53 research outputs found

    A model-driven approach for constructing ambient assisted-living multi-agent systems customized for Parkinson patients

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    The Parkinson disease affects some people, especially in the last years of their lives. Ambient assisted living systems can support them, especially in the middle stages of the disease. However, these systems usually need to be customized for each Parkinson patient. In this context, the current work follows the model-driven engineering principles to achieve this customized development. It represents each patient with a model. This is transformed into an agent-based model, from which a skeleton of programming code is generated. A case study illustrates this approach. Moreover, 24 engineers expert in model-driven engineering, multi-agent systems and/or health experienced the current approach alongside the three most similar works, by implementing actual systems. Some of these systems were tested by Parkinson patients. The results showed that (1) the current approach reduced the development time, (2) the developed system satisfied a higher percentage of the requirements established for certain Parkinson patients, (3) the usability increased, (4) the performance of the systems improved taking response time into account, and (5) the developers considered that the underlying metamodel is more appropriate for the current goal

    Bodily sensation maps: Exploring a new direction for detecting emotions from user self-reported data

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    The ability of detecting emotions is essential in different fields such as user experience (UX), affective computing, and psychology. This paper explores the possibility of detecting emotions through user-generated bodily sensation maps (BSMs). The theoretical basis that inspires this work is the proposal by Nummenmaa et al. (2014) of BSMs for 14 emotions. To make it easy for users to create a BSM of how they feel, and convenient for researchers to acquire and classify users’ BSMs, we created a mobile app, called EmoPaint. The app includes an interface for BSM creation, and an automatic classifier that matches the created BSM with the BSMs for the 14 emotions. We conducted a user study aimed at evaluating both components of EmoPaint. First, it shows that the app is easy to use, and is able to classify BSMs consistently with the considered theoretical approach. Second, it shows that using EmoPaint increases accuracy of users’ emotion classification when compared with an adaptation of the well-known method of using the Affect Grid with the Circumplex Model, focused on the same set of 14 emotions of Nummenmaa et al. Overall, these results indicate that the novel approach of using BSMs in the context of automatic emotion detection is promising, and encourage further developments and studies of BSM-based methods

    Estimation of missing prices in real-estate market agent-based simulations with machine learning and dimensionality reduction methods

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    The opacity of real-estate market involves some challenges in their agent-based simulation. While some real-estate Web sites provide the prices of a great amount of houses publicly, the prices of the rest are not available. The estimation of these prices is necessary for simulating their evolution from a complete initial set of houses. Additionally, this estimation could also be useful for other purposes such as appraising houses, letting buyers know which are the best offered prices (i.e., the lowest ones compared to the appraisals) and recommending the buyers to set an initial price. This work proposes combining dimensionality reduction methods with machine learning techniques to obtain the estimated prices. In particular, this work analyzes the use of nonnegative factorization, recursive feature elimination and feature selection with a variance threshold, as dimensionality reduction methods. It compares the application of linear regression, support vector regression, the k-nearest neighbors and a multilayer perceptron neural network, as machine learning techniques. This work has applied a tenfold cross-validation for comparing the estimations and errors and assessing the improvement over a basic estimator commonly used in the beginning of simulations. The developed software and the used dataset are freely available from a data research repository for the sake of reproducibility and the support to other researchers

    A mobile application to report and detect 3D body emotional poses

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    Most research into automatic emotion recognition is focused on facial expressions or physiological signals, while the exploitation of body postures has scarcely been explored, although they can be useful for emotion detection. This paper first explores a mechanism for self-reporting body postures with a novel easy-to-use mobile application called EmoPose. The app detects emotional states from self-reported poses, classifying them into the six basic emotions proposed by Ekman and a neutral state. The poses identified by Schindler et al. have been used as a reference and the nearest neighbor algorithm used for the classification of poses. Finally, the accuracy in detecting emotions has been assessed by means of poses reported by a sample of users

    Effects of sensory cueing in virtual motor rehabilitation. A review.

