867 research outputs found

    Digital Innovations for Occupational Safety: Empowering Workers in Hazardous Environments

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    Background: The quest to increase safety awareness, make job sites safer, and promote decent work for all has led to the utilization of digital technologies in hazardous occupations. This study investigated the use of digital innovations for safety and health management in hazardous industries. The key challenges and recommendations associated with such use were also explored. Method: Using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) protocol, a total of 48 studies were reviewed to provide a framework for future pathways for the effective implementation of these innovations. Findings: The results revealed four main categories of digital safety systems: wearable-based systems, augmented/virtual reality-based systems, artificial intelligence-based systems, and navigation-based systems. A wide range of technological, behavioral, and organizational challenges were identified in relation to the key themes. Conclusion: Outcomes from this review can inform policymakers and industrial decision-makers about the application of digital innovations for best safety practices in various hazardous work conditions

    Human Activity Recognition and Fall Detection Using Unobtrusive Technologies

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    As the population ages, health issues like injurious falls demand more attention. Wearable devices can be used to detect falls. However, despite their commercial success, most wearable devices are obtrusive, and patients generally do not like or may forget to wear them. In this thesis, a monitoring system consisting of two 24×32 thermal array sensors and a millimetre-wave (mmWave) radar sensor was developed to unobtrusively detect locations and recognise human activities such as sitting, standing, walking, lying, and falling. Data were collected by observing healthy young volunteers simulate ten different scenarios. The optimal installation position of the sensors was initially unknown. Therefore, the sensors were mounted on a side wall, a corner, and on the ceiling of the experimental room to allow performance comparison between these sensor placements. Every thermal frame was converted into an image and a set of features was manually extracted or convolutional neural networks (CNNs) were used to automatically extract features. Applying a CNN model on the infrared stereo dataset to recognise five activities (falling plus lying on the floor, lying in bed, sitting on chair, sitting in bed, standing plus walking), overall average accuracy and F1-score were 97.6%, and 0.935, respectively. The scores for detecting falling plus lying on the floor from the remaining activities were 97.9%, and 0.945, respectively. When using radar technology, the generated point clouds were converted into an occupancy grid and a CNN model was used to automatically extract features, or a set of features was manually extracted. Applying several classifiers on the manually extracted features to detect falling plus lying on the floor from the remaining activities, Random Forest (RF) classifier achieved the best results in overhead position (an accuracy of 92.2%, a recall of 0.881, a precision of 0.805, and an F1-score of 0.841). Additionally, the CNN model achieved the best results (an accuracy of 92.3%, a recall of 0.891, a precision of 0.801, and an F1-score of 0.844), in overhead position and slightly outperformed the RF method. Data fusion was performed at a feature level, combining both infrared and radar technologies, however the benefit was not significant. The proposed system was cost, processing time, and space efficient. The system with further development can be utilised as a real-time fall detection system in aged care facilities or at homes of older people

    Aktivitätstracker im Alltag: Charakteristika von Motivation und User Diversity zur Erklärung individueller Nutzungstrajektorien

