| HapticArmrest: Remote Tactile Feedback on Touch Surfaces Using Combined Actuators | | BIBAK | Full-Text | 1-10 | |
| Hendrik Richter; Sebastian Löhmann; Alexander Wiethoff | |||
| Interactive surfaces form an integral component of intelligent environments.
In the paper, we describe HapticArmrest, a simple tactile interface that
communicates tactual surface characteristic and form of interactive elements on
direct touch surfaces. Spatially separating manual touch input and active
tactile output allows for the combination of various types of tactile actuators
for versatile haptic feedback. In a preliminary experiment, we indicate that
our approach enables a reliable discrimination of virtual elements on touch
surfaces solely based on tactile representations. We also assessed the hedonic
and pragmatic qualities of the generated tactile stimuli by applying methods
from the field of usability research. Keywords: interactive surfaces; haptics; tactile feedback; touch; actuators | |||
| Interacting with the Steering Wheel: Potential Reductions in Driver Distraction | | BIBAK | Full-Text | 11-20 | |
| Sebastian Osswald; Alexander Meschtscherjakov; David Wilfinger; Manfred Tscheligi | |||
| Driving a car has become a challenge for many people despite the fact that
evermore technology is built into vehicles in order to support the driver.
Above all, the increasing number of in-vehicle information systems (IVIS) is a
main source of driver distraction. The fragmentation of IVIS elements in the
cockpit increases the attention demand and cognitive load of the driver. In
this paper, we present an approach to integrate most in-car interaction
possibilities into a steering wheel, by combining a multi-button row with a
single touch in an intelligent steering wheel. We performed an online study
(N=301) to investigate the pre-prototype user acceptance of the three different
steering wheel modalities (single touch, multi button, combi touch) as well as
a lab-based driving simulator study (N=10) to assess the practicability of the
single touch interaction. The results of the online study showed that
especially the single touch was highly accepted by the participants. The
driving simulator study revealed that touch-based interaction on a steering
wheel is feasible for low demand tasks in terms of driver distraction.
Especially, the single touch embedded into the steering wheel is a promising
approach for ambient information in the automotive context. Keywords: automotive user interfaces; touch interaction; steering wheel; driver
distraction; acceptance; user studies | |||
| Table-Top Interface Using Fingernail Images and Real Object Recognition | | BIBAK | Full-Text | 21-30 | |
| Kenta Hara; Noriko Takemura; Yoshio Iwai; Kosuke Sato | |||
| Many researchers have proposed the development of table-top interfaces in
the last decade. In a table-top system, for user satisfaction, they must be
able to operate digital and analog media seamlessly. In this paper, we propose
a table-top interface system that allows users to intuitively operate digital
media by gesture recognition. The proposed system can capture the image of an
object placed on the table by recognizing pressing gestures from fingernail
images, and can transfer digital content by recognizing user's shaking
gestures. The evaluation experiments show that users can intuitively operate
the proposed system without being aware of the data transmission. Keywords: table-top interface; object recognition; gesture recognition; fingernail
image | |||
| Discrimination of Multiple Objects and Expanding Positioning Area for Indoor Positioning Systems Using Ultrasonic Sensors | | BIBAK | Full-Text | 31-40 | |
| Hikaru Sunaga; Takashi Hada; Masaki Akiyama; Shigenori Ioroi; Hiroshi Tanaka | |||
| This paper describes new concepts and techniques for an indoor positioning
system that uses ultrasonic signals to enhance practicability. This indoor
positioning system can be applied to the location detection of a moving object
such as a person or a goods trolley over a wide indoor area. The proposed
system works by means of ultrasonic signals. This makes it easy to avoid
multipath effects because the propagation velocity of ultrasonic signals is
much slower than that of radio waves. In addition, ultrasonic signals are not
restricted by radio regulations that may differ from country to country. The
main feature of our system, developed and presented last year, is that it does
not require synchronization between the transmitting and receiving units. This
paper describes a system for accommodating multiple moving objects and
expanding positioning area. Two techniques, the allocation of a specific ID to
each positioning object and the use of a virtual receiving point for ultrasonic
signals, were investigated in order to realize the required functions and make
the proposed system more practical. The effectiveness of these techniques was
confirmed by experiments carried out using ultrasonic sensors installed in the
ceiling and model railway trains acting as moving objects on the floor below. Keywords: Indoor positioning; Ultrasonic signal; FPGA; Area expansion; Moving objects | |||
| A Wearable User Interface for Measuring Reaction Time | | BIBAK | Full-Text | 41-50 | |
| Burcu Cinaz; Christian Vogt; Bert Arnrich; Gerhard Tröster | |||
| Reaction time (RT) tests are known as simple and sensitive tests for
detecting variation in cognitive efficiency. RT tests measure the elapsed time
between a stimulus and the individual's response to it. A drawback of existing
RT tests is that they require the full attention of a test person which
prohibits the measurement of cognitive efficiency during daily routine tasks.
