17 resultados para wearables


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Os requisitos do produto são as principais características do desenvolvimento do produto. O objectivo deste estudo foi definir um modelo prescritivo para definir os requisitos e necessidades no desenvolvimento de wearables de protecção física e assistência activa voltadas para os seniores em risco de cair. Foram analisados de métodos para a identificação de requisitos e necessidades dos quatro autores de referência (Bonsiepe, 1992;. Page et al 2001, Ulrich e Eppinger, 2000; Zenios et al., 2010)., A definição de categorias para identificar as diferentes etapas e tarefas em definição dos requisitos por parte dos autores, finalmente, um brainstorming por um grupo de especialistas em desenvolvimento de produtos e wearables, com cada especialista a organizar o informações de acordo com sua formação e experiência, permitindo a definição de um modelo prescritivo. Apresentamos um modelo prescritivo para definir os requisitos e necessidades no desenvolvimento de produtos de wearables focados na população sénior. O modelo é classificado pelo seu âmbito de aplicação, designação, requisitos de classificação, as categorias de necessidades, recolha de dados e aplicação do modelo. As alterações físicas e cognitivas inerentes ao envelhecimento pode também alterar a forma como os idosos interagem com os produtos portáteis e, portanto, novos tipos de requisitos devem ser observados em todos os momentos, na definição de requisitos de produto de protecção física e assistência activa focada neste tipo de população. Esses tipos podem ser: padrões de conforto e ergonomia, os requisitos de protecção, e requisitos de monitorização.

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Este proyecto consiste en diseñar e implementar un sistema de información alojado en una base de datos Oracle, con el fin de dar respuesta al proyecto Big Data, cuyo objetivo es cruzar los datos de salud y los datos de actividad física de los ciudadanos europeos.

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Aquest treball de final de carrera vol donar una solució a un suposat encàrrec de la Unió Europea de construir una base de dades relacional que permeti emmagatzemar dades de l'activitat física dels ciutadans, obtingudes a partir de dispositius wearables, i dades de l'estat de salut i malalties diagnosticades, recollides pels sistemes informàtics dels diferents serveis de salut. Amb totes aquestes dades recopilades la nostra base de dades permetrà, a través d'aplicacions d'alt nivell, extreure informació útil que permeti conèixer l'estat de salut real dels ciutadans i dissenyar actuacions i campanyes que permetin la seva millora.

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Introduction of technologies in the workplace have led to a dramatic change. These changes have come with an increased capacity to gather data about one’s working performance (i.e. productivity), as well as the capacity to track one’s personal responses (i.e. emotional, physiological, etc.) to this changing workplace environment. This movement of self-monitoring or self-sensing using diverse types of wearable sensors combined with the use of computing has been identified as the Quantified-Self. Miniaturization of sensors, reduction in cost and a non-stop increase in the computer power capacity has led to a panacea of wearables and sensors to track and analyze all types of information. Utilized in the personal sphere to track information, a looming question remains, should employers use the information from the Quantified-Self to track their employees’ performance or well-being in the workplace and will this benefit employees? The aim of the present work is to layout the implications and challenges associated with the use of Quantified-Self information in the workplace. The Quantified-Self movement has enabled people to understand their personal life better by tracking multiple information and signals; such an approach could allow companies to gather knowledge on what drives productivity for their business and/or well-being of their employees. A discussion about the implications of this approach will cover 1) Monitoring health and well-being, 2) Oversight and safety, and 3) Mentoring and training. Challenges will address the question of 1) Privacy and Acceptability, 2) Scalability and 3) Creativity. Even though many questions remain regarding their use in the workplace, wearable technologies and Quantified-Self data in the workplace represent an exciting opportunity for the industry and health and safety practitioners who will be using them.

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Dissertação de mestrado em Design e Marketing