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    Die fortlaufend stärkere Durchdringung unseres Alltags mit digitalen Technologien wird besonders deutlich durch tragbare Geräte wie Smartphones, auf die jederzeit zugegriffen werden kann. Noch einen Schritt weiter gehen körpernah getragene, vernetzte Self-Tracking-Systeme wie Aktivitätstracker, welche kontinuierlich Bewegungsdaten und physiologische Parameter erfassen, algorithmisch aufbereiten und an die Nutzer*innen als quantifiziertes Feedback, oft zur Verhaltensmodifikation, zurückmelden. Diese spezifische Form der Interaktion zwischen Mensch und Technologie – körpernah, kontinuierlich, quantifiziert, vernetzt und persuasiv – ist für die Ingenieurpsychologie besonders relevant, da sie eine sehr enge Verbindung von Körper und Technik erfordert und spezifische Herausforderungen für die Stärkung der Selbstbestimmung ihrer Nutzer*innen bereithält. Einerseits dienen Aktivitätstracker der erleichterten Selbstreflexion durch Sichtbarmachung von Zusammenhängen, die zuvor verborgen blieben, wie etwa zwischen sportlicher Aktivität und Ruheherzfrequenz. Andererseits sollen Aktivitätstracker die Motivation für körperliche Verhaltensänderungen steigern. Die Nutzung von Aktivitätstrackern bewegt sich also potenziell in einem Spannungsfeld zwischen der Steigerung von Selbstbestimmung durch erweitertes Wissen sowie Aufzeigen von Handlungsoptionen und der Einschränkung der Selbstbestimmung durch persuasive Strategien zur Motivationssteigerung. Dieses Spannungsfeld bedingt neue Ansätze zur Beziehungsgestaltung zwischen Mensch und Trackingsystem. In der empirischen Forschung zur Nutzung von Aktivitätstrackern wird häufig darauf hingewiesen, dass ein Großteil der Nutzenden nach wenigen Wochen oder Monaten den kontinuierlichen Gebrauch beendet. Dieser Befund deutet daraufhin, dass Barrieren existieren, die die Langzeitnutzung unwahrscheinlicher machen. Des Weiteren wird immer wieder über negative Effekte der Trackernutzung berichtet, beispielsweise Stress. Allerdings ist auch bekannt, dass zahlreiche andere Personen ihr Trackingsystem über Jahre hinweg intensiv und erfolgreich gebrauchen. Es lässt sich also in Bezug auf die Nutzungstrajektorien eine bedeutsame Varianz feststellen, die es zu erklären gilt, um Self-Tracking-Anwendungen für diverse Nutzende gewinnbringend zu gestalten. Um diesem Vorhaben gerecht zu werden, ist es unabdingbar zu verstehen, welche individuellen Differenzen in der Gruppe der Nutzer*innen die Interaktion mit dem Aktivitätstracker, insbesondere in Bezug auf motivationale Aspekte, prägen. Dieser Herausforderung stellt sich die vorliegende Dissertation und greift dazu auf etablierte Theorien und Konzepte der Persönlichkeits- und Sozialpsychologie zurück. Da der theoriegeleitete Einbezug von Personenmerkmalen in die ingenieurpsychologische Forschung noch wenig vorangetrieben war, bestand zu Beginn des Promotionsvorhabens die Notwendigkeit, ein Konstrukt zu konzeptualisieren, welches zum einen auf einem stabilen psychologischen Theoriefundament steht und zum anderen spezifisch auf den Kontext der Mensch-Technik-Interaktion zugeschnitten ist. Im Rahmen der vorliegenden Dissertation wurde aus diesem Grund an der Herleitung der interaktionsbezogenen Technikaffinität (ATI) als kontextspezifische Variante der Denkfreude und ihrer Messbarmachung gearbei-tet. Insgesamt umfassten die Datenerhebungen zur Bestimmung der Gütekriterien der ATI-Skala fünf Datensätze mit über 1500 Teilnehmenden. Das Resultat der Skalenentwicklung ist ein unidimensionales, ökonomisches, reliables und valides Erhebungsinstrument der interaktionsbezogenen Technikaffinität (Artikel 1). Als relativ stabiles Persönlichkeitsmerkmal, das die Motivation zur Auseinandersetzung mit Technik grundlegend beeinflusst, wurde ATI in die folgenden Studien zur Interaktion zwischen Mensch und Aktivitätstracker miteinbezogen. Um die alltägliche, individuelle Mensch-Tracker-Interaktion umfassend zu verstehen und erklären zu können, wie es zu den unterschiedlichen Nutzungsverläufen kommt, müssen verschiedene Phasen der Nutzung untersucht werden. Zunächst ist zu klären, welche Motivatoren Menschen eigentlich dazu veranlassen, mit der Trackernutzung zu beginnen. Weiterhin ist die Nutzungsphase selbst zu beleuchten, um zu beschreiben, wie sich die oben beschriebene, spezifische Form der Trackerinteraktion auf die Nutzungserfahrung und anhaltende Motivation auswirkt und wie sich negative Nutzungskonsequenzen bemerkbar machen. Schließlich sind zum Verständnis der Nutzungstrajektorien die Gründe für den Abbruch zu berücksichtigen, sodass auch die Phase nach der Nutzung relevant ist. Da sich diese Dissertation dezidiert damit beschäftigt, wie sich die Interaktion mit Aktivitätstrackern im Alltag gestaltet, ist die Untersuchung der Nutzung in Stichproben von tatsächlichen bzw. ehemaligen Aktivitätstracker-Nutzer*innen angezeigt. Aus diesem Grund wurden zwei Online-Erhebungen durchgeführt, um ebendiese Stichproben zu erreichen. Das Ziel der ersten Studie (N = 210) war die quantitative Analyse von Nutzungsmotivationen sowie unintendierten, negativen Effekten der Trackernutzung im Alltagsgebrauch. Es zeigte sich, dass das Tracken sowohl zum Selbstzweck (intrinsische Motivation) als auch zur Erreichung eines externen Ziels (extrinsische Motivation) durchgeführt wird und diese Motivationstypen oft gleichzeitig auftreten. Darüber hinaus konnte gezeigt werden, dass negative Effekte in Form von Motivationsverlusten in Bezug auf die Trackernutzung und die körperliche Aktivität eine Rolle im Alltag vieler Nutzer*innen spielen. Die Wahrscheinlichkeit des Auftretens dieser Effekte wird teilweise von Personenmerkmalen wie ATI und der Nutzungsmotivation bestimmt (Artikel 2). Die zweite Studie nahm ehemalige Nutzer*innen (N = 159) in den Blick und fokussierte auf die Erfassung der Gründe für den Nutzungsabbruch sowie die Stabilität der Abbruchentscheidung. Die Ergebnisse machten deutlich, dass zahlreiche Nutzungsbarrieren für die Entscheidung, den Tracker abzulegen, ausschlaggebend sind. Außerdem sind die Abbruchentscheidungen oft nicht permanent, was auf eine episodische Trackernutzung hindeutet (Artikel 3). Schließlich wurden wiederum Personenmerkmale und außerdem Interaktionscharakteristika in Betracht gezogen, um die große Varianz hinsichtlich Abbruchgründen und -permanenz zu erklären. Die Analysen offenbarten unter anderem, dass eine episodische Nutzung (d. h. nicht endgültige Beendigung) wahrscheinlicher ist, wenn sich die Nutzungsmotivation durch einen hohen Grad an Selbstbestimmung auszeichnet (Artikel 4). Abschließend