In this contribution we present the design and the evaluation of a wearable RT
test user interface which can be operated throughout everyday life. We designed
a wearable watch-like device which combines the generation of a haptic stimulus
and the recognition of subject's hand movement response. In order to show to
what extent the wearable RT test is convenient to measure reaction times, we
designed an experiment in which we measured the reaction times of ten subjects
from two different setups. In the first half of the experiment, the
participants performed a desktop-based RT test whereas in the second half of
the experiment they performed the wearable RT test. In order to measure changes
in the duration and variability of reaction times we induced additional
cognitive load in both setups. We show that individual changes of reaction
times occurred due to the cognitive load manipulation are similar for both
desktop-based and wearable RT test. Additionally we investigate the subjective
ratings of perceived workload. We conclude that the presented wearable RT test
allows to measure changes in reaction times occurred due to additional
cognitive load and hence would allow the assessment of changes in cognitive
efficiency throughout everyday life. Keywords: reaction time; wearable user interface; cognitive efficiency | |||
| Using Constraint Optimization for Conflict Resolution and Detail Control in Activity Recognition | | BIBAK | Full-Text | 51-60 | |
| Chrysi Filippaki; Grigoris Antoniou; Ioannis Tsamardinos | |||
| In Ambient Assisted Living and other environments the problem is to
recognize all of user activities. Due to noisy or incomplete information a
naïve recognition system may report activities that are logically
inconsistent with each other, e.g., the user is sleeping on the couch and at
the same time is watching TV. In this work, we develop a rule-based recognition
system for hierarchically-organized activities that returns only logically
consistent scenarios. This is achieved by explicitly formulating conflicts as
Weighted Partial MaxSAT clauses to be satisfied. The system also has the
ability to adjust the desired level of detail of the scenarios returned. This
is accomplished by assigning preferences to clauses of the SAT problem. The
system is implemented and evaluated in a real Ambient Intelligence experimental
space. It is shown to be robust to the presence of noise; the level of detail
can easily be adjusted by the use of two preference parameters. Keywords: Conflict Resolution; Rule-based; Activity recognition | |||
| Knowledge-Based Systems for Ambient Social Interactions | | BIBAK | Full-Text | 61-71 | |
| Xiang Su; Ekaterina Gilman; Pawel Kwiatkowski; Tomasz Latkowski; Alma Pröbstl; Bartlomiej Wójtowicz; Jukka Riekki | |||
| The development of ambient social applications brings challenges to
aggregate information from heterogeneous sources, like users, physical
environments, and available services. We propose a framework for aggregating
information from different sources, and utilize a novel representation, Entity
Notation (EN), as a starting point of connecting all information to
knowledge-based systems, which offers good possibilities to support ambient
social intelligence. In this paper, we present the framework, our EN
representation, and an implementation of a map reminder service to demonstrate
the usability of our framework. Keywords: Knowledge-based Systems; Ambient Social Interactions; Entity Notation;
Rule-based Reasoning | |||
| Augmenting Mobile Localization with Activities and Common Sense Knowledge | | BIBA | Full-Text | 72-81 | |
| Nicola Bicocchi; Gabriella Castelli; Marco Mamei; Franco Zambonelli | |||
| Location is a key element for ambient intelligence services. Due to GPS inaccuracies, inferring high level information (i.e., being at home, at work, in a restaurant) from geographic coordinates in still non trivial. In this paper we use information about activities being performed by the user to improve location recognition accuracy. Unlike traditional methods, relations between locations and activities are not extracted from training data but from an external commonsense knowledge base. Our approach maps location and activity labels to concepts organized within the ConceptNet network. Then, it verifies their commonsense proximity by implementing a bio-inspired greedy algorithm. Experimental results show a sharp increase in localization accuracy. | |||
| Hierarchical Activity Recognition Using Automatically Clustered Actions | | BIBAK | Full-Text | 82-91 | |
| Tim van Kasteren; Gwenn Englebienne; Ben J. A. Kröse | |||
| The automatic recognition of human activities such as cooking, showering and
sleeping allows many potential applications in the area of ambient
intelligence. In this paper we show that using a hierarchical structure to
model the activities from sensor data can be very beneficial for the
recognition performance of the model. We present a two-layer hierarchical model
in which activities consist of a sequence of actions. During training, sensor
data is automatically clustered into clusters of actions that best fit to the
data, so that sensor data only has to be labeled with activities, not actions.
