2,014 research outputs found

    Current Challenges and Barriers to the Wider Adoption of Wearable Sensor Applications and Internet-of-Things in Health and Well-being

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    The aim of this review is to investigate barriers and challenges of Wearable Sensors (WS) and Internet-of-Things (IoT) solutions in healthcare. This work specifically focuses on falls and Activity of Daily Life (ADLs) for ageing population and independent living for older adults. The majority of the studies focussed on the system aspects of WS and IoT solutions including advanced sensors, wireless data collection, communication platforms and usability. The current studies are focused on a single use-case/health area using non-scalable and ‘silo’ solutions. Moderate to low usability/ userfriendly approach is reported in most of the current studies. Other issues found were, inaccurate sensors, battery/power issues, restricting the users within the monitoring area/space and lack of interoperability. The advancement of wearable technology and possibilities of using advanced technology to support ageing population is a concept that has been investigated by many studies. We believe, WS and IoT monitoring plays a critical role towards support of a world-wide goal of tackling ageing population and efficient independent living. Consequently, in this study we focus on identifying three main challenges regarding data collection and processing, techniques for risk assessment, usability and acceptability of WS and IoT in wider healthcare settings

    A Methodology for Trustworthy IoT in Healthcare-Related Environments

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    The transition to the so-called retirement years, comes with the freedom to pursue old passions and hobbies that were not possible to do in the past busy life. Unfortunately, that freedom does not come alone, as the previous young years are gone, and the body starts to feel the time that passed. The necessity to adapt elder way of living, grows as they become more prone to health problems. Often, the solution for the attention required by the elders is nursing homes, or similar, that take away their so cherished independence. IoT has the great potential to help elder citizens stay healthier at home, since it has the possibility to connect and create non-intrusive systems capable of interpreting data and act accordingly. With that capability, comes the responsibility to ensure that the collected data is reliable and trustworthy, as human wellbeing may rely on it. Addressing this uncertainty is the motivation for the presented work. The proposed methodology to reduce this uncertainty and increase confidence relies on a data fusion and a redundancy approach, using a sensor set. Since the scope of wellbeing environment is wide, this thesis focuses its proof of concept on the detection of falls inside home environments, through an android app using an accelerometer sensor and a micro- phone. The experimental results demonstrates that the implemented system has more than 80% of reliable performance and can provide trustworthy results. Currently the app is being tested also in the frame of the European Union projects Smart4Health and Smart Bear.A transição para os chamados anos de reforma, vem com a liberdade de perseguir velhas pai- xões e passatempos que na passada vida ocupada não eram possíveis de realizar. Infelizmente, essa liberdade não vem sozinha, uma vez que os anos jovens anteriores terminaram, e o corpo começa a sentir o tempo que passou. A necessidade de adaptar o modo de vida dos menos jovens, cresce à medida que estes se tornam mais propensos a problemas de saúde. Muitas vezes, a solução para a atenção que os mais idosos necessitam são os lares de idosos, ou similares, que lhes tiram a tão querida independência. IoT tem o grande potencial de ajudar os cidadãos idosos a permanecerem mais saudá- veis em casa, uma vez que tem a possibilidade de se ligar e criar sistemas não intrusivos capa- zes de interpretar dados e agir em conformidade. Com essa capacidade, vem a responsabili- dade de assegurar que os dados recolhidos são fiáveis e de confiança, uma vez que o bem- estar humano possa depender dos mesmos. Abordar esta incerteza é a motivação para o tra- balho apresentado. A metodologia proposta para reduzir esta incerteza e aumentar a confiança no sistema baseia-se numa fusão de dados e numa abordagem de redundância, utilizando um conjunto de sensores. Uma vez que o assunto de bem-estar e saúde é vasto, esta tese concentra a sua prova de conceito na deteção de quedas dentro de ambientes domésticos, através de uma aplicação android, utilizando um sensor de acelerómetro e um microfone. Os resultados expe- rimentais demonstram que o sistema implementado tem um desempenho superior a 80% e pode fornecer dados fiáveis. Atualmente a aplicação está a ser testada também no âmbito dos projetos da União Europeia Smart4Health e Smart Bear

    Enhancing pharmaceutical packaging through a technology ecosystem to facilitate the reuse of medicines and reduce medicinal waste

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    The idea of reusing dispensed medicines is appealing to the general public provided its benefits are illustrated, its risks minimized, and the logistics resolved. For example, medicine reuse could help reduce medicinal waste, protect the environment and improve public health. However, the associated technologies and legislation facilitating medicine reuse are generally not available. The availability of suitable technologies could arguably help shape stakeholders’ beliefs and in turn, uptake of a future medicine reuse scheme by tackling the risks and facilitating the practicalities. A literature survey is undertaken to lay down the groundwork for implementing technologies on and around pharmaceutical packaging in order to meet stakeholders’ previously expressed misgivings about medicine reuse (’stakeholder requirements’), and propose a novel ecosystem for, in effect, reusing returned medicines. Methods: A structured literature search examining the application of existing technologies on pharmaceutical packaging to enable medicine reuse was conducted and presented as a narrative review. Results: Reviewed technologies are classified according to different stakeholders’ requirements, and a novel ecosystem from a technology perspective is suggested as a solution to reusing medicines. Conclusion: Active sensing technologies applying to pharmaceutical packaging using printed electronics enlist medicines to be part of the Internet of Things network. Validating the quality and safety of returned medicines through this network seems to be the most effective way for reusing medicines and the correct application of technologies may be the key enabler

    MsWH: A multi-sensory hardware platform for capturing and analyzing physiological emotional signals

