209 research outputs found
Sensor Behavior Modeling and Algorithm Design for Intelligent Presence Detection in Nursery Rooms using iBeacon
This thesis is a part of a research project performed by two MS students Yang Yang and the author. The overall objective of the project is the design, implementation, and performance evaluation of algorithms for newborn localization and tracking in hospitals using Apple iBeacon technology. In the research project, I lead the path-loss modeling of iBeacon, design of algorithms for in-room presence detection system, and analysis of the accelerometer sensor. My partner, Yang Yang, leads the performance evaluation of the localization system using Cramer Rao Lower Bound (CRLB). This manuscript describes the project with a focus on my contributions in modeling the behavior of sensors and presence detection algorithms. Today, RFID detection is the most popular indoor detection technique. It provides high precision detection rate to distinguish the number of people in certain rooms of a building. However, special scanners and manual operations are required. This increases the cost and operation complexity. With the recent introduction of iBeacon by Apple, possibility of more efficient in-room presence detection has emerged for specific applications. An example of these applicatons is recording the number of visitors and newborns in a nursery room inside a hospital. The iBeacon uses Bluetooth Low Energy (BLE) technology for proximity broadcasting. Additionally, iBeacon carries a motion detection sensor, which can be utilized for counting the number of people and newborns entering and leaving a room. In this thesis we introduce a novel intelligent in-room presence detection system using iBeacon for the newborns in hospitals to determine the number of visitors and newborns\u27 location in the nursery room. We first develop a software application on iPhone to receive and extract the necessary data from iBeacon for further analysis. We build the path-loss model for the iBeacon based on the received signal strength (RSS) of the iBeacon, which is used for performance evaluation using CRLB in Yang Yang\u27s project. We also utilize the accelerometer in the smart phones to improve the performance of our detection system
An IoT based Virtual Coaching System (VSC) for Assisting Activities of Daily Life
Nowadays aging of the population is becoming one of the main concerns of theworld. It is estimated that the number of people aged over 65 will increase from 461million to 2 billion in 2050. This substantial increment in the elderly population willhave significant consequences in the social and health care system. Therefore, in thecontext of Ambient Intelligence (AmI), the Ambient Assisted Living (AAL) has beenemerging as a new research area to address problems related to the aging of the population. AAL technologies based on embedded devices have demonstrated to be effectivein alleviating the social- and health-care issues related to the continuous growing of theaverage age of the population. Many smart applications, devices and systems have beendeveloped to monitor the health status of elderly, substitute them in the accomplishment of activities of the daily life (especially in presence of some impairment or disability),alert their caregivers in case of necessity and help them in recognizing risky situations.Such assistive technologies basically rely on the communication and interaction be-tween body sensors, smart environments and smart devices. However, in such contextless effort has been spent in designing smart solutions for empowering and supportingthe self-efficacy of people with neurodegenerative diseases and elderly in general. Thisthesis fills in the gap by presenting a low-cost, non intrusive, and ubiquitous VirtualCoaching System (VCS) to support people in the acquisition of new behaviors (e.g.,taking pills, drinking water, finding the right key, avoiding motor blocks) necessary tocope with needs derived from a change in their health status and a degradation of theircognitive capabilities as they age. VCS is based on the concept of extended mind intro-duced by Clark and Chalmers in 1998. They proposed the idea that objects within theenvironment function as a part of the mind. In my revisiting of the concept of extendedmind, the VCS is composed of a set of smart objects that exploit the Internet of Things(IoT) technology and machine learning-based algorithms, in order to identify the needsof the users and react accordingly. In particular, the system exploits smart tags to trans-form objects commonly used by people (e.g., pillbox, bottle of water, keys) into smartobjects, it monitors their usage according to their needs, and it incrementally guidesthem in the acquisition of new behaviors related to their needs. To implement VCS, thisthesis explores different research directions and challenges. First of all, it addresses thedefinition of a ubiquitous, non-invasive and low-cost indoor monitoring architecture byexploiting the IoT paradigm. Secondly, it deals with the necessity of developing solu-tions for implementing coaching actions and consequently monitoring human activitiesby analyzing the interaction between people and smart objects. Finally, it focuses on the design of low-cost localization systems for indoor environment, since knowing theposition of a person provides VCS with essential information to acquire information onperformed activities and to prevent risky situations. In the end, the outcomes of theseresearch directions have been integrated into a healthcare application scenario to imple-ment a wearable system that prevents freezing of gait in people affected by Parkinson\u2019sDisease
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Pre-Travel Training And Real-Time Guidance System For People With Disabilities In Indoor Environments
Public transportation provides people with access to education, employment, health and community activities. However, navigating inside public hubs for people with disabilities such as cognitive or mobility impairments can be very challenging and dangerous. With the rapid development of digital technology such as Smartphones and sensors, there are unprecedented opportunities to assist people with disabilities to conquer these challenges.