Our proposed model is evaluated on three real world datasets and compared to
two non-hierarchical temporal probabilistic models. The hierarchical model
outperforms the non-hierarchical models in all datasets and does so
significantly in two of the three datasets. Keywords: Hierarchical Models; Activity Recognition; Sensor Networks | |||
| Real-Time Analysis of Localization Data Streams for Ambient Intelligence Environments | | BIBAK | Full-Text | 92-97 | |
| Dimokritos Stamatakis; Dimitris Grammenos; Kostas Magoutis | |||
| In this paper we describe a novel methodology for performing real-time
analysis of localization data streams produced by sensors embedded in ambient
intelligence (AmI) environments. The methodology aims to handle different types
of real-time events, detect interesting behavior in sequences of such events,
and calculate statistical information using a scalable stream-processing engine
(SPE) that executes continuous queries expressed in a stream-oriented query
language. Key contributions of our approach are the integration of the Borealis
SPE into a large-scale interactive museum exhibit system that tracks visitor
positions through a number of cameras; the extension and customization of
Borealis to support the types of real-time analysis useful in the context of
the museum exhibit as well as in other AmI applications; and the integration
with a visualization component responsible for rendering events received by the
SPE in a variety of human readable forms. Keywords: Scalable stream processing; location-tracking via cameras | |||
| The Autonomic Computing Paradigm in Adaptive Building / Ambient Intelligence Systems | | BIBAK | Full-Text | 98-104 | |
| Aliaksei Andrushevich; Stephan Tomek; Alexander Klapproth | |||
| This work is devoted to the classification and adaptation of current ambient
intelligence (AmI) research activities from the viewpoint of the autonomic
computing paradigm. Special attention is given to the implementation of AmI's
user-centric focus in autonomic computing. Keywords: Ambient Intelligence; Autonomic Computing; self-adaptive system;
user-centric requirements; human-centered design | |||
| Using Active Learning to Allow Activity Recognition on a Large Scale | | BIBA | Full-Text | 105-114 | |
| Hande Özgür Alemdar; Tim van Kasteren; Cem Ersoy | |||
| Automated activity recognition systems that use probabilistic models require labeled data sets in training phase for learning the model parameters. The parameters are different for every person and every environment. Therefore, for every person or environment, training is needed to be performed from scratch. Obtaining labeled data requires much effort therefore poses challenges on the large scale deployment of activity recognition systems. Active learning can be a solution to this problem. It is a machine learning technique that allows the algorithm to choose the most informative data points to be annotated. Because the algorithm selects the most informative data points, the amount of the labeled data needed for training the model is reduced. In this study, we propose using active learning methods for activity recognition. We use three different informativeness measures for selecting the most informative data points and evaluate their performances using three real world data sets recorded in a home setting. We show through experiments that the required number of data points is reduced by 80% in House A, 73% in House B, and 66% in House C with active learning. | |||
| Tagging Space from Information Extraction and Popularity of Points of Interest | | BIBAK | Full-Text | 115-125 | |
| Ana O. Alves; Filipe Rodrigues; Francisco C. Pereira | |||
| This paper is about automatic tagging of urban areas considering its
constituent Points of Interest. First, our approach geographically clusters
places that offer similar services in the same generic category (e.g. Food
& Dining; Entertainment & Arts) in order to identify specialized zones
in the urban context. Then, these places are analysed and tagged from available
information sources on the Web using KUSCO [2,3] and finally the most relevant
tags are chosen considering not only the place itself but also its popularity
in social networks. We present some experiments in the greater metropolitan
area of Boston. Keywords: Context-Awareness; Semantic Enrichment; Web Mining | |||
| Context-Aware Integration of Smart Environments in Legacy Applications | | BIBAK | Full-Text | 126-135 | |
| Philipp Lehsten; Alexander Gladisch; Djamshid Tavangarian | |||
| As opposed to conventional applications, smart environments are designed to
offer transparent user assistance by decoupling users from devices. Apart from
the lack of realised systems there are numerous applications that are strongly
interwoven with the users' workflow and hard to replace, commonly called legacy
applications. Instead of creating new applications, our approach is the loose
integration of these both, the smart environment and the legacy application. In
our work, we propose a generic architecture that is applicable to various kinds
of environments and applications. The architecture comprises an intermediate
layer that enables a loose coupling between smart environment and legacy
application. Furthermore, we introduce a workflow to refine the generic
architecture to fit the requirements of specific use cases. For our use case,
we apply the vision of a pervasive university. Here, we integrate
functionalities of smart lecture rooms into a learning management system that
is commonly used in German universities and therefore hard to replace. Keywords: smart environment; legacy application; pervasive computing; service-oriented
architecture | |||
| A Lightweight Service Registry for Unstable Ad-Hoc Networks | | BIBAK | Full-Text | 136-140 | |
| Paulo Ricca; Kostas Stathis; Nick Peach | |||
| We present a distributed systems framework for sharing knowledge and
capabilities in ad-hoc networks of devices where network bandwidth, network
connectivity and device computing power are severely limited. We develop a
distributed registry to store knowledge of device capabilities and their
invocation, implement it and show how it can be deployed in a set of network
nodes to exemplify its usefulness. The ideas are exemplified with an ambient
intelligence scenario known as autonomous road trains. Keywords: distributed service registry; unstable ad-hoc networks | |||
| Hall Effect Sensing Input and Like Polarity Haptic Feedback in the Liquid Interface System | | BIBAK | Full-Text | 141-145 | |
| Kasun Karunanayaka; Jeffrey Tzu Kwan Valino Koh; Eishem Bilal Naik; Adrian David Cheok | |||
| Liquid Interface is an organic user interface that utilizes ferrofluid as an
output display and input button embodiment. Using a matrix of Hall effect
sensors, magnetic fields generated by rare-earth magnets worn on the fingertips
are measured and are then converted into signals that provide input capability.