betonen die Befunde der Dissertation die zentrale Rolle der wahrgenommenen Selbstbestimmung im Kontext der Mensch-Tracker-Interaktion und geben Anlass für Designrichtlinien, die die Beziehung zwischen Trackingsystem und Nutzer*in mit all ihren gegenseitigen Abhängigkeiten und individuellen Merkmalen berücksichtigen, um so die Selbstbestimmung zu erhalten oder sogar durch vertieftes Selbstwissen zu stärken.The ongoing permeation of our daily life with digital technologies is particularly evident in wearable devices such as smartphones, which can be accessed at any time. Wearable, connected self-tracking systems such as activity trackers go even a step further. They continuously record movement data and physiological parameters, process them algorithmically and provide quantified feedback to the user, often for behavioral modification. This specific form of interaction between humans and technology – close to the body, continuous, quantified, connected, and persuasive – is particularly relevant for engineering psychology, as it requires a very close connection between body and technology and poses specific challenges for strengthening the self-determination of its users. That is, on the one hand, activity trackers serve to facilitate self-reflection by revealing relationships which were previously hidden, such as the relationship between physical activity and resting heart rate. On the other hand, activity trackers are intended to enhance motivation for physical behavioral changes. The use of activity trackers thus potentially moves in a field of tension between the increase of self-determination through expanded knowledge as well as the identification of behavioral options and the restriction of self-determination through persuasive strategies to increase motivation. This tension requires new approaches to the design of relationships between people and tracking systems. Empirical research on activity tracker usage often highlights that a large proportion of users stop continuous use after a few weeks or months. This finding suggests the existence of barriers that make long-term use less likely. Furthermore, negative effects of tracker use, such as stress, are repeatedly reported. However, it is also known that many other users have enjoyed intensive and successful use of their tracking system for many years. Thus, a significant variance in usage trajectories can be observed, which needs to be explained in order to make self-tracking applications beneficial for diverse users. To meet this goal, it is essential to understand which individual differences in the group of users shape the interaction with their activity tracker, especially with respect to motivational aspects. This dissertation addresses this challenge by drawing on established theories and concepts of personality and social psychology. At the beginning of the dissertation project, the theory-based inclusion of personal characteristics in engineering psychology had not yet been sufficiently advanced. Thus, there was a need to conceptualize a construct which, on the one hand, stands on a stable psychological theoretical foundation and, on the other hand, is specifically tailored to the context of human-technology interaction. For this reason, the conceptualization of affinity for technology interaction (ATI) as a context-specific variant of need for cognition and its measurability took place within the context of the dissertation. In total, the data collection to determine the quality criteria of the ATI scale comprised five data sets with over 1500 participants. The result of the scale development is a unidimensional, economical, reliable, and valid survey instrument of ATI (Article 1). As a relatively stable personality trait that fundamentally influences motivation to engage with technology, ATI was included in subsequent studies of human-activity tracker interaction. In order to comprehensively understand the everyday, individual human-tracker interaction and to be able to explain how the various usage patterns occur, different phases of usage must be examined. First, it must be clarified which motivators actually cause a person to start using a tracker. Furthermore, the usage phase itself must be examined to describe how the specific form of tracker interaction described above affects the usage experience and ongoing motivation, and how negative usage consequences become apparent. Finally, to understand usage trajectories, the reasons for discontinuation need to be considered, hence the post-usage phase is also relevant. Since this dissertation decidedly focuses on the interaction with activity trackers in everyday life, the investigation of actual or former activity tracker users is indicated. For this reason, two online surveys were conducted to assess these actual (former) users. The aim of the first study (N = 210) was to quantitatively analyze motivations for usage as well as unintended, negative effects of tracker usage in daily use. It was shown that tracking is performed both for an end in itself (intrinsic motivation) and to achieve an external goal (extrinsic motivation), and that these motivation types often occur simultaneously. Furthermore, it was shown that negative effects in terms of motivation losses with respect to tracker use as well as physical activity play a role in many users' daily lives. The likelihood of these effects occurring is partly determined by personal characteristics such as ATI and motivation for usage (Article 2). The second study examined former users (N = 159) and focused on the reasons for discontinuing use and the stability of abandonment. The results indicated that numerous barriers to use are decisive for the decision to discontinue tracking. In addition, abandonment decisions are often not permanent, suggesting episodic tracker use (Article 3). Finally, person and interaction characteristics were considered to explain the large variance in abandonment reasons and permanence. The analyses revealed, among other things, that episodic use (i.e., not definitive termination) is more likely when the motivation for usage is characterized by a high degree of self-determination (Article 4). In conclusion, the findings of the dissertation emphasize the central role of perceived self-determination in the context of human-tracker interaction and give rise to design guidelines that take into account the relationship between the tracking system and the user with all its interdependencies and individual characteristics in order to preserve or even strengthen self-determination through deeper self-knowledge

