918 resultados para Contapassi mHealth Android Smartwatch Smartphone SensorFusion Range_Articolari


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Il traguardo più importante per la connettività wireless del futuro sarà sfruttare appieno le potenzialità offerte da tutte le interfacce di rete dei dispositivi mobili. Per questo motivo con ogni probabilità il multihoming sarà un requisito obbligatorio per quelle applicazioni che puntano a fornire la migliore esperienza utente nel loro utilizzo. Sinteticamente è possibile definire il multihoming come quel processo complesso per cui un end-host o un end-site ha molteplici punti di aggancio alla rete. Nella pratica, tuttavia, il multihoming si è rivelato difficile da implementare e ancor di più da ottimizzare. Ad oggi infatti, il multihoming è lontano dall’essere considerato una feature standard nel network deployment nonostante anni di ricerche e di sviluppo nel settore, poiché il relativo supporto da parte dei protocolli è quasi sempre del tutto inadeguato. Naturalmente anche per Android in quanto piattaforma mobile più usata al mondo, è di fondamentale importanza supportare il multihoming per ampliare lo spettro delle funzionalità offerte ai propri utenti. Dunque alla luce di ciò, in questa tesi espongo lo stato dell’arte del supporto al multihoming in Android mettendo a confronto diversi protocolli di rete e testando la soluzione che sembra essere in assoluto la più promettente: LISP. Esaminato lo stato dell’arte dei protocolli con supporto al multihoming e l’architettura software di LISPmob per Android, l’obiettivo operativo principale di questa ricerca è duplice: a) testare il roaming seamless tra le varie interfacce di rete di un dispositivo Android, il che è appunto uno degli obiettivi del multihoming, attraverso LISPmob; e b) effettuare un ampio numero di test al fine di ottenere attraverso dati sperimentali alcuni importanti parametri relativi alle performance di LISP per capire quanto è realistica la possibilità da parte dell’utente finale di usarlo come efficace soluzione multihoming.

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Background: The management of childhood obesity is challenging. Aims: Thesis, i) reviews the evidence for lifestyle treatment of obesity, ii) explores cardiometabolic burden in childhood obesity, iii) explores whether changes in body composition predicts change in insulin sensitivity (IS), iv) develops and evaluates a lifestyle obesity intervention; v) develops a mobile health application for obesity treatment and vi) tests the application in a clinical trial. Methods: In Study 1, systematic reviews and meta-analyses of the 12�month effects of lifestyle and mHealth interventions were conducted. In Study 2, the prevalence of cardiometabolic burden was estimated in a consecutive series of 267 children. In Study 3, body composition was estimated with bioelectrical impedance analysis (BIA) and dual x-ray absorptiometry (DXA) and linear regression analyses were used to estimate the extent to which each methods predicted change in IS. Study 4 describes the development of the Temple Street W82GO Healthy Lifestyle intervention for clinical obesity in children and a controlled study of treatment effect in 276 children is reported. Study 5 describes the development and testing of the Reactivate Mobile Obesity Application. Study 6 outlines the development and preliminary report from a clinical effectiveness trial of Reactivate. Results: In Study 1, meta--�analyses BMI SDS changed by -0.16 (-0.24,�0.07, p<0.01) and -0.03 (-0.13, 0.06, p=0.48). In study 2, cardiometabolic comorbidities were common (e.g. hypertension in 49%) and prevalence increased as obesity level increased. In Study 3, BC changes significantly predicted changes in IS. In Study 4, BMI SDS was significantly reduced in W82GO compared to controls (p<0.001). In Study 5, the Reactivate application had good usability indices and preliminary 6�month process report data from Study 6, revealed a promising effect for Reactivate. Conclusions: W82GO and Reactivate are promising forms of treatment.

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Infrastructural deficiencies, limited access to medicare, and shortage of health care workers are just a few of the barriers to health care in developing countries. As a consequence, the burden of disease and its impact on the livelihoods and the economic productivity of people are staggering. mHealth has been extolled as one possible solution to overcoming these challenges, yet discussion of mHealth systems is often limited to specific tasks and user groups. To address this, we adopt a stakeholder perspective and analyze existing research on the mHealth process in developing countries. Specifically, we focus on three key stakeholder groups, i.e. healthcare workers, patients, and system developers. We perform an in-depth analysis of 60 peer-reviewed studies to determine the extent to which different mHealth stakeholder interactions are researched, and to identify high-level themes emerging within these interactions. This analysis illustrates two key gaps in existing mHealth research. First, while interactions involving healthcare workers and/or patients have received significant attention, relatively little research has looked at the role of patient-to-patient interactions. Second, the interactions between system developers and the other stakeholder groups are strikingly under-represented. We conclude by calling for more mHealth research that explicitly addresses these stakeholder interactions.