This input actuates an array of electromagnets. Both Hall effect sensors and
electromagnets are contained beneath the surface of the ferrofluid. By matching
like polarities between the electromagnets and the rare-earth magnets, haptic
force feedback by means of magnetic field repulsion can be achieved. Keywords: Organic User Interface; Ferrofluid; Magnetic; Hall Effect | |||
| Self-configuration of "Home Abstraction Layer" via Sensor-Actuator Network | | BIBAK | Full-Text | 146-150 | |
| Zheng Hu; Gilles Privat; Stéphane Frénot; Bernard Tourancheau | |||
| We propose a mechanism and system for the identification,
self-configuration, monitoring and control of non-networked home devices
through a shared backplane of networked sensors and actuators. The resulting
generic home abstraction layer interfaces to all kinds of physical entities of
the home through a software proxy, as if they were state-of-the-art networked
devices. The matching of the entities being discovered in the home/building
environment to known semi-generic models is performed by iterative
approximation. The architecture and OSGi-based implementation of this system is
described. Examples are provided for typical home appliances and other
subsystems of the home/building that may be dealt with in a similar way. Keywords: Home as Smart Environment; Home device management; OSGi; Sensor; Actuator | |||
| Predicting Sleeping Behaviors in Long-Term Studies with Wrist-Worn Sensor Data | | BIBAK | Full-Text | 151-156 | |
| Marko Borazio; Kristof Van Laerhoven | |||
| This paper conducts a preliminary study in which sleeping behavior is
predicted using long-term activity data from a wearable sensor. For this
purpose, two scenarios are scrutinized: The first predicts sleeping behavior
using a day-of-the-week model. In a second scenario typical sleep patterns for
either working or weekend days are modeled. In a continuous experiment over 141
days (6 months), sleeping behavior is characterized by four main features: the
amount of motion detected by the sensor during sleep, the duration of sleep,
and the falling asleep and waking up times. Prediction of these values can be
used in behavioral sleep analysis and beyond, as a component in healthcare
systems. Keywords: sleep behavior; wearable computer; long-term studies | |||
| FORE-Watch -- The Clock That Tells You When to Use: Persuading Users to Align Their Energy Consumption with Green Power Availability | | BIBAK | Full-Text | 157-166 | |
| Johann Schrammel; Cornelia Gerdenitsch; Astrid Weiss; Patricia M. Kluckner; Manfred Tscheligi | |||
| Besides saving energy, using it at the right time (i.e. when there is a
supply surplus, and the power is produced by sustainable power sources such as
hydroelectricity or wind) is an important possibility to achieve positive
effects for the environment. To enable the user to align their behavior with
the dynamics of the energy generation they need to be informed about the
current status of power supply and grid capacity. Furthermore, to be able to
plan their behavior and possibly delay or advance consumption activities to
more proper moments they also need to have access to high-quality forecasts
about the future status of green energy supply. In this paper we present an
ambient display design solution based on a common watch that is optimized for
providing this information in an unobtrusive, ambient and persuasive way. We
present and discuss requirements identified by use of literature analysis,
focus groups and end-user questionnaires, outline approaches to calculate basic
power generation forecasts based on weather forecast data and present an
ambient interface concept designed to meet the identified requirements. We
conclude that the developed approach has high potential to support desired
behavior changes, and that achieving acceptable accuracy levels for the
generation forecast is feasible with relatively little effort. Keywords: ambient display; persuasion; eco-feedback; user-centered design | |||
| Flexible, Non-emissive Textile Display | | BIBAK | Full-Text | 167-171 | |
| Roshan Lalintha Peiris; Owen Noel Newton Fernando; Adrian David Cheok | |||
| This paper describes current progress in the implementation of flexible
ubiquitous textile display. We use thermochromic inks and miniature peltier
semiconductor elements to create a non-emissive textile display. Here we
present some of the initial work into the use of custom made miniature peltier
elements. We describe some of the early works into the integration of this
technology into the fabric to present a flexible non-emissive display. Keywords: thermochromic; peltier; thermoelectric; textile; fabric; display | |||
| Voice Control in Smart Homes Using Distant Microphones: A VoiceXML-Based Approach | | BIBAK | Full-Text | 172-181 | |
| Gloria López; Víctor Peláez; Roberto González; Vanesa Lobato | |||
| This paper proposes the design of a voice control module for intelligent
environments, primarily oriented to home environments. An intelligent
environment is understood to be a ubiquitous space equipped with embedded
devices. This solution is based on the main standards in the field of speech
technologies (VoiceXML, MRCP, SRGS and SISR), dynamically adaptable to
structural changes in the home automation system and scalable to the number of
rooms and devices in the home. The final solution has been validated in a real
home automation installation, using distant speech recognition and a keyword
