106 research outputs found

    Learning preferences for personalisation in a pervasive environment

    Get PDF
    With ever increasing accessibility to technological devices, services and applications there is also an increasing burden on the end user to manage and configure such resources. This burden will continue to increase as the vision of pervasive environments, with ubiquitous access to a plethora of resources, continues to become a reality. It is key that appropriate mechanisms to relieve the user of such burdens are developed and provided. These mechanisms include personalisation systems that can adapt resources on behalf of the user in an appropriate way based on the user's current context and goals. The key knowledge base of many personalisation systems is the set of user preferences that indicate what adaptations should be performed under which contextual situations. This thesis investigates the challenges of developing a system that can learn such preferences by monitoring user behaviour within a pervasive environment. Based on the findings of related works and experience from EU project research, several key design requirements for such a system are identified. These requirements are used to drive the design of a system that can learn accurate and up to date preferences for personalisation in a pervasive environment. A standalone prototype of the preference learning system has been developed. In addition the preference learning system has been integrated into a pervasive platform developed through an EU research project. The preference learning system is fully evaluated in terms of its machine learning performance and also its utility in a pervasive environment with real end users

    SUMMIT:Supporting Rural Tourism with Motivational Intelligent Technologies

    Get PDF
    Abstract — SUMMIT is a mobile app that aims to gamify the experience of walkers and hikers and benefit the local communities through which they perambulate. It encourages physical activity through gamification of the user experience by adding additional elements of social fun and motivation to walking and hiking activities. It rewards users for their physical effort by offering access to local resources, hence increasing awareness and appreciation of the local assets and heritage and contributing to the local economy. The evaluation results show that both businesses and walkers were very receptive to the idea

    SUMMIT:Supporting Rural Tourism with Motivational Intelligent Technologies

    Get PDF
    Abstract — SUMMIT is a mobile app that aims to gamify the experience of walkers and hikers and benefit the local communities through which they perambulate. It encourages physical activity through gamification of the user experience by adding additional elements of social fun and motivation to walking and hiking activities. It rewards users for their physical effort by offering access to local resources, hence increasing awareness and appreciation of the local assets and heritage and contributing to the local economy. The evaluation results show that both businesses and walkers were very receptive to the idea

    Dementias Platform UK (DPUK) Data Portal - supporting multi-modal data analysis, data linkage and real-world outcomes

    Get PDF
    DPUK relaunched the Data Portal in November 2017 to present openly available information on the data availability and technical capability of the Data Portal, which supports multi-modal research studies with various objectives from disease model validation to observation investigation. DPUK not only brings clinical data together from cohorts, but is now supporting multi-modal studies in genetics and imaging, as well as linkage opportunities to routine data using world-leading technical solutions to data sharing. The capacity, adaptability and sophistication of the UK Secure eResearch Platform which the Portal is housed on, allows for unprecedented levels of centralised access to rich cohort and routine data, which is consequentially leading to international collaboration and development ambition within epidemiology, bioinformatics, research methodology and technical research solutions. As of March 2018, DPUK is supporting 50 cohorts, 41 from the UK and 9 from across the rest of the world, alongside furthering links and access to routine data held in the UK and across the world. 20 research studies are underway, and the DPUK mission to enhance data science within dementia research is leading the conversation for developing a community of excellence in this field and across other research genres

    LOOP:A physical artifact to facilitate seamless interaction with personal data in everyday life

    Get PDF
    We investigated how a physical artifact could support seamless interaction with personal activity data in everyday life. We introduce LOOP (Figure 1), a physical artifact that changes its shape according to the activity data of the owner, providing an abstract visualization. This paper reports on the design process of LOOP that was informed by interviews and co-creation sessions with end users. We conclude with future work on the evaluation of the concept. This paper makes two main contributions. Firstly, LOOP is proposed as an example of an alternative approach to physically represent activity data. Secondly, the design process and rationale behind LOOP are presented as design knowledge

    Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions

    Get PDF
    We need collective action to tackle global warming. However, research shows that people switch off from being concerned about the environment because they are often too busy, or fail to appreciate their ability to make a difference. An alternative approach is to run campaigns that are able to engage large numbers of people and engender feelings of concern and empowerment. This could then kick-start a range of pro-environmental habits. We present the development and evaluation of a playful installation that aimed to attract attention, and stimulate discussion about environmental issues amongst university staff and students. The first prototype was shown to successfully attract people to engage and interact with the installation. The second prototype was deployed in-the-wild, over the course of a week. We evaluated the extent to which the installation was successful at attracting attention, and in encouraging people to interact with it, to reflect on their habits and to discuss environmental issues with others. We found the Green Ball Kiosk was a fun way to raise discussions about green issues, to encourage the adoption of new environmentally friendly behaviours and to prompt people to maintain existing ones. We suggest that interactive installations such as this can be effective at promoting awareness and generating a ‘social buzz’ about environmental topics when exhibited as a temporary installation

    The costs of negative affect attributable to alcohol consumption in later life: a within-between random longitudinal econometric model using UK Biobank

    Get PDF
    Aims Research demonstrates a negative relationship between alcohol use and affect, but the value of deprecation is unknown and thus cannot be included in estimates of the cost of alcohol to society. This paper aims to examine this relationship and develop econometric techniques to value the loss in affect attributable to alcohol consumption. Methods Cross-sectional (n = 129,437) and longitudinal (n = 11,352) analyses of alcohol consumers in UK Biobank data were undertaken, with depression and neuroticism as proxies of negative affect. The cross-sectional relationship between household income, negative affect and alcohol consumption were analysed using regression models, controlling for confounding variables, and using within-between random models that are robust to unobserved heterogeneity. The differential in household income required to offset alcohol’s detriment to affect was derived. Results A consistent relationship between depression and alcohol consumption (β = 0.001, z = 7.64) and neuroticism and alcohol consumption (β = 0.001, z = 9.24) was observed in cross-sectional analyses, replicated in within-between models (depression β = 0.001, z = 2.32; neuroticism β = 0.001, z = 2.33). Significant associations were found between household income and depression (cross sectional β = -0.157, z = -23.86, within-between β = -0.146, z = -9.51) and household income and neuroticism (cross sectional β = -0.166, z = -32.02, within-between β = -0.158, z = -7.44). The value of reducing alcohol consumption by one gram/day was pooled and estimated to be £209.06 (95% CI £171.84 to £246.27). Conclusions There was a robust relationship between alcohol consumption and negative affect. Econometric methods can value the intangible effects of alcohol use and may, therefore, facilitate the fiscal determination of benefit

    Core outcome measures for palliative and end-of-life research after severe stroke: mixed-method Delphi study

    Get PDF
    Background and Purpose: Stroke is the second commonest cause of death worldwide and a leading cause of severe disability, yet there are no published trials of palliative care in stroke. To design and evaluate palliative care interventions for people with stroke, researchers need to know what measurable outcomes matter most to patients and families, stroke professionals, and other service providers. Methods: A multidisciplinary steering group of professionals and laypeople managed the study. We synthesized recommendations from respected United Kingdom and international consensus documents to generate a list of outcome domains and then performed a rapid scoping literature review to identify potential outcome measures for use in future trials of palliative care after stroke. We then completed a 3-round, online Delphi survey of professionals, and service users to build consensus about outcome domains and outcome measures. Finally, we held a stakeholder workshop to review and finalize this consensus. Results: We generated a list of 36 different outcome domains from 4 key policy documents. The rapid scoping review identified 43 potential outcome measures that were used to create a shortlist of 16 measures. The 36 outcome domains and 16 measures were presented to a Delphi panel of diverse healthcare professionals and lay service users. Of 48 panelists invited to take part, 28 completed all 3 rounds. Shared decision-making and quality of life were selected as the most important outcome domains for future trials of palliative care in stroke. Additional comments highlighted the need for outcomes to be feasible, measurable, and relevant beyond the initial, acute phase of stroke. The stakeholder workshop endorsed these results. Conclusions: Future trials of palliative care after stroke should include pragmatic outcome measures, applicable to the evolving patient and family experiences after stroke and be inclusive of shared decision-making and quality of life
    corecore