211 research outputs found

    Context Aware Computing or the Sense of Context

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    ITALIANO: I sistemi ubiquitous e pervasivi, speciali categorie di sistemi embedded (immersi), possono essere utilizzati per rilevare il contesto che li circonda. In particolare, i sistemi context-aware sono in grado di alterare il loro stato interno e il loro comportamento in base all’ambiente (context) che percepiscono. Per aiutare le persone nell’espletare le proprie attivitĂĄ, tali sistemi possono utilizzare le conoscenze raccolte attorno a loro. Un grande sforzo industriale e di ricerca, orientato all’innovazione dei sensori, processori, sistemi operativi, protocolli di comunicazione, e framework, offre molte tecnologie definibili abilitanti, come le reti di sensori wireless o gli Smartphone. Tuttavia, nonostante tale sforzo significativo, l’adozione di sistemi pervasivi che permettano di migliorare il monitoraggio dello sport, l’allenamento e le tecnologie assistive Ă© ancora piuttosto limitato. Questa tesi individua due fattori determinanti per questo basso utilizzo delle tecnologie pervasive, principalmente relativi agli utenti. Da un lato il tentativo degli esperti e dei ricercatori dell’informatica di indurre l’adozione di soluzioni informatiche, trascurando parzialmente l’interazione con gli utenti finali, dall’altro lato una scarsa attenzione all’interazione tra uomo e computer. Il primo fattore puĂł essere tradotto nella mancanza di attenzione a ciĂł che Ă© rilevante nel contesto dei bisogni (speciali) dell’utente. Il secondo Ă© rappresentato dall’utilizzo diffuso di interfacce grafiche di presentazione delle informazioni, che richiede un elevato livello di sforzo cognitivo da parte degli utenti. Mentre lo studio della letteratura puĂł fornire conoscenze sul contesto dell’utente, solo il contatto diretto con lui arricchisce la conoscenza di consapevolezza, fornendo una precisa identificazione dei fattori che sono piĂș rilevanti per il destinatario dell’applicazione. Per applicare con successo le tecnologie pervasive al campo dello sport e delle tecnologie assistive, l’identificazione dei fattori rilevanti Ă© una premessa necessaria, Tale processo di identificazione rappresenta l’approccio metodologico principale utilizzato per questa tesi. Nella tesi si analizzano diversi sport (canottaggio, nuoto, corsa ) e una disabilitĂĄ (la cecitĂĄ), per mostrare come la metodologia di investigazione e di progettazione proposta venga messa in pratica. Infatti i fattori rilevanti sono stati identificati grazie alla stretta collaborazione con gli utenti e gli esperti nei rispettivi campi. Si descrive il processo di identificazione, insieme alle soluzioni elaborate su misura per il particolare campo d’uso. L’uso della sonificazione, cioĂ© la trasmissione di informazioni attraverso il suono, si propone di affrontare il secondo problema presentato, riguardante le interfacce utente. L’uso della sonificazione puĂł facilitare la fruizione in tempo reale delle informazioni sulle prestazioni di attivitĂĄ sportive, e puĂł contribuire ad alleviare parzialmente la disabilitĂĄ degli utenti non vedenti. Nel canottaggio, si Ă© identificato nel livello di sincronia del team uno dei fattori rilevanti per una propulsione efficace dell’imbarcazione. Il problema di rilevare il livello di sincronia viene analizzato mediante una rete di accelerometri wireless, proponendo due diverse soluzioni. La prima soluzione Ă© basata sull’indice di correlazione di Pearson e la seconda su un approccio emergente chiamato stigmergia. Entrambi gli approcci sono stati testati con successo in laboratorio e sul campo. Inoltre sono state sviluppate due applicazioni, per smartphone e PC, per fornire la telemetria e la sonificazione del moto di una barca a remi. Nel campo del nuoto Ă© stata condotta una ricerca in letteratura riguardo la convinzione diffusa di considerare la cinematica come il fattore rilevante della propulsione efficace dei nuotatori. Questa indagine ha richiamato l’attenzione sull’importanza di studiare il cosiddetto feel-for-water (sensazione-dell’-acqua) percepito dai nuotatori d’alto livello. É stato progettato un innovativo sistema, per rilevare e comunicare gli effetti fluidodinamici causati dallo spostamento delle masse d’acqua intorno alle mani dei nuotatori. Il sistema Ă© in grado di trasformare la pressione dell’acqua, misurata con sonde Piezo intorno alle mani, in un bio-feedback auditivo, pensato per i nuotatori e gli allenatori, come base per un nuovo modo di comunicare la sensazione-dell’acqua. Il sistema Ă© stato testato con successo nel campo e ha dimostrato di fornire informazioni in tempo reale per il nuotatore e il formatore. Nello sport della corsa sono stati individuati due parametri rilevanti: il tempo di volo e di contatto dei piedi. É stato progettato un sistema innovativo per ottenere questi parametri attraverso un unico accelerometro montato sul tronco del corridore ed Ă© stato implementato su uno smartphone. Per ottenere il risultato voluto Ă© stato necessario progettare e realizzare un sistema per riallineare virtualmente gli assi dell’accelerometro e per estrarre il tempo di volo e di contatto dal segnale dell’accelerometro riallineato. L’applicazione per smartphone completa Ă© stata testata con successo sul campo, confrontando i valori con quelli di attrezzature specializzate, dimostrando la sua idoneitĂĄ come ausilio pervasivo all’allenamento di corridori. Per esplorare le possibilitĂĄ della sonificazione usata come una base per tecnologia assistiva, abbiamo iniziato una collaborazione con un gruppo di ricerca presso l’UniversitĂĄ di Scienze Applicate, Ginevra, in Svizzera. Tale collaborazione si Ă© concentrata su un progetto chiamato SeeColOr (See Color with an Orchestra - vedere i colori con un’orchestra). In particolare, abbiamo avuto l’opportunitĂĄ di implementare il sistema SeeColOr su smartphone, al fine di consentire agli utenti non vedenti di utilizzare tale tecnologia su dispositivi leggeri e a basso costo. Inoltre, la tesi esplora alcune questioni relative al campo del rilevamento ambientale in ambienti estremi, come i ghiacciai, utilizzando la tecnologia delle Wireless Sensor Networks. Considerando che la tecnologia Ă© simile a quella usata in altri contesti presentati, le