detection approach (keyword spotting, KWS). KWS works as an input filter for
the dialogue system, making it more robust against noise. Test results have
shown the technical feasibility of the solution and promising user acceptance. Keywords: smart home; ambient intelligence (AmI); voice control; distant speech
recognition; keyword spotting (KWS) | |||
| Design and Analysis of Interactions with Museum Exhibits | | BIBA | Full-Text | 182-189 | |
| Takashi Kiriyama; Masahiko Sato | |||
| The Definition of Self is a museum exhibition at 21_21 DESIGN SIGHT in 2010, intended to speculate our attributes in the contemporary world. This paper discusses design and interaction of two exhibits created for The Definition of Self. Pool of Fingerprints presents a new way of looking at fingerprints by using fingerprint matching technology. The visitor feels emotional attachment to his/her fingerprint. The Nominal Divide let the visitor experience how he or she is seen by computer vision. | |||
| Cut and Paste: Ambient Interaction Using Annotated Cut-Outs | | BIBA | Full-Text | 190-194 | |
| Geert Vanderhulst; Lieven Trappeniers | |||
| We present a novel way of interacting with an ambient environment through semantic cut-out images. These images represent resources that appear on a regular image shot by a camera -- people, buildings, anything of interest -- which are cut out of the original image and pasted into a new image with transparent background. Hence these images can be placed in a different context such as a background that tells more about a resource's current state. By annotating cut-outs and incorporating them in user interfaces for ambient environments, we show how the interaction experience within such environments can be made more personal, visually appealing and intuitive. To this end, we first transform a series of images and their cut-outs into a visual knowledge base. | |||
| A Dynamic AR Marker for a Paper Based Temperature Sensor | | BIBAK | Full-Text | 195-199 | |
| Roshan Lalintha Peiris; Owen Noel Newton Fernando; Adrian David Cheok | |||
| This paper presents a proof of concept technology for a novel concept of
dynamic markers for Augmented Reality. Here, by dynamic we mean markers that
can change on external stimuli. Thus, the paper describes the use of ambient
dynamic Augmented Reality Markers as temperature sensors. To achieve this
technology we print patterns on an AR marker using thermochromic inks of
various actuation temperatures. Thus, as the temperature gradually changes, the
marker morphs into new marker for each temperature range. Thus here we present
our preliminary results for three temperature ranges and discuss this work can
be extended and applied in the future. Keywords: thermochromic; sensor; temperature; paper based; paper | |||
| On Developing a Platform for Mobile Outdoor Gaming for Children | | BIBA | Full-Text | 200-204 | |
| Iris Soute; Herman Aartsen; Chet Bangaru | |||
| In this paper we describe the development of a platform for creating Head Up Games. Nowadays, technology is becoming more and more ubiquitous, but in the field of pervasive gaming it seems that development is mostly centered on smart phones. We argue that for outdoor games for children this might not be the best medium; and we propose the design of our platform that is designed to better support outdoor, active games. | |||
| Personalized Persuasion in Ambient Intelligence: The APStairs System | | BIBAK | Full-Text | 205-209 | |
| Ryo Sakai; Sarah Van Peteghem; Leoni van de Sande; Peter Banach; Maurits Kaptein | |||
| Can ubiquitous technologies intended to change people's behavior benefit
from personalization? This paper addresses the development of an adaptive
persuasive system intended to increase stair climbing at work: APStairs. Based
on their persuasion profile, individuals are distinguished by their
susceptibility to different social influence strategies. This paper contributes
a first application of persuasion profiling in the domain of ambient
intelligence; it reports the deployment of the APStairs system in a real life
setting for a period of five weeks involving 34 participants. Although a longer
deployment period is needed to statistically validate the system, this first
deployment of the system has shown the feasibility of adaptive persuasion. Keywords: Persuasive Technology; Adaptive Persuasive Systems | |||
| Motivate: Context Aware Mobile Application for Activity Recommendation | | BIBAK | Full-Text | 210-214 | |
| Yuzhong Lin; Joran Jessurun; Bauke de Vries; Harry J. P. Timmermans | |||
| This paper presents the design, implementation and evaluation of a
context-aware recommendation system that promotes the adoption of a healthy and
active lifestyle. A Smartphone application that provides personalized and
contextualized advice based on geo information, weather, user location and
agenda was developed and evaluated by a user study. The results show the
potential of this mobile application in triggering behavior change by
suggesting simple daily activities. Keywords: context-aware; mobile application; healthy living; recommendation system | |||
| AULURA: Engaging Users with Ambient Persuasive Technology | | BIBAK | Full-Text | 215-221 | |
| Jabe Piter Faber; Panos Markopoulos; Pavan Dadlani; Aart van Halteren | |||
| This paper describes the design and preliminary evaluation of Aulura, a
system designed for motivating people to increase their physical activity.