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Purpose - Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach - Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings - The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: (a) the market generated frame, (b) the social being frame, and (c) the citizen frame. Research limitations/implications – This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value - In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront, hegemony, culture and alterity-morality concerns. 

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<p>Android OS supports multiple communication methods between apps. This opens the possibility to carry out threats in a collaborative fashion, c.f. the Soundcomber example from 2011. In this paper we provide a concise definition of collusion and report on a number of automated detection approaches, developed in co-operation with Intel Security.</p>

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Malware detection is a growing problem particularly on the Android mobile platform due to its increasing popularity and accessibility to numerous third party app markets. This has also been made worse by the increasingly sophisticated detection avoidance techniques employed by emerging malware families. This calls for more effective techniques for detection and classification of Android malware. Hence, in this paper we present an n-opcode analysis based approach that utilizes machine learning to classify and categorize Android malware. This approach enables automated feature discovery that eliminates the need for applying expert or domain knowledge to define the needed features. Our experiments on 2520 samples that were performed using up to 10-gram opcode features showed that an f-measure of 98% is achievable using this approach.

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Android is becoming ubiquitous and currently has the largest share of the mobile OS market with billions of application downloads from the official app market. It has also become the platform most targeted by mobile malware that are becoming more sophisticated to evade state-of-the-art detection approaches. Many Android malware families employ obfuscation techniques in order to avoid detection and this may defeat static analysis based approaches. Dynamic analysis on the other hand may be used to overcome this limitation. Hence in this paper we propose DynaLog, a dynamic analysis based framework for characterizing Android applications. The framework provides the capability to analyse the behaviour of applications based on an extensive number of dynamic features. It provides an automated platform for mass analysis and characterization of apps that is useful for quickly identifying and isolating malicious applications. The DynaLog framework leverages existing open source tools to extract and log high level behaviours, API calls, and critical events that can be used to explore the characteristics of an application, thus providing an extensible dynamic analysis platform for detecting Android malware. DynaLog is evaluated using real malware samples and clean applications demonstrating its capabilities for effective analysis and detection of malicious applications.

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MÃ¥let med detta projekt är att ta fram en applikationsprototyp fÃr Androidenheter som ska locka användare av applikationen till och tillbaka till broparken i SkÃnsberg med hjälp av augmented-reality. Applikationen ska känna av om användaren befinner sig inom eller utanfÃr parkens omrÃ¥de och visa olika bilder/modeller pÃ¥ specifika GPS-koordinater i det digitala lagret beroende pÃ¥ användarens positionering. Arbetet har genomfÃrts i samarbete med Dohi pÃ¥ uppdrag av Sundsvalls kommun där regelbundna mÃten hafts med uppdragsgivaren. Utvecklingen av applikationen sker i PhoneGap med Wikitude-plugin. Projektet har resulterat i en applikationsprototyp som använder ActionRanges, som är en typ av GeoFence, fÃr att presentera olika bilder hämtade frÃ¥n en egen server i det digitala lagret beroende pÃ¥ användarens position. Användarna har inom parkens omrÃ¥de mÃjlighet att själv pÃ¥verka de bilder som visas i det digitala lagret genom att i applikationen ta en bild som laddas upp till servern där bilderna lagras och där bilden som tagits även visar det digitala lagret.

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Nowadays, a lot of interesting and useful and imaginative applications are springing to Android software market. And for guitar fans, some related apps bring great connivence to them, like a guitar tuner can save people from carrying a entity tuner all the time, some apps can simulate a real guitar, and some apps provide some simple lessons allowing people to learn some basic things. But these apps which can teach people, they can't really “monitor � people, that is, they just give some instructions and hope people would follow them. So my project is to design an app which can detect if users are playing wrong and right real-timely. Guitar chords are always the first for new guitar beginners to learn, and a chord is a set of notes combined together in a regulated way ( get from the music theory having millions of developing ), and 'pitch' is the term for determining if the note different from other notes or noise, so the problem here is to manage the multi-pitch analysis in real time. And it's necessary to know some basics of digital signal processing ( DSP ) because digital signals are always more convenient for computers to analyze compared to analog signals. Then I found an audio processing Java library – TarsosDSP, and try to apply it to my Android project.