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    Objectives To critically identify studies that evaluate the effects of cueing in virtual motor rehabilitation in patients having different neurological disorders and to make recommendations for future studies. Methods Data from MEDLINE®, IEEExplore, Science Direct, Cochrane library and Web of Science was searched until February 2015. We included studies that investigate the effects of cueing in virtual motor rehabilitation related to interventions for upper or lower extremities using auditory, visual, and tactile cues on motor performance in non-immersive, semi-immersive, or fully immersive virtual environments. These studies compared virtual cueing with an alternative or no intervention. Results Ten studies with a total number of 153 patients were included in the review. All of them refer to the impact of cueing in virtual motor rehabilitation, regardless of the pathological condition. After selecting the articles, the following variables were extracted: year of publication, sample size, study design, type of cueing, intervention procedures, outcome measures, and main findings. The outcome evaluation was done at baseline and end of the treatment in most of the studies. All of studies except one showed improvements in some or all outcomes after intervention, or, in some cases, in favor of the virtual rehabilitation group compared to the control group. Conclusions Virtual cueing seems to be a promising approach to improve motor learning, providing a channel for non-pharmacological therapeutic intervention in different neurological disorders. However, further studies using larger and more homogeneous groups of patients are required to confirm these findings

    Combining novelty detectors to improve accelerometer-based fall detection

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    Research on body-worn sensors has shown how they can be used for the detection of falls in the elderly, which is a relevant health problem. However, most systems are trained with simulated falls, which differ from those of the target population. In this paper, we tackle the problem of fall detection using a combination of novelty detectors. A novelty detector can be trained only with activities of daily life (ADL), which are true movements recorded in real life. In addition, they allow adapting the system to new users, by recording new movements and retraining the system. The combination of several detectors and features enhances performance. The proposed approach has been compared with a traditional supervised algorithm, a support vector machine, which is trained with both falls and ADL. The combination of novelty detectors shows better performance in a typical cross-validation test and in an experiment that mimics the effect of personalizing the classifiers. The results indicate that it is possible to build a reliable fall detector based only on ADL

    A hybrid approach with agent-based simulation and clustering for sociograms

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    In the last years, some features of sociograms have proven to be strongly related to the performance of groups. However, the prediction of sociograms according to the features of individuals is still an open issue. In particular, the current approach presents a hybrid approach between agent-based simulation and clustering for simulating sociograms according to the psychological features of their members. This approach performs the clustering extracting certain types of individuals regarding their psychological characteristics, from training data. New people can then be associated with one of the types in order to run a sociogram simulation. This approach has been implemented with the tool called CLUS-SOCI (an agent-based and CLUStering tool for simulating SOCIograms). The current approach has been experienced with real data from four different secondary schools, with 38 real sociograms involving 714 students. Two thirds of these data were used for training the tool, while the remaining third was used for validating it. In the validation data, the resulting simulated sociograms were similar to the real ones in terms of cohesion, coherence of reciprocal relations and intensity, according to the binomial test with the correction of Bonferroni

    EmotIoT: an IoT system to improve users’ wellbeing

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    IoT provides applications and possibilities to improve people’s daily lives and business environments. However, most of these technologies have not been exploited in the field of emotions. With the amount of data that can be collected through IoT, emotions could be detected and anticipated. Since the study of related works indicates a lack of methodological approaches in designing IoT systems from the perspective of emotions and smart adaption rules, we introduce a methodology that can help design IoT systems quickly in this scenario, where the detection of users is valuable. In order to test the methodology presented, we apply the proposed stages to design an IoT smart recommender system named EmotIoT. The system allows anticipating and predicting future users’ emotions using parameters collected from IoT devices. It recommends new activities for the user in order to obtain a final state. Test results validate our recommender system as it has obtained more than 80% accuracy in predicting future user emotions

    Green communication for tracking heart rate with smartbands

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    The trend of using wearables for healthcare is steeply increasing nowadays, and, consequently, in the market, there are several gadgets that measure several body features. In addition, the mixed use between smartphones and wearables has motivated research like the current one. The main goal of this work is to reduce the amount of times that a certain smartband (SB) measures the heart rate (HR) in order to save energy in communications without significantly reducing the utility of the application. This work has used an SB Sony 2 for measuring heart rate, Fit API for storing data and Android for managing data. The current approach has been assessed with data from HR sensors collected for more than three months. Once all HR measures were collected, then the current approach detected hourly ranges whose heart rate were higher than normal. The hourly ranges allowed for estimating the time periods of weeks that the user could be at potential risk for measuring frequently in these (60 times per hour) ranges. Out of these ranges, the measurement frequency was lower (six times per hour). If SB measures an unusual heart rate, the app warns the user so they are aware of the risk and can act accordingly. We analyzed two cases and we conclude that energy consumption was reduced in 83.57% in communications when using training of several weeks. In addition, a prediction per day was made using data of 20 users. On average, tests obtained 63.04% of accuracy in this experimentation using the training over the data of one day for each user
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