considerazioni possono facilmente essere riutilizzate. Si sottolinea infatti che i problemi principali sono legati alla elevata difficoltĂĄ e scarsa affidabilitĂĄ di questa tecnologia innovativa rispetto alle altre soluzioni disponibili in commercio , definite legacy, basate solitamente su dispositivi piĂș grandi e costosi, chiamati datalogger. La tesi presenta i problemi esposti e le soluzioni proposte per mostrare l’applicazione dell’approccio progettuale cercato e definito durante lo sviluppo delle attivitĂ  sperimentali e la ricerca che le ha implementate. ---------------------------------------- ENGLISH: Ubiquitous and pervasive systems, special categories of embedded systems, can be used to sense the context in their surrounding. In particular, context-aware systems are able to alter their internal state and their behaviour based on the context they perceive. To help people in better performing their activities, such systems must use the knowledge gathered about the context. A big research and industrial effort, geared towards the innovation of sensors, processors, operating systems, communication protocols, and frameworks, provides many "enabling" technologies, such as Wireless Sensor Networks or Smartphones. However, despite that significant effort, the adoption of pervasive systems to enhance sports monitoring, training and assistive technologies is still rather small. This thesis identifies two main issues concerning this low usage of pervasive technologies, both mainly related to users. On one side the attempt of computer science experts and researchers to induce the adoption of information technology based solutions, partially neglecting interaction with end users; on the other side a scarce attention to the interaction between humans and computers. The first can be translated into the lack of attention at what is relevant in the context of the user’s (special) needs. The second is represented by the widespread usage of graphical user interfaces to present information, requiring a high level of cognitive effort. While literature studies can provide knowledge about the user’s context, only direct contact with users enriches knowledge with awareness, providing a precise identification of the factors that are more relevant to the user. To successfully apply pervasive technologies to the field of sports engineering and assistive technology, the identification of relevant factors is an obliged premise, and represents the main methodological approach used throughout this thesis. This thesis analyses different sports (rowing, swimming, running) and a disability (blindness), to show how the proposed design methodology is put in practice. Relevant factors were identified thanks to the tight collaboration with users and experts in the respective fields. The process of identification is described, together with the proposed application tailored for the special field. The use of sonification, i.e. conveying information as sound, is proposed to leverage the second presented issue, that regards the user interfaces. The usage of sonification can ease the exploitation of information about performance in real-time for sport activities and can help to partially leverage the disability of blind users. In rowing, the synchrony level of the team was identified as one of the relevant factors for effective propulsion. The problem of detecting the synchrony level is analysed by means of a network of wireless accelerometers, proposing two different solutions. The first solution is based on Pearson’s correlation index and the second on an emergent approach called stigmergy. Both approaches were successfully tested in laboratory and in the field. Moreover two applications, for smartphones and PCs, were developed to provide telemetry and sonification of a rowing boat’s motion. In the field of swimming, an investigation about the widespread belief considering kinematics as the relevant factor of effective propulsion of swimmers drew attention to the importance of studying the so called "feel-for-water" experienced by elite swimmers. An innovative system was designed to sense and communicate fluid-dynamic effects caused by moving water masses around swimmers hands. The system is able to transform water pressure, measured with Piezo-probes, around hands into an auditive biofeedback, to be used by swimmers and trainers, as the base for a new way of communication about the "feel-for-water". The system was successfully tested in the field and proved to provide real-time information for the swimmer and the trainer. In running sports two relevant parameters are time of flight and contact of feet. An innovative system was designed to obtain these parameters using a single trunk mounted accelerometer and was implemented on a smartphone. To achieve the intended result it was necessary to design and implement a system to virtually realign the axes of the accelerometer and to extract time of flight and time of contact phases from the realigned accelerometer signal. The complete smartphone application was successfully tested in the field with specialized equipment, proving its suitability in enhancing training of runners with a pervasive system. To explore possibilities of sonification applied as an assistive technology, we started a collaboration with research group from University of Applied Science, Geneva, Switzerland, focused on a project called SeeColOr (See Color with an Orchestra). In particular we had the opportunity to implement the SeeColOr system on smartphones, in order to enable blind users to use that technology on low cost and lightweight devices. Moreover, the thesis exposes some issues related to a field, environmental sensing in extreme environments, like glaciers, using the innovative Wireless Sensor Networks technology. Considering that the technology is similar to the one used in other presented contexts, learned lessons can easily be reused. It is emphasized that the main problems are related to the high difficulty and low reliability of that innovative technology with respect to other "legacy" commercially available solutions, based on expensive and bigger devices, called dataloggers. The thesis presents the exposed problems and proposed solutions to show the application of the design approach strived during the development and research