Aulura is an ambient information display that aims to 'lure' users to interact
with it, to review their progress and set personal goals. We present the design
of 'ambient cues' added to a picture frame with the aim to increase user
interaction with the device and engagement with a physical activity promotion
service. Empirical evaluation in a home simulation laboratory provided positive
feedback relating to its potential to further engage participants in an online
lifestyle management service. Keywords: Persuasive technology; ambient information displays; calm computing;
wellbeing; activity monitoring; engagement | |||
| Human Behavior Analysis in Ubiquitous Environments for Energy Efficiency Improvement | | BIBAK | Full-Text | 222-227 | |
| Ovidiu Aritoni; Viorel Negru | |||
| The goal of this paper is to discover human habits using the received
sensors data-streams, in order to improve the energy efficiency. We propose a
multi-agent architecture and a formalism to describe scenarios in ubiquitous
environments based on a wireless sensors network. We have used sensor data and
simulations about a four person family, to validate our prototype. Keywords: sensors network; ubiquitous environment; scenario recognition; multi-agent
system; pattern recognition; energy efficiency | |||
| Friend or Foe? Relationship-Based Adaptation on Public Displays | | BIBAK | Full-Text | 228-237 | |
| Ekaterina Kurdyukova; Karin Bee; Elisabeth André | |||
| Personalization of content on public displays is likely to cause the
disclosure of user's private data. In order to protect the user's privacy,
different protection strategies are used, e.g. the private data is hidden,
occluded or blurred. Existing systems usually follow a uniform protection
strategy, applying it every time a spectator is detected in the display
proximity. However, the necessity in privacy protection often depends on the
personal relationships between the user and the spectator. This work
investigates how the relationship context influences user preferences in
adaptation strategies. Additionally, we study how privacy level of data and the
presence of a mobile device influence this preference. The obtained results can
guide adaptation designers in creation of more flexible privacy protection
mechanisms. Keywords: Public displays; Adaptation; Privacy Protection | |||
| To Trust Upon That Someone Trusts Upon Yourself Influences of Trust and Other Factors on an Intranet Based Leader Strategy | | BIBAK | Full-Text | 238-242 | |
| Anette Löfström; Mats Edenius | |||
| In this paper we explore the theoretical concept of trust by putting it in
to play empirically. Influences of trust on an Intranet based leader strategy
in a big organisation are investigated. We also discuss other significant
features that affect success or no success of such approach. The presentation
builds on an interview study in one district of Stockholm, Norrmalm, and a
survey committed in two districts of this city (Spånga-Tensta and
Skärholmen). This paper is conducted in the field of Human Computer
Interaction. Keywords: Trust; Organisation; Human Computer Interaction | |||
| Free Play in Contemplative Ambient Intelligence | | BIBAK | Full-Text | 243-247 | |
| Douglas H. Fisher; Mary Lou Maher | |||
| This paper introduces free play, a meaning making activity, as a desideratum
of social and contemplative ambient intelligence. A contemplative AmI is not
focused on easing routine human activities, but through free play and other
mechanisms, will encourage humans to engage with each other and the AmI on
thinking about and acting on societal issues over long time scales. These ideas
are illustrated by the design of an interactive, intelligent art installation
about adaptation to climate change. This approach to AmI extends the
connotations of AmI along social, spatial, and temporal dimensions. Keywords: Free play; collective intelligence; social intelligence | |||
| A Student-Centric Intelligent Classroom | | BIBAK | Full-Text | 248-252 | |
| Margherita Antona; Asterios Leonidis; George Margetis; Maria Korozi; Stavroula Ntoa; Constantine Stephanidis | |||
| This paper discusses a line of research targeted to investigate and
introduce innovative solutions for efficient learning in smart environments
through integrating AmI technology in the learning process. Following a
discussion of current approaches to technology integration in the classroom,
the overall concept of the Student-Centric "Intelligent" Classroom and the