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O incumprimento na ingestão da medicação é um dos principais fatores para o insucesso no tratamento de diversas doenças e uma das principais dificuldades para controlar enfermidades crónicas [1], cardiovasculares [1, 3, 4] e psiquiátricas [4] que necessitam de uma ingestão correta e constante dos medicamentos. Estas tomas irregulares acabam por provocar desperdícios e gastos adicionais em tratamentos complementares e mais exames para análise do atual estado da doença [5]. De forma a prevenir falhas de adesão à terapêutica, foram desenvolvidos diversos equipamentos que ajudam os pacientes a gerir a sua medicação diária. No entanto estes dispositivos apresentam ainda algumas limitações, nomeadamente, ao permitirem apenas um utilizador e necessitarem da preparação prévia das tomas. Ao longo deste projeto foi desenvolvido um sistema de dispensa automática de medicamentos, assim como a plataforma de controlo através de um dispositivo móvel Android. As principais vantagens deste equipamento são o seu funcionamento em modo multiutilizador e a combinação automática de medicamentos para cumprir as tomas prescritas pelo médico. O dispositivo desenvolvido e a sua utilização foi validado durante 5 dias no Centro Clínico-Académico do Hospital de Braga recorrendo a utentes de várias faixas etárias, bem como em casa de 2 participantes num caso de estudo. O sistema de dispensa automático de medicamentos foi testado em ambos os perfis de utilizadores: utente e cuidador. Foram criados registos de novos utentes e efetuadas várias dispensas de medicamentos de forma a testar a fiabilidade do dispositivo para utilização em contexto real. Os resultados destes testes permitiram comprovar a funcionalidade e fiabilidade do sistema desenvolvido.

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<p>[ES] CronCare es una plataforma que establece una nueva v&iacute;a bidireccional de comunicaci&oacute;n entre los Centros de Atenci&oacute;n Especializada y los familiares de sus residentes a trav&eacute;s del uso de la tecnolog&iacute;a. Conscientes de la importancia de la implicaci&oacute;n de la familia en la realidad de los centros, esta herramienta se ha dise&ntilde;ado para ser un canal seguro, &aacute;gil y eficiente. La familia de cada residente recibe en su smartphone notificaciones en tiempo real de los eventos y las anotaciones que tienen lugar en el centro. El equipo de cuidadores dispondr&aacute; de una app para tabletas Android (tambi&eacute;n compatible con tel&eacute;fonos) con la que podr&aacute; tomar los registros que alimentan al sistema y notificar a los familiares.</p>

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La diffusione di smartphone con GPS si è rilevata utile per lo studio di modelli di scelta del percorso da parte di utenti che si muovono in bicicletta. Nel 2012 è stata ideata la ‘European Cyclinq Challenge’ (ECC), che consiste in una “gara� europea tra città: vince quella nella quale i rispettivi abitanti registrano il maggior numero di chilometri effettuati in bicicletta. In questo modo è possibile conoscere in forma anonima i percorsi realmente seguiti dai partecipanti alla gara: nel caso in esame, sono state fornite le tracce GPS registrate a Bologna sotto forma di punti catalogati ogni 10-15 secondi, a cui sono associate informazioni di coordinate, codice identificativo e istante di registrazione. Una fase di map-matching associa tali punti alla rete stradale di Bologna, descritta nel caso in esame dalla rete di Open Street Maps (OSM). Un elemento che garantisce al meglio la comprensione relativa alle scelte dei ciclisti, è quello di confrontarle con l’alternativa più breve, per capire quanto un utente sia disposto a discostarsi da essa per privilegiare ad esempio la sicurezza personale, il fatto di evitare pendenze elevate o incroci pericolosi. A partire dai punti GPS, che rappresentano l’origine e la destinazione di ogni viaggio, è possibile individuare sulla rete il percorso più corto che li congiunge, eseguendo sulla stessa rete tramite l’algoritmo di Dijkstra, considerando come unico attributo di costo la lunghezza. È stato possibile, mediante questi dati, effettuare un confronto nei tre anni di studio, relativamente alla distribuzione statistica delle lunghezze dei viaggi percorsi dagli utenti, a quanto questi si discostino dal percorso più breve ed infine come varia la percentuale dei viaggi effettuati nelle diverse tipologie stradali. Un’ultima analisi evidenzia la possibile tendenza degli utenti che si spostano in bicicletta nella città di Bologna, a utilizzare percorsi caratterizzati dalla presenza di numerosi incroci semaforizzati.