    Real-time Sonification in Swimming: from pressure changes of displaced water to sound

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    Cesarini D, Hermann T, Ungerechts B. Real-time Sonification in Swimming: from pressure changes of displaced water to sound. Presented at the Multisensory Motor Behavior: Impact of Sound, Hannover, Germany

    A Smartphone Based Sonification And Telemetry Platform For On-Water Rowing Training

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    Presented at the 19th International Conference on Auditory Display (ICAD2013) on July 6-9, 2013 in Lodz, Poland.On water rowing training greatly benefits from sonification. However, no real-time usable smartphone based platform exists for acquisition and sonification of data measured during rowing. We propose the use of a smartphone based system, coupled with an Accrow (BeSB) data acquisition device. The whole system is able to convey the produced sound within 100ms from the movement, thus enabling the presentation of functional real-time feedback to the rowers. The system is thought to be useful for both athletes and coaches. The sonification presented to the athletes is aimed at enhancing their perception for the movement execution with the final aim of synchronizing the crew in a uniform rhythm in order to improve the boat velocity. The sonification presented to the coaches aimed at assisting their visual observation of the boat motion in the daily training routine by listening to the sound in order to detect fluctuations that are not visible. An empirically investigated concept of acoustic feedback that is presented in real-time during on-water rowing training sessions already exists. This paper deals with the extension of the technical hardware currently used in high performance rowing training to a smartphone based platform in order to provide the sonification to more users and to everyday club training including young and older rowers (juniors and masters)

    Swimmers in the Loop: sensing moving water masses for an auditive biofeedback system