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Background: Health care literature supports the development of accessible interventions that integrate behavioral economics, wearable devices, principles of evidence-based behavior change, and community support. However, there are limited real-world examples of large scale, population-based, member-driven reward platforms. Subsequently, a paucity of outcome data exists and health economic effects remain largely theoretical. To complicate matters, an emerging area of research is defining the role of Superusers, the small percentage of unusually engaged digital health participants who may influence other members. Objective: The objective of this preliminary study is to analyze descriptive data from GOODcoins, a self-guided, free-to-consumer engagement and rewards platform incentivizing walking, running and cycling. Registered members accessed the GOODcoins platform through PCs, tablets or mobile devices, and had the opportunity to sync wearables to track activity. Following registration, members were encouraged to join gamified group challenges and compare their progress with that of others. As members met challenge targets, they were rewarded with GOODcoins, which could be redeemed for planet- or people-friendly products. Methods: Outcome data were obtained from the GOODcoins custom SQL database. The reporting period was December 1, 2014 to May 1, 2015. Descriptive self-report data were analyzed using MySQL and MS Excel. Results: The study period includes data from 1298 users who were connected to an exercise tracking device. Females consisted of 52.6% (n=683) of the study population, 33.7% (n=438) were between the ages of 20-29, and 24.8% (n=322) were between the ages of 30-39. 77.5% (n=1006) of connected and active members met daily-recommended physical activity guidelines of 30 minutes, with a total daily average activity of 107 minutes (95% CI 90, 124). Of all connected and active users, 96.1% (n=1248) listed walking as their primary activity. For members who exchanged GOODcoins, the mean balance was 4,000 (95% CI 3850, 4150) at time of redemption, and 50.4% (n=61) of exchanges were for fitness or outdoor products, while 4.1% (n=5) were for food-related items. Participants were most likely to complete challenges when rewards were between 201-300 GOODcoins. Conclusions: The purpose of this study is to form a baseline for future research. Overall, results indicate that challenges and incentives may be effective for connected and active members, and may play a role in achieving daily-recommended activity guidelines. Registrants were typically younger, walking was the primary activity, and rewards were mainly exchanged for fitness or outdoor products. Remaining to be determined is whether members were already physically active at time of registration and are representative of healthy adherers, or were previously inactive and were incentivized to change their behavior. As challenges are gamified, there is an opportunity to investigate the role of superusers and healthy adherers, impacts on behavioral norms, and how cooperative games and incentives can be leveraged across stratified populations. Study limitations and future research agendas are discussed.

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Nowadays computers have advanced beyond the desktop into many parts of everyday life and objects. To achieve this we have to make the computer invisible, and making a computer invisible is not a matter of size of the hardware, it’s all about how the human perceives the computer. To make this possible, the interaction with the computer has to be done in an alternative way, such that the user doesn’t notice the usual computer interfaces (mouse and keyboard) when using it. Therefore this thesis focuses on physical objects that are interactive to achieve various purposes like persuasive objects for stress relief, persuasive objects to help the process of teaching, persuasive objects for fun, persuasive objects to display internet information and persuasive objects to make people feel more in community (exchange virtual emotions), persuasive objects are going to be created and evaluated to see if they have the power to simplify and turn our lives better. The persuasive objects developed employ technology like sensors, actuators, microcontrollers, and computer/web services’ communication. This Master thesis starts by presenting a comprehensive introduction of what are persuasive objects and some general information about several areas that are related to our persuasive objects like stress relief, work experience, multimedia education and other major aspects. It continues by describing related work done in this area. Then we have a detailed view of each persuasive object and finally this thesis finishes with a general conclusion and notion of future work.

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Grazie al progresso nel potenziamento dell'hardware sono state sviluppate tecnologie che stanno rivoluzionando drasticamente il modo di interagire con l'ambiente circostante. Una di queste è sicuramente l'avvento degli Smartglasses e della relativa Realtà Aumentata (AR). Sulla scia del rapido diffondersi di questa tecnologia negli ultimi anni, questa tesi vuole mettere in evidenza le opportunità e i benefici legati al suo impiego esponendo come questa aprirà nuove forme di servizi e metterà in discussione il mondo così come lo si conosce. In particolare la tesi è strutturata in questo modo: nel capitolo uno verranno esposte le tre principali tecnologie wearables rispettivamente SmartWatches, FitnessTracker e SmartGlasses, quest'ultimi visti non solo come dei semplici wearables ma come dispositivi per la Realtà Aumentata, mostrando la maggior parte di quelli presenti sul mercato con una relativa descrizione delle caratteristiche hardware. Nel secondo capitolo verrà dunque esposto il concetto di Realtà Aumentata con l'illustrazione di come si progetta generalmente un'applicazione AR ed analizzando alcuni degli innumerevoli scenari applicativi. Nel terzo capitolo verrà presentato come la tecnologia smartglass utilizzi la realtà aumentata e verranno mostrate le proposte applicative che i più importanti prodotti offrono. Nel quarto capitolo invece si parlerà dei vari tools di sviluppo per progettare ed implementare applicazioni di realtà aumentata in particolare per dispositivi smartglasses. Nel quinto capitolo verrà approfondito proprio uno di questi tools: le librerie di ARToolKit raccontandone le caratteristiche principali e mostrando la struttura generale di un'applicazione che ne fa uso. Infine nel sesto capitolo verrà discusso come questa realtà aumentata grazie all'ausilio di tutti questi dispositivi sta cambiando il modo di interagire con tutto l'ambiente, creando scenari futuristici che coinvolgono ambienti intelligenti nei quali si creerà un livello digitale che aumenterà il mondo fisico.