In this research, we aim to create a two-step indoor navigation solution for users with different mobility and orientation abilities. In the first step, we developed a virtual reality-based pre-travel training module that enables users to familiarize themselves with the virtual environment which represents the physical environment. After users feel confident and familiar enough with the environment, they proceed to the second step in which they visit the physical environment and use our real-time navigation assistance module.
The pre-travel training module is developed using a Unity-based 3D game and includes a virtual indoor environment that represents the physical environment. The game provides a navigation function that highlights the path between the user location and the chosen destination. Considering the unique needs of cognitive impaired users, we designed action training modules in the game environment which train the user to use the ticket machine, fare gate and call boxes. Such training modules help cognitive impaired users familiarize themselves with the environment as well as gain confidence to experience the physical environment.
When the users are ready to visit the physical environment, they use our real-time navigation assistance module which includes the same 3D virtual environment developed for the pre-travel training module. This approach is particularly important for people with cognitive impairment since they cannot organize navigation cues effectively. Using the Bluetooth Low Energy (BLE) infrastructure in the environment, our localization algorithm can track the user location in real-time. Subsequently, the user’s location will be integrated into the game environment so that the navigation path between the user’s current location and the selected destination can be generated and visualized by the user on the fly
Eavesdropping Whilst You're Shopping: Balancing Personalisation and Privacy in Connected Retail Spaces
Physical retailers, who once led the way in tracking with loyalty cards and
`reverse appends', now lag behind online competitors. Yet we might be seeing
these tables turn, as many increasingly deploy technologies ranging from simple
sensors to advanced emotion detection systems, even enabling them to tailor
prices and shopping experiences on a per-customer basis. Here, we examine these
in-store tracking technologies in the retail context, and evaluate them from
both technical and regulatory standpoints. We first introduce the relevant
technologies in context, before considering privacy impacts, the current
remedies individuals might seek through technology and the law, and those
remedies' limitations. To illustrate challenging tensions in this space we
consider the feasibility of technical and legal approaches to both a) the
recent `Go' store concept from Amazon which requires fine-grained, multi-modal
tracking to function as a shop, and b) current challenges in opting in or out
of increasingly pervasive passive Wi-Fi tracking. The `Go' store presents
significant challenges with its legality in Europe significantly unclear and
unilateral, technical measures to avoid biometric tracking likely ineffective.
In the case of MAC addresses, we see a difficult-to-reconcile clash between
privacy-as-confidentiality and privacy-as-control, and suggest a technical
framework which might help balance the two. Significant challenges exist when
seeking to balance personalisation with privacy, and researchers must work
together, including across the boundaries of preferred privacy definitions, to
come up with solutions that draw on both technology and the legal frameworks to
provide effective and proportionate protection. Retailers, simultaneously, must
ensure that their tracking is not just legal, but worthy of the trust of
concerned data subjects.Comment: 10 pages, 1 figure, Proceedings of the PETRAS/IoTUK/IET Living in the
Internet of Things Conference, London, United Kingdom, 28-29 March 201
Optimizing Indoor Location Based Tracking through Proper Filter Selection and Wireless Sensor Network Design
Indoor positioning system (IPS) is a topic that is coming up more and more for various reasons, such as allowing companies to track important objects using radio frequency identification (RFID) and employees with Bluetooth devices inside a facility. Geofencing is one of the biggest topics with IPS and is meant to limit access to a network in specified areas. Devices that incorporate indoor tracking are not initially precise when objects and employees are on the move. This movement requires devices to have a reliable filter for noise and package lose. For this paper, the comparison between extended Kalman filters and unscented Kalman filter in a controlled environment will help indicate which is ideal for IPS tracking. Both filters will be applied and compared on location accuracy metrics. The proper design of the wireless network is also crucial for having an effective IPS method. This will show the difference in wireless networks and how the initial design will lead to greater chance of success for IPS
State of the Art, Trends and Future of Bluetooth Low Energy, Near Field Communication and Visible Light Communication in the Development of Smart Cities
The current social impact of new technologies has produced major changes in all
areas of society, creating the concept of a smart city supported by an electronic infrastructure,
telecommunications and information technology. This paper presents a review of Bluetooth Low
Energy (BLE), Near Field Communication (NFC) and Visible Light Communication (VLC) and their
use and influence within different areas of the development of the smart city. The document also
presents a review of Big Data Solutions for the management of information and the extraction of
knowledge in an environment where things are connected by an “Internet of Things” (IoT) network.
Lastly, we present how these technologies can be combined together to benefit the development of
the smart city
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