995 resultados para Pervasive computing


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Pervasive computing is a continually, and rapidly, growing field, although still remains in relative infancy. The possible applications for the technology are numerous, and stand to fundamentally change the way users interact with technology. However, alongside these are equally numerous potential undesirable effects and risks. The lack of empirical naturalistic data in the real world makes studying the true impacts of this technology difficult. This paper describes how two independent research projects shared such valuable empirical data on the relationship between pervasive technologies and users. Each project had different aims and adopted different methods, but successfully used the same data and arrived at the same conclusions. This paper demonstrates the benefit of sharing research data in multidisciplinary pervasive computing research where real world implementations are not widely available.

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Brain injuries, including stroke, can be debilitating incidents with potential for severe long term effects; many people stop making significant progress once leaving in-patient medical care and are unable to fully restore their quality of life when returning home. The aim of this collaborative project, between the Royal Berkshire NHS Foundation Trust and the University of Reading, is to provide a low cost portable system that supports a patient's condition and their recovery in hospital or at home. This is done by providing engaging applications with targeted gameplay that is individually tailored to the rehabilitation of the patient's symptoms. The applications are capable of real-time data capture and analysis in order to provide information to therapists on patient progress and to further improve the personalized care that an individual can receive.

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The following topics are dealt with: soft computing in intelligent multimedia; grid and pervasive computing security; interactive multimedia & intelligent services in mobile and ubiquitous computing; data management in ubiquitous computing; smart living space; software effectiveness and efficiency.

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This paper examines the recovery of user context in indoor environmnents with existing wireless infrastructures to enable assistive systems. We present a novel approach to the extraction of user context, casting the problem of context recovery as an unsupervised, clustering problem. A well known density-based clustering technique, DBSCAN, is adapted to recover user context that includes user motion state, and significant places the user visits from WiFi observations consisting of access point id and signal strength. Furthermore, user rhythms or sequences of places the user visits periodically are derived from the above low level contexts by employing state-of-the-art probabilistic clustering technique, the Latent Dirichiet Allocation (LDA), to enable a variety of application services. Experimental results with real data are presented to validate the proposed unsupervised learning approach and demonstrate its applicability.

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A smart house can be regarded as a surveillance environment in which the person being observed carries out activities that range from intimate to more public. What can be observed depends on the activity, the person observing (e.g. a carer) and policy. In assisted living smart house environments, a single privacy policy, applied throughout, would be either too invasive for an occupant, or too restrictive for an observer, due to the conflicting goals of surveillance and private environments. Hence, we propose a dynamic method for altering the level of privacy in the environment based on the context, the situation within the environment, encompassing factors relevant to ensuring the occupant's safety and privacy. The context is mapped to an appropriate level of privacy, which is implemented by controlling access to data sources (e.g. video) using data hiding techniques. The aim of this work is to decrease the invasiveness of the technology, while retaining the purpose of the system.

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Social networking has recently flourished in popularity through the use of social websites. Pervasive computing resources have allowed people stay well-connected to each other through access to social networking resources. We take the position that utilizing information produced by relationships within social networks can assist in the establishment of trust for other pervasive computing applications. Furthermore, we describe how such a system can augment a sensor infrastructure used for event observation with information from mobile sensors (ie, mobile phones with cameras) controlled by potentially untrusted third parties.

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In this paper, we present our system for online context recognition of multimodal sequences acquired from multiple sensors. The system uses Dynamic Time Warping (DTW) to recognize multimodal sequences of different lengths, embedded in continuous data streams. We evaluate the performance of our system on two real world datasets: 1) accelerometer data acquired from performing two hand gestures and 2) NOKIA's benchmark dataset for context recognition. The results from both datasets demonstrate that the system can perform online context recognition efficiently and achieve high recognition accuracy.

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A fundamental task in pervasive computing is reliable acquisition of contexts from sensor data. This is crucial to the operation of smart pervasive systems and services so that they might behave efficiently and appropriately upon a given context. Simple forms of context can often be extracted directly from raw data. Equally important, or more, is the hidden context and pattern buried inside the data, which is more challenging to discover. Most of existing approaches borrow methods and techniques from machine learning, dominantly employ parametric unsupervised learning and clustering techniques. Being parametric, a severe drawback of these methods is the requirement to specify the number of latent patterns in advance. In this paper, we explore the use of Bayesian nonparametric methods, a recent data modelling framework in machine learning, to infer latent patterns from sensor data acquired in a pervasive setting. Under this formalism, nonparametric prior distributions are used for data generative process, and thus, they allow the number of latent patterns to be learned automatically and grow with the data - as more data comes in, the model complexity can grow to explain new and unseen patterns. In particular, we make use of the hierarchical Dirichlet processes (HDP) to infer atomic activities and interaction patterns from honest signals collected from sociometric badges. We show how data from these sensors can be represented and learned with HDP. We illustrate insights into atomic patterns learned by the model and use them to achieve high-performance clustering. We also demonstrate the framework on the popular Reality Mining dataset, illustrating the ability of the model to automatically infer typical social groups in this dataset. Finally, our framework is generic and applicable to a much wider range of problems in pervasive computing where one needs to infer high-level, latent patterns and contexts from sensor data.

