and implemented a mobile learning environment to prove its usefulness and feasibility in various domains. In this article, we conduct a comparative study between a list of mobile learning architectures and methods that are presented in the literature. The performance of these architectures is evaluated based on several criteria, such as the adaptation management, which is an important parameter for the management and customization of the learning resources for the learners, as well as the environment, which is a core part of mobile learning systems
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