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The LifeWear-Mobilized Lifestyle with Wearables (Lifewear) project attempts to create Ambient Intelligence (AmI) ecosystems by composing personalized services based on the user information, environmental conditions and reasoning outputs. Two of the most important benefits over traditional environments are 1) take advantage of wearable devices to get user information in a nonintrusive way and 2) integrate this information with other intelligent services and environmental sensors. This paper proposes a new ontology composed by the integration of users and services information, for semantically representing this information. Using an Enterprise Service Bus, this ontology is integrated in a semantic middleware to provide context-aware personalized and semantically annotated services, with discovery, composition and orchestration tasks. We show how these services support a real scenario proposed in the Lifewear project.

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Un sistema de monitorización personal está pensado para mantener un control constante de ciertos parámetros vitales, de forma que se pueda realizar un registro de los mismos o generar algún tipo de alarma si se salen fuera de sus parámetros habituales o alcanzan cotas de riesgo. En este aspecto, se convierten en una opción cada vez más atractiva cuanto menos invasivos son, de forma que el objetivo es conseguir un sistema que monitorice al paciente sin entorpecer sus acciones cotidianas. Por este motivo, los dispositivos wearables son una buena opción. Un reloj, un colgante o una pulsera son elementos que llevan muchas personas, y por tanto, susceptibles de incorporar un procesador y algunos sensores que realicen las medidas. En este Trabajo de Fin de Grado se pretende realizar un prototipo sencillo de un sistema de monitorización personal que ilustre el funcionamiento de una red de área personal (WBAN) a partir de una plataforma de desarrollo preexistente. La plataforma en cuestión es el eZ430-Chronos de Texas Instruments, un System on Chip que incorpora sensores de aceleración, temperatura y presión. El System on Chip se encapsula en la forma de un reloj de pulsera. Además, se dispone de una banda, fabricada por BM innovations, que permite medir el ritmo cardíaco. En primer lugar se hará un análisis del sistema disponible, por un lado de la arquitectura hardware y firmware del dispositivo, y por otro lado de la arquitectura del software del cliente para PC. El firmware disponible en un principio permite únicamente la captura y registro de algunos parámetros del entorno, así como de las pulsaciones. Adicionalmente, el eZ430-Chronos dispone de un cliente para PC que le permite descargar los datos almacenados en la memoria flash al PC, así como configurar ciertos valores. En una segunda fase, se modificará el firmware para convertirlo en un sistema de monitorización personal, en el que se le retira al usuario la capacidad de control sobre la ejecución y se automatizan los procesos de adquisición y descarga de datos. Además, se creará una aplicación para PC que tenga la misma funcionalidad que el software original, aparte de incluir algunas características adicionales.