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The discovery of contexts is important for context-aware applications in pervasive computing. This is a challenging problem because of the stream nature of data, the complexity and changing nature of contexts. We propose a Bayesian nonparametric model for the detection of co-location contexts from Bluetooth signals. By using an Indian buffet process as the prior distribution, the model can discover the number of contexts automatically. We introduce a novel fixed-lag particle filter that processes data incrementally. This sampling scheme is especially suitable for pervasive computing as the computational requirements remain constant in spite of growing data. We examine our model on a synthetic dataset and two real world datasets. To verify the discovered contexts, we compare them to the communities detected by the Louvain method, showing a strong correlation between the results of the two methods. Fixed-lag particle filter is compared with Gibbs sampling in terms of the normalized factorization error that shows a close performance between the two inference methods. As fixed-lag particle filter processes a small chunk of data when it comes and does not need to be restarted, its execution time is significantly shorter than that of Gibbs sampling.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The wide use of e-technologies represents a great opportunity for underserved segments of the population, especially with the aim of reintegrating excluded individuals back into society through education. This is particularly true for people with different types of disabilities who may have difficulties while attending traditional on-site learning programs that are typically based on printed learning resources. The creation and provision of accessible e-learning contents may therefore become a key factor in enabling people with different access needs to enjoy quality learning experiences and services. Another e-learning challenge is represented by m-learning (which stands for mobile learning), which is emerging as a consequence of mobile terminals diffusion and provides the opportunity to browse didactical materials everywhere, outside places that are traditionally devoted to education. Both such situations share the need to access materials in limited conditions and collide with the growing use of rich media in didactical contents, which are designed to be enjoyed without any restriction. Nowadays, Web-based teaching makes great use of multimedia technologies, ranging from Flash animations to prerecorded video-lectures. Rich media in e-learning can offer significant potential in enhancing the learning environment, through helping to increase access to education, enhance the learning experience and support multiple learning styles. Moreover, they can often be used to improve the structure of Web-based courses. These highly variegated and structured contents may significantly improve the quality and the effectiveness of educational activities for learners. For example, rich media contents allow us to describe complex concepts and process flows. Audio and video elements may be utilized to add a “human touch” to distance-learning courses. Finally, real lectures may be recorded and distributed to integrate or enrich on line materials. A confirmation of the advantages of these approaches can be seen in the exponential growth of video-lecture availability on the net, due to the ease of recording and delivering activities which take place in a traditional classroom. Furthermore, the wide use of assistive technologies for learners with disabilities injects new life into e-learning systems. E-learning allows distance and flexible educational activities, thus helping disabled learners to access resources which would otherwise present significant barriers for them. For instance, students with visual impairments have difficulties in reading traditional visual materials, deaf learners have trouble in following traditional (spoken) lectures, people with motion disabilities have problems in attending on-site programs. As already mentioned, the use of wireless technologies and pervasive computing may really enhance the educational learner experience by offering mobile e-learning services that can be accessed by handheld devices. This new paradigm of educational content distribution maximizes the benefits for learners since it enables users to overcome constraints imposed by the surrounding environment. While certainly helpful for users without disabilities, we believe that the use of newmobile technologies may also become a fundamental tool for impaired learners, since it frees them from sitting in front of a PC. In this way, educational activities can be enjoyed by all the users, without hindrance, thus increasing the social inclusion of non-typical learners. While the provision of fully accessible and portable video-lectures may be extremely useful for students, it is widely recognized that structuring and managing rich media contents for mobile learning services are complex and expensive tasks. Indeed, major difficulties originate from the basic need to provide a textual equivalent for each media resource composing a rich media Learning Object (LO). Moreover, tests need to be carried out to establish whether a given LO is fully accessible to all kinds of learners. Unfortunately, both these tasks are truly time-consuming processes, depending on the type of contents the teacher is writing and on the authoring tool he/she is using. Due to these difficulties, online LOs are often distributed as partially accessible or totally inaccessible content. Bearing this in mind, this thesis aims to discuss the key issues of a system we have developed to deliver accessible, customized or nomadic learning experiences to learners with different access needs and skills. To reduce the risk of excluding users with particular access capabilities, our system exploits Learning Objects (LOs) which are dynamically adapted and transcoded based on the specific needs of non-typical users and on the barriers that they can encounter in the environment. The basic idea is to dynamically adapt contents, by selecting them from a set of media resources packaged in SCORM-compliant LOs and stored in a self-adapting format. The system schedules and orchestrates a set of transcoding processes based on specific learner needs, so as to produce a customized LO that can be fully enjoyed by any (impaired or mobile) student.

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Many research fields are pushing the engineering of large-scale, mobile, and open systems towards the adoption of techniques inspired by self-organisation: pervasive computing, but also distributed artificial intelligence, multi-agent systems, social networks, peer-topeer and grid architectures exploit adaptive techniques to make global system properties emerge in spite of the unpredictability of interactions and behaviour. Such a trend is visible also in coordination models and languages, whenever a coordination infrastructure needs to cope with managing interactions in highly dynamic and unpredictable environments. As a consequence, self-organisation can be regarded as a feasible metaphor to define a radically new conceptual coordination framework. The resulting framework defines a novel coordination paradigm, called self-organising coordination, based on the idea of spreading coordination media over the network, and charge them with services to manage interactions based on local criteria, resulting in the emergence of desired and fruitful global coordination properties of the system. Features like topology, locality, time-reactiveness, and stochastic behaviour play a key role in both the definition of such a conceptual framework and the consequent development of self-organising coordination services. According to this framework, the thesis presents several self-organising coordination techniques developed during the PhD course, mainly concerning data distribution in tuplespace-based coordination systems. Some of these techniques have been also implemented in ReSpecT, a coordination language for tuple spaces, based on logic tuples and reactions to events occurring in a tuple space. In addition, the key role played by simulation and formal verification has been investigated, leading to analysing how automatic verification techniques like probabilistic model checking can be exploited in order to formally prove the emergence of desired behaviours when dealing with coordination approaches based on self-organisation. To this end, a concrete case study is presented and discussed.