2,462 research outputs found

    Situational-Context: A Unified View of Everything Involved at a Particular Situation

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    As the interest in the Web of Things increases, specially for the general population, the barriers to entry for the use of these technologies should decrease. Current applications can be developed to adapt their behaviour to predefined conditions and users preferences, facilitating their use. In the future,Web of Things software should be able to automatically adjust its behaviour to non-predefined preferences or context of its users. In this vision paper we define the Situational-Context as the combination of the virtual profiles of the entities (things or people) that concur at a particular place and time. The computation of the Situational-Context allow us to predict the expected system behaviour and the required interaction between devices to meet the entities’ goals, achieving a better adjustment of the system to variable contexts.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    A Multi-Agent Approach for Provisioning of e-Services in u-Commerce Environments

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    Purpose: Taking into account the importance of e-commerce and the current applications of AI techniques in this area, this research aims to adequate the design of a multi-agent system for the provisioning of e-services in u-commerce environments. This proposal is centred on the methods of evaluation in a u-e-commerce environment. Design/methodology/approach: The multi-agent systems (MAS) approach is based on an MAS model developed for AmI that has been redesigned to support u-commerce. The use of a recommendation system, previously developed by the research group, is suggested for this MAS. The methodological proposal centres on the evaluation of this type of system. Findings: The evaluation of this type of system is the principal problem of current research. Therefore, this is the main contribution of the paper. Research limitations/implications: The different evaluation methods that are proposed, whether qualitative or quantitative, offer the possibility of measuring the added value that the context can give to the use of e-services in different domains of application. Qualitative evaluation should consider the customer as a central piece in the system. In addition, quantitative methods should objectively evaluate the contribution of context to the application. Practical implications: At present, there is no single method for evaluating the benefits of different u-commerce systems, so a new method needs to be found based on these techniques. Originality/value: The research proposes an MAS designed for u-commerce domains, analyzes the capacity of trust management techniques in this environment, and proposes several evaluation methods to show the benefits of context information in the use of e-services. Several real developments are described to show the different applications of MAS in u-commerce and how evaluation is carried out.This work has been partially supported by Projects CICYT TIN2008-06742-C02-02/TSI, CICYT TEC2008-06732-C02-02/TEC, SINPROB, CAM CONTEXT and DPS2008-07029-C02-02.Publicad

    Situation Aware Cognitive Assistance in Smart Homes

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    Smart Homes (SH) have emerged as a realistically viable solution capable of providing technology-driven assistive living for the elderly and disabled. Nevertheless, it still remains a challenge to provide situation-aware cognitive assistance for those in need in their Activity of Daily Living (ADL). This paper introduces a systematic approach to providing situation-aware ADL assistances in a smart home environment. The approach makes use of semantic technologies for sensor data modeling, fusion and management, thus creating machine understandable and processable situational data. It exploits intelligent agents for interpreting and reasoning semantic situational (meta)data to enhance situation-aware decision support for cognitive assistance. We analyze the nature and issues of SH-based healthcare for cognitively deficient inhabitants. We discuss the ways in which semantic technologies enhance situation comprehension. We describe a cognitive agent for realizing high-level cognitive capabilities such as prediction and explanation. We outline the implementation of a prototype assistive system and illustrate the proposed approach through simulated and real-time ADL assistance scenarios in the context of situation aware assistive living

    Ambient intelligence in home care in the Netherlands

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    Paper based in the report for the unit “Social Factors of Innovation” of the Master degree on Computer Sciences at Faculty of Sciences and Technology, Universidade Nova de Lisboa, under the supervision of António Brandão MonizThe largest age group in the Netherlands is aging and when they are in need of home care, there will not be enough people to take care of them in the current healthcare system. One solution could be found in Ambient Intelligence, for it could aid in maintaining independency and postpone the time that people have to go to a nursing home. Furthermore, it could make the job of the caretakers easier. There are pros and cons to use Ambient Intelligence in this delicate matter that will be discussed in this paper. Furthermore, the implications of employing Ambient Intelligence strategies in home care situations will be considered. The conclusions of a recent study by the Rathenau Institute will be used as the red thread, critically looked at and taken into consideration for the recommendations of how to implement Ambient Intelligence in home care

    PROVIDING CONTEXT-AWARE SERVICES TO DEMENTIA PATIENTS AND CAREGIVERS

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    As a result of increased human lifespan, dementia becomes a national public health and social care priority worldwide. Although, there is no cure for dementia, the wandering behavior of dementia patients can be managed by an ambient assisted living system. In this paper, Wandering Behavior Ontology (WBO) used for dealing with wandering behavior seen in early stage dementia patients is proposed. WBO is used in iCarus, which is an intelligent ambient assisted living system, for providing context-aware services to dementia patients and their caregivers. Knowledge sharing, knowledge reuse and logical reasoning are provided by using ontologies. iCarus aims to reduce the problems and financial burden associated with a wandering episode for the patients and their caregivers. It provides longer independent living for the elderly people and a cost-effective way of remotely monitoring them. The actions that are to be taken are determined by rule-based reasoning. These actions are sequential and they are defined in the developed ontology. These actions include warning the patient and informing the caregiver and the emergency service

    Personalization in Serious and Persuasive Games and Gamified Interactions

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    © Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, https://doi.org/10.1145/2793107.2810260Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.Österreichische ForschungsförderungsgesellschaftPeer-reviewe

    CONCEPTUALIZING CONTEXT FOR ADAPTIVE PERVASIVE COMMERCE

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    In retail, demographics are currently regarded as the most convenient base for successful personalized marketing. However, signs point to the dormant power of context recognition. While technologies that can sense the environment are advanced, questions such as what to sense and how to adapt context are largely unanswered. In this paper, we analyze the purchase context of a retail outlet and suggest a context model for adaptive pervasive commerce. Furthermore, we introduce one approach how to conceptualize context that may be applied to conceptualize context for adaptive pervasive advertising applications so that they really deliver on their potential: showing the right message to the right recipient at the right time
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