related software are described. Potential future improvements are outlined. Keywords: ambient classroom; student-centered design; natural interaction | |||
| Sensing, Actuation Triggering and Decision Making for Service Robots Deployed in Smart Homes | | BIBA | Full-Text | 253-257 | |
| Mortaza S. Bargh; Melvin Isken; Dietwig Lowet; Niels Snoeck; Benjamin Hebgen; Henk Eertink | |||
| The Florence project develops a robot for elderly that provides multiple Ambient Assisted Living (AAL) and Lifestyle services with a consistent user-interface. The project success is measured by the acceptance of these services by the user group. Enabling such service robotics in (smart) homes requires a robust and flexible platform to collect, enhance and distribute sensory information; and to manipulate the actuators in the environment. A key characteristic of such an environment is that sensors and actuators are not always available, are distributed, and are mobile (due to e.g. the robot and phone mobility). This dynamicity requires a loose coupling between services and sensors/actuators. The paper describes the design principles and high level architecture of the Florence platform that hides the distribution, availability and mobility aspects from the services, and sketches some challenges that lie ahead. | |||
| Fusion of Radio and Video Localization for People Tracking | | BIBA | Full-Text | 258-263 | |
| Massimiliano Dibitonto; Antonio Buonaiuto; Gian Luca Marcialis; Daniele Muntoni; Carlo Maria Medaglia; Fabio Roli | |||
| In this paper we introduce a hybrid people tracking system based on the combined use of RFID UWB technology and computer vision techniques. The proposed system takes advantage of the different characteristics of the vision and wireless subsystems to achieve better accuracy and reliability for people tracking. Moreover data gained from the subsystems can be used for a more complex context capture system and can be seen as an enabler of a number of application from video-surveillance to Ambient Intelligence scenarios. Different scenarios have been tested to assess the feasibility and performance of the system. Experimental results demonstrate advantages in people tracking tasks encouraging further researches. | |||
| Evaluation of AAL Platforms According to Architecture-Based Quality Attributes | | BIBAK | Full-Text | 264-274 | |
| Pablo Oliveira Antonino; Daniel Schneider; Cristian Hofmann; Elisa Yumi Nakagawa | |||
| In the Ambient Assisted Living (AAL) domain, specific systems have been
developed and applied to enable people with specific needs, such as elderly or
disabled people, to live longer independently in their familiar residential
environments. In order to support the development of such systems, a range of
AAL platforms have been developed in recent years. However, there are
considerable differences among these AAL platforms, particularly with respect
to the treatment of important non-functional properties. This makes the
selection of a suitable platform for a given AAL project very difficult. In
order to support developers in this difficult task, we present an evaluation of
relevant AAL platforms based on a selection of quality attributes that are
important for AAL systems. Keywords: Ambient Assisted Living; AAL Platform; System Architecture; Quality
Attribute; AAL Platform Evaluation | |||
| CommunityNet: Mediating Care at the Local Community Level | | BIBAK | Full-Text | 275-284 | |
| Bas Stroomer; Martijn H. Vastenburg; David V. Keyson | |||
| Community care is expected to be increasingly important for seniors in need
of support towards prolonged independent living and higher quality of life.
Whereas people generally indicate they are willing to provide support within
their community, several barriers prevent elderly people from asking for
support. The present paper describes the design of CommunityNet, a social
network service that aims to bring together the local community and to lower
the barriers towards asking for help. Based on the findings from user research,
ambient awareness displays were developed and placed in the homes of seniors
and local community members. The awareness displays showed an overview of the
people, their requests for help, and the status of the requests. The concept
was evaluated in a field trial (n=4, 10 days). The participants indicated that
they preferred using CommunityNet compared to face-to-face contact and
telephone when the need for support was not urgent. According to the
participants, the barriers towards asking for help were lowered by the system.