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    This paper presents a new physiological signal acquisition multi-sensory platform for emotion detection: Multi-sensor Wearable Headband (MsWH). The system is capable of recording and analyzing five different physiological signals: skin temperature, blood oxygen saturation, heart rate (and its variation), movement/position of the user (more specifically of his/her head) and electrodermal activity/bioimpedance. The measurement system is complemented by a porthole camera positioned in such a way that the viewing area remains constant. Thus, the user''s face will remain centered regardless of its position and movement, increasing the accuracy of facial expression recognition algorithms. This work specifies the technical characteristics of the developed device, paying special attention to both the hardware used (sensors, conditioning, microprocessors, connections) and the software, which is optimized for accurate and massive data acquisition. Although the information can be partially processed inside the device itself, the system is capable of sending information via Wi-Fi, with a very high data transfer rate, in case external processing is required. The most important features of the developed platform have been compared with those of a proven wearable device, namely the Empatica E4 wristband, in those measurements in which this is possible

    Emotions in context: examining pervasive affective sensing systems, applications, and analyses

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    Pervasive sensing has opened up new opportunities for measuring our feelings and understanding our behavior by monitoring our affective states while mobile. This review paper surveys pervasive affect sensing by examining and considering three major elements of affective pervasive systems, namely; “sensing”, “analysis”, and “application”. Sensing investigates the different sensing modalities that are used in existing real-time affective applications, Analysis explores different approaches to emotion recognition and visualization based on different types of collected data, and Application investigates different leading areas of affective applications. For each of the three aspects, the paper includes an extensive survey of the literature and finally outlines some of challenges and future research opportunities of affective sensing in the context of pervasive computing

    Wearable and IoT technologies application for physical rehabilitation

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    This research consists in the development an IoT Physical Rehabilitation solution based on wearable devices, combining a set of smart gloves and smart headband for use in natural interactions with a set of VR therapeutic serious games developed on the Unity 3D gaming platform. The system permits to perform training sessions for hands and fingers motor rehabilitation. Data acquisition is performed by Arduino Nano Microcontroller computation platform with ADC connected to the analog measurement channels materialized by piezo-resistive force sensors and connected to an IMU module via I2C. Data communication is performed using the Bluetooth wireless communication protocol. The smart headband, designed to be used as a first- person-controller in game scenes, will be responsible for collecting the patient's head rotation value, this parameter will be used as the player's avatar head rotation value, approaching the user and the virtual environment in a semi-immersive way. The acquired data are stored and processed on a remote server, which will help the physiotherapist to evaluate the patients' performance around the different physical activities during a rehabilitation session, using a Mobile Application developed for the configuration of games and visualization of results. The use of serious games allows a patient with motor impairments to perform exercises in a highly interactive and non-intrusive way, based on different scenarios of Virtual Reality, contributing to increase the motivation during the rehabilitation process. The system allows to perform an unlimited number of training sessions, making possible to visualize historical values and compare the results of the different performed sessions, for objective evolution of rehabilitation outcome. Some metrics associated with upper limb exercises were also considered to characterize the patient’s movement during the session.Este trabalho de pesquisa consiste no desenvolvimento de uma solução de Reabilitação Física IoT baseada em dispositivos de vestuário, combinando um conjunto de luvas inteligentes e uma fita-de-cabeça inteligente para utilização em interações naturais com um conjunto de jogos terapêuticos sérios de Realidade Virtual desenvolvidos na plataforma de jogos Unity 3D. O sistema permite realizar sessões de treino para reabilitação motora de mãos e dedos. A aquisição de dados é realizada pela plataforma de computação Arduino utilizando um Microcontrolador Nano com ADC (Conversor Analógico-Digital) conectado aos canais de medição analógicos materializados por sensores de força piezo-resistivos e a um módulo IMU por I2C. A comunicação de dados é realizada usando o protocolo de comunicação sem fio Bluetooth. A fita-de-cabeça inteligente, projetada para ser usada como controlador de primeira pessoa nos cenários de jogo, será responsável por coletar o valor de rotação da cabeça do paciente, esse parâmetro será usado como valor de rotação da cabeça do avatar do jogador, aproximando o utilizador e o ambiente virtual de forma semi-imersiva. Os dados adquiridos são armazenados e processados num servidor remoto, o que ajudará o fisioterapeuta a avaliar o desempenho dos pacientes em diferentes atividades físicas durante uma sessão de reabilitação, utilizando uma Aplicação Móvel desenvolvido para configuração de jogos e visualização de resultados. A utilização de jogos sérios permite que um paciente com deficiências motoras realize exercícios de forma altamente interativa e não intrusiva, com base em diferentes cenários de Realidade Virtual, contribuindo para aumentar a motivação durante o processo de reabilitação. O sistema permite realizar um número ilimitado de sessões de treinamento, possibilitando visualizar valores históricos e comparar os resultados das diferentes sessões realizadas, para a evolução objetiva do resultado da reabilitação. Algumas métricas associadas aos exercícios dos membros superiores também foram consideradas para caracterizar o movimento do paciente durante a sessão

    Living lab approach for developing massmarket IoT products and services

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    Internet of Things (IoT) has emerged as a central concept in both the industrial as in the academic world. In this context, Living Lab research has been shown as an effective means for the design, implementation, development, testing and validation of Internet of Things system’s pervasiveness. However, IoT products are not yet designed based on the needs of a larger, non-technical group of end-users. Therefore, in this paper we describe the AllThingsTalk Living Lab research track in which tangible end-user products are defined to be implemented on an online IoT platform. More specifically, by using both qualitative and quantitative methodologies (i.e., desk research, online survey, probe research and co-creation) and by selecting different types of users (i.e., based on Rogers’ adoption profiles) for these interaction moments, we were able to combine the input of these users to define tangible products that meet the needs of a heterogeneous group of end-users
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