2,002 research outputs found

    Biosignal controlled recommendation in entertainment systems

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    With the explosive growth of the entertainment contents and the ubiquitous access of them via fixed or mobile computing devices, recommendation systems become essential tools to help the user to find the right entertainment at the right time and location. I envision that by integrating the bio signal input into the recommendation process, it will help the users not only to find interesting contents, but also to increase one’s comfort level by taking into account the biosginal feedback from the users. The goal of this project was to develop a biosignal controlled entertainment recommendation system that increases the user’s comfort level by reducing the level of stress. As the starting point, this project aims to contribute to the field of recommendation systems with two points. The first is the mechanism of embedding the biosignal non-intrusively into the recommendation process. The second is the strategy of the biosignal controlled recommendation to reduce stress. Heart rate controlled in-flight music recommendation is chosen as its application domain. The hypothesis of this application is that, the passenger's heart rate deviates from the normal due to unusual long haul flight cabin environment. By properly designing a music recommendation system to recommend heart rate controlled personalized music playlists to the passenger, the passengers' heart rate can be uplifted, down-lifted back to normal or kept within normal, thus their stress can be reduced. Four research questions have been formulated based on this hypothesis. After the literature study, the project went mainly through three phases: framework design, system implementation and user evaluation to answer these research questions. During the framework design phase, the heart rate was firstly modeled as the states of bradycardia, normal and tachycardia. The objective of the framework is that, if the user's heart rate is higher or lower than the normal heart rate, the system recommends a personalized music playlist accordingly to transfer the user’s heart rate back to normal, otherwise to keep it at normal. The adaptive framework integrates the concepts of context adaptive systems, user profiling, and the methods of using music to adjust the heart rate in a feedback control system. In the feedback loop, the playlists were composed using a Markov decision process. Yet, the framework allows the user to reject the recommendations and to manually select the favorite music items. During this process, the system logs the interactions between the user and the system for later learning the user’s latest music preferences. The designed framework was then implemented with platform independent software architecture. The architecture has five abstraction levels. The lowest resource level contains the music source, the heart rate sensors and the user profile information. The second layer is for resource management. In this layer are the manager components to manage the resources from the first layer and to modulate the access from upper layers to these resources. The third layer is the database, acting as a data repository. The fourth layer is for the adaptive control, which includes the user feedback log, the inference engine and the preference learning component. The top layer is the user interface. In this architecture, the layers and the components in the layers are loosely coupled, which ensures the flexibility. The implemented system was used in the user experiments to validate the hypothesis. The experiments simulated the long haul flights from Amsterdam to Shanghai with the same time schedule as the KLM flights. Twelve subjects were invited to participate in the experiments. Six were allocated to the controlled group and others were allocated to the treatment group. In addition to a normal entertainment system for the control group, the treatment group was also provided with the heart rate controlled music recommendation system. The experiments results validated the hypothesis and answered the research questions. The passenger's heart rate deviates from normal. In our user experiments, the passenger's heart rate was in the bradycardia state 24.6% of time and was in the tachycardia state 7.3% of time. The recommended uplifting music reduces the average bradycardia state duration from 14.78 seconds in the control group to 6.86 seconds in the treatment group. The recommended keeping music increases the average normal state duration from 24.66 seconds in the control group to 29.79 seconds in the treatment group. The recommended down-lifting music reduces the average tachycardia state duration from 13.89 seconds in the control group to 6.53 seconds in the treatment group. Compared to the control group, the stress of the treatment group has been reduced significantly

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    Not Yet Ready for Everyone: An Experience Report about a Personal Learning Environment for Language Learning

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    Abstract. A Personal Learning Environment (PLE) is a mash-up of learning services. It enables students and teachers to assemble a work environment that is adapted to a domain and specific individual needs. In this article, we report on our experiences on using a PLE for Lan-guage Learning in five French lectures at the Shanghai Jiao Tong Uni-versity Continuing Education School. We found that while a PLE has the potential to simplify access to and usage of Web sites and services for language learning, students will use it only if properly motivated. Fur-thermore, at the time being, difficulties that result from the user interface and technical implementation make the interactions with PLEs difficult. The problems need to be overcome in order for PLEs to become adopted by the average, not technically highly literate students and teachers. Key words: PLE, mash-up, experience report

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Smart Monitoring and Control in the Future Internet of Things

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    The Internet of Things (IoT) and related technologies have the promise of realizing pervasive and smart applications which, in turn, have the potential of improving the quality of life of people living in a connected world. According to the IoT vision, all things can cooperate amongst themselves and be managed from anywhere via the Internet, allowing tight integration between the physical and cyber worlds and thus improving efficiency, promoting usability, and opening up new application opportunities. Nowadays, IoT technologies have successfully been exploited in several domains, providing both social and economic benefits. The realization of the full potential of the next generation of the Internet of Things still needs further research efforts concerning, for instance, the identification of new architectures, methodologies, and infrastructures dealing with distributed and decentralized IoT systems; the integration of IoT with cognitive and social capabilities; the enhancement of the sensing–analysis–control cycle; the integration of consciousness and awareness in IoT environments; and the design of new algorithms and techniques for managing IoT big data. This Special Issue is devoted to advancements in technologies, methodologies, and applications for IoT, together with emerging standards and research topics which would lead to realization of the future Internet of Things

    Big Data Research in Information Systems: Toward an Inclusive Research Agenda

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    Big data has received considerable attention from the information systems (IS) discipline over the past few years, with several recent commentaries, editorials, and special issue introductions on the topic appearing in leading IS outlets. These papers present varying perspectives on promising big data research topics and highlight some of the challenges that big data poses. In this editorial, we synthesize and contribute further to this discourse. We offer a first step toward an inclusive big data research agenda for IS by focusing on the interplay between big data’s characteristics, the information value chain encompassing people-process-technology, and the three dominant IS research traditions (behavioral, design, and economics of IS). We view big data as a disruption to the value chain that has widespread impacts, which include but are not limited to changing the way academics conduct scholarly work. Importantly, we critically discuss the opportunities and challenges for behavioral, design science, and economics of IS research and the emerging implications for theory and methodology arising due to big data’s disruptive effects

    Comnet: Annual Report 2013

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