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    Cesarini D, Ungerechts B, Hermann T. Swimmers in the Loop: sensing moving water masses for an auditive biofeedback system. In: 2015 IEEE Sensors Applications Symposium (SAS) Proceedings. Piscataway, NJ: IEEE; 2015.Auditory biofeedback systems in the field of sports are increasingly adopted to provide an online guidance to the people performing actions. This paper concentrates on swimming and on producing auditory feedback intended to enhance the perception of the interaction between a swimmer’s body and the surrounding water masses while swimming. The information is related to the concept of ‘feel-for-water’, that is a key factor to produce an effective propulsion, through a correct perception of the boundary effects of body and water. The presented system is composed of pressure sensors, plastic tubes ending between the swimmer’s hand fingers on the dorsal and palmar side, a microcontroller reading the sensors and sending data to a PC for further processing producing the auditory feedback through interactive sonification. We focus on the system setup and present a simple parameter-mapping sonification design as an example, along with possible extensions of the system and other sonification designs. Finally, we present video and audio examples of the system

    enhancing performance of wireless sensor networks in glacial environments using wake up receivers

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    Development of radio telemetry enabled long-term monitoring of hard-to-reach and harsh environments. This paper compares two WSN deployment projects for gathering sensor data in glacier monitoring application — GlacsWeb and PermaSense, in terms of system design and wireless communication. We discuss the potential benefits of energy-efficient event detection using wake-up receivers together with duty-cycled communication. We show that adding a WURx would increase the average power consumption of Dozer protocol for 10%, but it would reduce the delay from 2 minutes to several milliseconds. Besides for event detection, WURx could be used for synchronizing the beginning of the TDMA communication, which would eliminate the need for clock drift compensation, making the protocol simpler and lighter

    Ears drive hands. Sonification of liquid effects induced by aquatic space activities contributes to cognitive representation

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    Ungerechts B, Cesarini D, Wiebel V, Hermann T. Ears drive hands. Sonification of liquid effects induced by aquatic space activities contributes to cognitive representation. In: Daly D, ed. Abstracts Book of the Second European Conference on Evidence Based Aquatic Therapy, AQUA-LEUVEN 2015. Leuven: KULeuven, Faculty of Kinesiology and Rehabilitation Sciences; 2015: 61-61

    Ears drive hands. Sonification of liquid effects induced by aquatic space activities contributes to cognitive representation

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    Ungerechts B, Cesarini D, Wiebel V, Hermann T. Ears drive hands. Sonification of liquid effects induced by aquatic space activities contributes to cognitive representation. In: Daly D, ed. Abstracts Book of the Second European Conference on Evidence Based Aquatic Therapy, AQUA-LEUVEN 2015. Leuven: KULeuven, Faculty of Kinesiology and Rehabilitation Sciences; 2015: 61-61

    From single point of measurement to distributed sensing in long-term glacier monitoring

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    Glacial environment monitoring is a key task in understanding natural phenomena related to global warming. For the last 30 years, Automatic Weather Stations (AWSs) have been spreading among the meteorological and geophysical community, and are on the way to become a de facto standard to perform long-lasting unattended data acquisitions in single localized points of interest. Sensor Networks (SNs), on the other hand, promise the possibility to perform measurements with a higher spatial density and lower cost. Designing and developing a SN for glacial environment face particular challenges for embedded electronics and sensor systems, which is why SNs are still under research and development in this field. This paper surveys the AWSs and SNs for glacial monitoring applications and compares their characteristics

    Real-time Sonification in Swimming – from pressure changes of displaced water to sound

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    Ungerechts B, Cesarini D, Hermann T. Real-time Sonification in Swimming – from pressure changes of displaced water to sound. In: Mason B, ed. BMS2014— Proceedings. Australian Institute of Sport, Canberra; 2014: 269-275

    Wie ein Fisch im Wasser – Strömungseffekte beim Schwimmen hörbar machen

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    Ungerechts B, Cesarini D, Hamann M, Hermann T, eds. Wie ein Fisch im Wasser – Strömungseffekte beim Schwimmen hörbar machen. IM SPEKTRUM - Sonifikation im Leistungssport. 2016;BIO spektrum(06.2016)
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