15,426 research outputs found

    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

    The Emerging Internet of Things Marketplace From an Industrial Perspective: A Survey

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    The Internet of Things (IoT) is a dynamic global information network consisting of internet-connected objects, such as Radio-frequency identification (RFIDs), sensors, actuators, as well as other instruments and smart appliances that are becoming an integral component of the future internet. Over the last decade, we have seen a large number of the IoT solutions developed by start-ups, small and medium enterprises, large corporations, academic research institutes (such as universities), and private and public research organisations making their way into the market. In this paper, we survey over one hundred IoT smart solutions in the marketplace and examine them closely in order to identify the technologies used, functionalities, and applications. More importantly, we identify the trends, opportunities and open challenges in the industry-based the IoT solutions. Based on the application domain, we classify and discuss these solutions under five different categories: smart wearable, smart home, smart, city, smart environment, and smart enterprise. This survey is intended to serve as a guideline and conceptual framework for future research in the IoT and to motivate and inspire further developments. It also provides a systematic exploration of existing research and suggests a number of potentially significant research directions.Comment: IEEE Transactions on Emerging Topics in Computing 201

    Cotton spinning to climbing gear: practical aspects of design evolution in Lancashire and the North West of England

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    This article looks at the role of path dependency in the design of outdoor clothing and equipment, from the perspective of changing and overlapping industrial clusters in Lancashire and Sheffield, from the 1960s. It demonstrates that, unlike the fashion market, design in mountaineering clothing and equipment was originally based heavily upon functionality and hence on user innovation. It shows that skills and knowledge which evolved during the industrial revolution, in both industrial areas, were vitally important to the development of internationally competitive mountaineering equipment firms. It was, however, the way in which these sources of knowledge were combined with sporting expertise that contributed to the design of innovative functional products. In addition, fundamental changes occurred in the relationship between manufacturers and their customers and these were vital to the success of this process, marking a departure from past practice

    Adaptive Information Cluster at Dublin City University

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    The Adaptive Information Cluster (AIC) is a collaboration between Dublin City University and University College Dublin, and in the AIC at DCU, we investigate and develop as one stream of our research activities, various content analysis tools that can automatically index and structure video information. This includes movies or CCTV footage and the motivation is to support useful searching and browsing features for the envisaged end-users of such systems. We bring in the HCI perspective to this highly-technically-oriented research by brainstorming, generating scenarios, sketching and prototyping the user-interfaces to the resulting video retrieval systems we develop, and we conduct usability studies to better understand the usage and opinions of such systems so as to guide the future direction of our technological research

    Recreation, tourism and nature in a changing world : proceedings of the fifth international conference on monitoring and management of visitor flows in recreational and protected areas : Wageningen, the Netherlands, May 30-June 3, 2010

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    Proceedings of the fifth international conference on monitoring and management of visitor flows in recreational and protected areas : Wageningen, the Netherlands, May 30-June 3, 201

    Ambient health monitoring: the smartphone as a body sensor network component

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    Inertial measurement units used in commercial body sensor networks (e.g. animation suits) are inefficient, difficult to use and expensive when adapted for movement science applications concerning medical and sports science. However, due to advances in micro-electro mechanical sensors, these inertial sensors have become ubiquitous in mobile computing technologies such as smartphones. Smartphones generally use inertial sensors to enhance the interface usability. This paper investigates the use of a smartphone’s inertial sensing capability as a component in body sensor networks. It discusses several topics centered on inertial sensing: body sensor networks, smartphone networks and a prototype framework for integrating these and other heterogeneous devices. The proposed solution is a smartphone application that gathers, processes and filters sensor data for the purpose of tracking physical activity. All networking functionality is achieved by Skeletrix, a framework for gathering and organizing motion data in online repositories that are conveniently accessible to researchers, healthcare professionals and medical care workers

    UrbanDiary - a tracking project

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    This working paper investigates aspects of time in an urban environment, specifically the cycles and routines of everyday life in the city. As part of the UrbanDiary project (urbantick.blogspot.com), we explore a preliminary study to trace citizen’s spatial habits in individual movement utilising GPS devices with the aim of capturing the beat and rhythm of the city. The data collected includes time and location, to visualise individual activity, along with a series of personal statements on how individuals “use” and experience the city. In this paper, the intent is to explore the context of the UrbanDiary project as well as examine the methodology and technical aspects of tracking with a focus on the comparison of different visualisation techniques. We conclude with a visualisation of the collected data, specifically where the aspect of time is developed and explored so that we might outline a new approach to visualising the city in the sense of a collective, constantly renewed space

    Indexing, browsing and searching of digital video

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    Video is a communications medium that normally brings together moving pictures with a synchronised audio track into a discrete piece or pieces of information. The size of a “piece ” of video can variously be referred to as a frame, a shot, a scene, a clip, a programme or an episode, and these are distinguished by their lengths and by their composition. We shall return to the definition of each of these in section 4 this chapter. In modern society, video is ver

    Mobile pervasive augmented reality systems the role of user preferences in perceived quality of experience

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    This work addresses reasons and aspects required to boost the acceptance and use of mobile pervasive augmented reality systems - MPARS - for outdoor applications and the need to develop context-aware close to- real-time feedback mechanisms that take into consideration a continuous measurement of Quality of Experience. For this purpose, we delve into how user preferences can be integrated in context-aware feedback systems, proposing a Quality of Experience theoretical model derived from an analysis on technology adoption models and user preferences. The how and why such model can be integrated into future solutions is also addressed.info:eu-repo/semantics/acceptedVersio
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