1,520 research outputs found

    Snap4City: A big data platform for smart cities

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    Since the idea of smart city has become a practice to be implemented, urban planners and policy makers have needed tools that would allow them to exploit the information potential of the amount of data that the city itself produced in order to understand and manage its growing complexity. This article, after examining the close relationship between good governance based on a data-driven approach and the economic and social development of a city, describes the Snap4City Open Source solution, a Big Data Smart City Platform, adopted in European cities and region (Antwerp, Florence, Pisa, Santiago, France, Belgium, Finland, Tuscany, Sardinia, Croatia, Greece, etc.). Snap4City is GDPR compliant and designed to support city planners, combining strong tools for data integration, analytics, forecasting and visualization with the possibility of set Living Labs to enhance the collaboration among operators. Four scenarios have been selected and described (a. Florence Smart City Control Room; b. Traffic Flow Reconstruction and Air Quality predictions in Firenze, Pisa, Livorno; c. Air Quality in Helsinki for the citizens; d. People flows in Antwerp). The main KPIs have been briefly exposed, in order to evaluate the Snap4city impact in Smart City planning

    Stakeholders, Roles, Workflows and Requirements

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    Decisions makers in cities and urban areas continuously have to make important decisions to react or proactively identify new challenges, problems and conflicts. But as cities and urban areas have become more complex, well‐founded decisions have also become more difficult to make. Decisions cannot be purely based on intuitions but require a basis for assessments, which put great constraints on decision makers and decision making procedures in terms of expertise and knowledge. New technology and sources of information can, however, support decision makers and facilitate the decision making procedures, but at the moment these possibilities are not being leveraged to a greater extent in urban governance

    Health State Estimation

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    Life's most valuable asset is health. Continuously understanding the state of our health and modeling how it evolves is essential if we wish to improve it. Given the opportunity that people live with more data about their life today than any other time in history, the challenge rests in interweaving this data with the growing body of knowledge to compute and model the health state of an individual continually. This dissertation presents an approach to build a personal model and dynamically estimate the health state of an individual by fusing multi-modal data and domain knowledge. The system is stitched together from four essential abstraction elements: 1. the events in our life, 2. the layers of our biological systems (from molecular to an organism), 3. the functional utilities that arise from biological underpinnings, and 4. how we interact with these utilities in the reality of daily life. Connecting these four elements via graph network blocks forms the backbone by which we instantiate a digital twin of an individual. Edges and nodes in this graph structure are then regularly updated with learning techniques as data is continuously digested. Experiments demonstrate the use of dense and heterogeneous real-world data from a variety of personal and environmental sensors to monitor individual cardiovascular health state. State estimation and individual modeling is the fundamental basis to depart from disease-oriented approaches to a total health continuum paradigm. Precision in predicting health requires understanding state trajectory. By encasing this estimation within a navigational approach, a systematic guidance framework can plan actions to transition a current state towards a desired one. This work concludes by presenting this framework of combining the health state and personal graph model to perpetually plan and assist us in living life towards our goals.Comment: Ph.D. Dissertation @ University of California, Irvin

    Use of Emerging Technology as Part of the Experiential Learning Process in Ultradistance Cycling: A Phenomenological Study

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    Technology is well entrenched as part of our everyday lives and formal learning settings. The role technology plays as part of informal learning of sports and physical activities has not been explored as thoroughly. This study examined the use of technology by ultradistance cyclists as part of their experiential learning process. Data collection was through semi-structured interviews of 10 cyclists who routinely utilized technology in preparing for and participating in ultradistance events. Emerging themes were organized utilizing NVIVO software. While identified themes were similar to the phases of the Kolb (2014) experiential learning model, there was also a strong temporal component. Technology usage themes prior to an event included Abstract Conceptualization, Route Planning, and Training. Technology usage themes during an event included Active Experimentation, Concrete Experience, and Coping with Equipment, Mental, or Physical Challenges. A technology usage theme after an event included Reflective Observations. Participants also expressed preferences in technology characteristics; themes included Record and Display information, Easy to Use, Syncing Between Devices, and Reliability. Kolb and Kolb (2005) identified a number of features that enhanced informal experiential learning spaces in higher education. Technology could replicate these features to enhance the experiential learning process in ultradistance cycling

    Enhancing fan experience during live sports broadcasts through second screen applications

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    When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events

    Understanding Parent and Child Perceptions of Barriers and Enablers Influencing Active School Travel

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    Physical activity plays a fundamental role in developing and sustaining the health and well-being of children. Walking is the most common form of physical activity for people of all ages and the daily journey to and from school is a convenient opportunity for children to be physically active through the use of active school travel. This thesis uses a mixed methods approach, using: (a) parent and child surveys to examine how perceptions of barriers influence children’s active school travel; and (b) participatory mapping exercises and qualitative GIS to understand environmental influences on children’s journeys to and from school. Results suggest that parent and child perceptions of barriers vary greatly and are highly influenced by one’s individual environment. The overall aim of this research was to better understand features influencing children’s use of active school travel in order to improve interventions targeting increased physical activity. Findings from this thesis have implications for future research, urban planners, public health professionals, policy makers, educators, and parents

    Metaverse. Old urban issues in new virtual cities

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    Recent years have seen the arise of some early attempts to build virtual cities, utopias or affective dystopias in an embodied Internet, which in some respects appear to be the ultimate expression of the neoliberal city paradigma (even if virtual). Although there is an extensive disciplinary literature on the relationship between planning and virtual or augmented reality linked mainly to the gaming industry, this often avoids design and value issues. The observation of some of these early experiences - Decentraland, Minecraft, Liberland Metaverse, to name a few - poses important questions and problems that are gradually becoming inescapable for designers and urban planners, and allows us to make some partial considerations on the risks and potentialities of these early virtual cities
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