    Advances and Applications of DSmT for Information Fusion. Collected Works, Volume 5

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    This fifth volume on Advances and Applications of DSmT for Information Fusion collects theoretical and applied contributions of researchers working in different fields of applications and in mathematics, and is available in open-access. The collected contributions of this volume have either been published or presented after disseminating the fourth volume in 2015 in international conferences, seminars, workshops and journals, or they are new. The contributions of each part of this volume are chronologically ordered. First Part of this book presents some theoretical advances on DSmT, dealing mainly with modified Proportional Conflict Redistribution Rules (PCR) of combination with degree of intersection, coarsening techniques, interval calculus for PCR thanks to set inversion via interval analysis (SIVIA), rough set classifiers, canonical decomposition of dichotomous belief functions, fast PCR fusion, fast inter-criteria analysis with PCR, and improved PCR5 and PCR6 rules preserving the (quasi-)neutrality of (quasi-)vacuous belief assignment in the fusion of sources of evidence with their Matlab codes. Because more applications of DSmT have emerged in the past years since the apparition of the fourth book of DSmT in 2015, the second part of this volume is about selected applications of DSmT mainly in building change detection, object recognition, quality of data association in tracking, perception in robotics, risk assessment for torrent protection and multi-criteria decision-making, multi-modal image fusion, coarsening techniques, recommender system, levee characterization and assessment, human heading perception, trust assessment, robotics, biometrics, failure detection, GPS systems, inter-criteria analysis, group decision, human activity recognition, storm prediction, data association for autonomous vehicles, identification of maritime vessels, fusion of support vector machines (SVM), Silx-Furtif RUST code library for information fusion including PCR rules, and network for ship classification. Finally, the third part presents interesting contributions related to belief functions in general published or presented along the years since 2015. These contributions are related with decision-making under uncertainty, belief approximations, probability transformations, new distances between belief functions, non-classical multi-criteria decision-making problems with belief functions, generalization of Bayes theorem, image processing, data association, entropy and cross-entropy measures, fuzzy evidence numbers, negator of belief mass, human activity recognition, information fusion for breast cancer therapy, imbalanced data classification, and hybrid techniques mixing deep learning with belief functions as well