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The advances in low power micro-processors, wireless networks and embedded systems have raised the need to utilize the significant resources of mobile devices. These devices for example, smart phones, tablets, laptops, wearables, and sensors are gaining enormous processing power, storage capacity and wireless bandwidth. In addition, the advancement in wireless mobile technology has created a new communication paradigm via which a wireless network can be created without any priori infrastructure called mobile ad hoc network (MANET). While progress is being made towards improving the efficiencies of mobile devices and reliability of wireless mobile networks, the mobile technology is continuously facing the challenges of un-predictable disconnections, dynamic mobility and the heterogeneity of routing protocols. Hence, the traditional wired, wireless routing protocols are not suitable for MANET due to its unique dynamic ad hoc nature. Due to the reason, the research community has developed and is busy developing protocols for routing in MANET to cope with the challenges of MANET. However, there are no single generic ad hoc routing protocols available so far, which can address all the basic challenges of MANET as mentioned before. Thus this diverse range of ever growing routing protocols has created barriers for mobile nodes of different MANET taxonomies to intercommunicate and hence wasting a huge amount of valuable resources. To provide interaction between heterogeneous MANETs, the routing protocols require conversion of packets, meta-model and their behavioural capabilities. Here, the fundamental challenge is to understand the packet level message format, meta-model and behaviour of different routing protocols, which are significantly different for different MANET Taxonomies. To overcome the above mentioned issues, this thesis proposes an Interoperable Framework for heterogeneous MANETs called IF-MANET. The framework hides the complexities of heterogeneous routing protocols and provides a homogeneous layer for seamless communication between these routing protocols. The framework creates a unique Ontology for MANET routing protocols and a Message Translator to semantically compare the packets and generates the missing fields using the rules defined in the Ontology. Hence, the translation between an existing as well as newly arriving routing protocols will be achieved dynamically and on-the-fly. To discover a route for the delivery of packets across heterogeneous MANET taxonomies, the IF-MANET creates a special Gateway node to provide cluster based inter-domain routing. The IF-MANET framework can be used to develop different middleware applications. For example: Mobile grid computing that could potentially utilise huge amounts of aggregated data collected from heterogeneous mobile devices. Disaster & crises management applications can be created to provide on-the-fly infrastructure-less emergency communication across organisations by utilising different MANET taxonomies.

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Many cloud-based applications employ a data centre as a central server to process data that is generated by edge devices, such as smartphones, tablets and wearables. This model places ever increasing demands on communication and computational infrastructure with inevitable adverse effect on Quality-of-Service and Experience. The concept of Edge Computing is predicated on moving some of this computational load towards the edge of the network to harness computational capabilities that are currently untapped in edge nodes, such as base stations, routers and switches. This position paper considers the challenges and opportunities that arise out of this new direction in the computing landscape.

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The human factor is often recognised as a major aspect of cyber-security research. Risk and situational perception are identified as key factors in the decision making process, often playing a lead role in the adoption of security mechanisms. However, risk awareness and perception have been poorly investigated in the field of eHealth wearables. Whilst end-users often have limited understanding of privacy and security of wearables, assessing the perceived risks and consequences will help shape the usability of future security mechanisms. This paper present a survey of the the risks and situational awareness in eHealth services. An analysis of the lack of security and privacy measures in connected health devices is described with recommendations to circumvent critical situations.

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Têm-se notado nos últimos anos um crescimento na adoção de tecnologias de computação em nuvem, com uma adesão inicial por parte de particulares e pequenas empresas, e mais recentemente por grandes organizações. Esta tecnologia tem servido de base ao aparecimento de um conjunto de novas tendências, como a Internet das Coisas ligando os nossos equipamentos pessoais e wearables às redes sociais, processos de big data que permitem tipificar comportamentos de clientes ou ainda facilitar a vida ao cidadão com serviços de atendimento integrados. No entanto, tal como em todas as novas tendências disruptivas, que trazem consigo um conjunto de oportunidades, trazem também um conjunto de novos riscos que são necessários de serem equacionados. Embora este caminho praticamente se torne inevitável para uma grande parte de empresas e entidades governamentais, a sua adoção como funcionamento deve ser alvo de uma permanente avaliação e monitorização entre as vantagens e riscos associados. Para tal, é fundamental que as organizações se dotem de uma eficiente gestão do risco, de modo que possam tipificar os riscos (identificar, analisar e quantificar) e orientar-se de uma forma segura e metódica para este novo paradigma. Caso não o façam, os riscos ficam evidenciados, desde uma possível perda de competitividade face às suas congéneres, falta de confiança dos clientes, dos parceiros de negócio e podendo culminar numa total inatividade do negócio. Com esta tese de mestrado desenvolve-se uma análise genérica de risco tendo como base a Norma ISO 31000:2009 e a elaboração de uma proposta de registo de risco, que possa servir de auxiliar em processos de tomada de decisão na contratação e manutenção de serviços de Computação em Nuvem por responsáveis de organizações privadas ou estatais.

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Situational Awareness provides a user centric approach to security and privacy. The human factor is often recognised as the weakest link in security, therefore situational perception and risk awareness play a leading role in the adoption and implementation of security mechanisms. In this study we assess the understanding of security and privacy of users in possession of wearable devices. The findings demonstrate privacy complacency, as the majority of users trust the application and the wearable device manufacturer. Moreover the survey findings demonstrate a lack of understanding of security and privacy by the sample population. Finally the theoretical implications of the findings are discussed.