    Automated Mapping of Adaptive App GUIs from Phones to TVs

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    With the increasing interconnection of smart devices, users often desire to adopt the same app on quite different devices for identical tasks, such as watching the same movies on both their smartphones and TV. However, the significant differences in screen size, aspect ratio, and interaction styles make it challenging to adapt Graphical User Interfaces (GUIs) across these devices. Although there are millions of apps available on Google Play, only a few thousand are designed to support smart TV displays. Existing techniques to map a mobile app GUI to a TV either adopt a responsive design, which struggles to bridge the substantial gap between phone and TV or use mirror apps for improved video display, which requires hardware support and extra engineering efforts. Instead of developing another app for supporting TVs, we propose a semi-automated approach to generate corresponding adaptive TV GUIs, given the phone GUIs as the input. Based on our empirical study of GUI pairs for TV and phone in existing apps, we synthesize a list of rules for grouping and classifying phone GUIs, converting them to TV GUIs, and generating dynamic TV layouts and source code for the TV display. Our tool is not only beneficial to developers but also to GUI designers, who can further customize the generated GUIs for their TV app development. An evaluation and user study demonstrate the accuracy of our generated GUIs and the usefulness of our tool.Comment: 30 pages, 15 figure

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Applying machine learning: a multi-role perspective

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    Machine (and deep) learning technologies are more and more present in several fields. It is undeniable that many aspects of our society are empowered by such technologies: web searches, content filtering on social networks, recommendations on e-commerce websites, mobile applications, etc., in addition to academic research. Moreover, mobile devices and internet sites, e.g., social networks, support the collection and sharing of information in real time. The pervasive deployment of the aforementioned technological instruments, both hardware and software, has led to the production of huge amounts of data. Such data has become more and more unmanageable, posing challenges to conventional computing platforms, and paving the way to the development and widespread use of the machine and deep learning. Nevertheless, machine learning is not only a technology. Given a task, machine learning is a way of proceeding (a way of thinking), and as such can be approached from different perspectives (points of view). This, in particular, will be the focus of this research. The entire work concentrates on machine learning, starting from different sources of data, e.g., signals and images, applied to different domains, e.g., Sport Science and Social History, and analyzed from different perspectives: from a non-data scientist point of view through tools and platforms; setting a problem stage from scratch; implementing an effective application for classification tasks; improving user interface experience through Data Visualization and eXtended Reality. In essence, not only in a quantitative task, not only in a scientific environment, and not only from a data-scientist perspective, machine (and deep) learning can do the difference

    Proximity detection protocols for IoT devices

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    In recent years, we have witnessed the growth of the Internet of Things paradigm, with its increased pervasiveness in our everyday lives. The possible applications are diverse: from a smartwatch able to measure heartbeat and communicate it to the cloud, to the device that triggers an event when we approach an exhibit in a museum. Present in many of these applications is the Proximity Detection task: for instance the heartbeat could be measured only when the wearer is near to a well defined location for medical purposes or the touristic attraction must be triggered only if someone is very close to it. Indeed, the ability of an IoT device to sense the presence of other devices nearby and calculate the distance to them can be considered the cornerstone of various applications, motivating research on this fundamental topic. The energy constraints of the IoT devices are often in contrast with the needs of continuous operations to sense the environment and to achieve high accurate distance measurements from the neighbors, thus making the design of Proximity Detection protocols a challenging task
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