As a next step, an automated match-maker mechanism will be developed which
enables people to extend their care network, and the system will be tested in a
range of communities. Keywords: Independent living; community care; social network; awareness display;
communication system; peer-to-peer; field trial | |||
| Experience Tags: Enriching Sensor Data in an Awareness Display for Family Caregivers | | BIBAK | Full-Text | 285-289 | |
| Martijn H. Vastenburg; Natalia Andrea Romero Herrera | |||
| The design of awareness displays to support family care has been explored in
many recent studies. Whereas user studies indicate that caregivers are
interested to know seniors' subjective experiences regarding activities, events
and general attitudes, product developers tend to focus on using sensors to
automatically detect the state and context of seniors in time, resulting in
systems that are unable to capture the seniors' experiences. This short paper
presents experience tagging, a mechanism which enables end-users to enrich
sensor data using subjective tags. A research concept of an awareness display
for family caregivers is presented to illustrate how the mechanism can be
integrated in the design of an awareness display. The preliminary findings from
a 4-week field trial with three caregiver/senior couples are presented. As a
next step, the use of experience tags could be studied in other settings where
people or systems are interested to know the user perspective on sensor data. Keywords: Interaction design; awareness displays; subjective tags | |||
| Comparison of Health Measures to Movement Data in Aware Homes | | BIBAK | Full-Text | 290-294 | |
| Brian O'Mullane; Brennon Bortz; Ann O'Hannlon; John Loane; R. Benjamin Knapp | |||
| Detecting wellness in older adults with just ambient sensors is a
challenging and difficult task, one that can only be address with large volumes
of detailed annotated data and a diverse participant base. Presented here are
early results comparing movement data to baseline depression and mobility data
from a purpose built 16 unit ambient assisted living development in Ireland.
With the goal of ultimately detecting health changes in an older population
with ambient sensors, results here show that whereas there is some correlations
between health measures and sensor data as well as some observable patterns,
but more work needs to be done. Keywords: AAL; Aware Homes; KNX; Depression; Mobility; PIR | |||
| Context Assessment during Blood Pressure Self-measurement Utilizing the Sensor Chair | | BIBAK | Full-Text | 295-299 | |
| Stefan Wagner; Thomas Skjødeberg Toftegaard; Olav Wedege Bertelsen | |||
| Self-measurement of blood pressure requires the patient to follow a range of
best practice recommendations in order to be considered valid for diagnostic
use. We evaluate the feasibility of using a sensor-equipped chair to classify
patient position during blood pressure measurement. Results indicate that this
is feasible with over 89% confirmed classification results. Keywords: ambient assisted living; blood pressure self-measurement; ambient
intelligence; pervasive healthcare; telemonitoring; telehealth; data quality | |||
| Enhancing Accessibility through Speech Technologies on AAL Telemedicine Services for iTV | | BIBAK | Full-Text | 300-308 | |
| Héctor Delgado; Aitor Rodriguez-Alsina; Antoni Gurguí; Enric Martí; Javier Serrano; Jordi Carrabina | |||
| Ambient Assisted Living Technologies are providing sustainable and
affordable solutions for the independent living of senior citizens. In this
scenario, telemedicine systems enhance distance patient's health care through
interactive audiovisual media at home. Today TV is becoming the main connected
device at home. However, Interactive TV applications must be fully adapted,
particularly to the available input device: the Remote Control (RC). Despite
this adaptation, some tasks are still uncomfortable due to the RC limitations.
Therefore, more user-friendly input modalities are strongly desired. Spoken
language allows distance hands- and eyes-free operation within the room,
providing an intuitive and natural interface. This paper presents some
accessibility facilities based on speech technologies for an interactive TV
telemedicine service. The specific layout for TV environments, the help of an
avatar and the voice navigation will enhance the user access, while the
speech-based creation of medical reports reduces dramatically the time
physicians need to write reports. Keywords: telemedicine; accessibility; multimodal interaction; natural user
interfaces; interactive TV; speech technologies; avatar | |||
| Touch versus In-Air Hand Gestures: Evaluating the Acceptance by Seniors of Human-Robot Interaction | | BIBAK | Full-Text | 309-313 | |
| Anouar Znagui Hassani; Betsy van Dijk; Geke D. S. Ludden; Henk Eertink | |||
| Do elderly people have a preference between performing in-air gestures or
pressing screen buttons to interact with an assistive robot? This study
attempts to provide answers to this question by measuring the level of
acceptance, performance as well as knowledge of both interaction modalities
during a scenario where elderly participants interacted with an assistive
robot. Two interaction modalities were compared; in-air gestures and touch. A
scenario has been chosen in which the elderly people perform exercises in order
to improve lifestyle behavior. The seniors in this scenario stand in front of
the assistive robot. The robot displays several exercises on the robot screen.
After each successfully performed exercise the senior navigates to the next or
previous exercise. No significant differences were found between the
interaction modalities on the technology acceptance measures on effort, ease,
anxiety, performance and attitude. The results on these measures were very high
for both interaction modalities, indicating that both modalities were accepted
by the elderly people. In a final interview participants reacted more positive
on the use of in-air gestures. Keywords: Robot Acceptance; Assistive technologies; Activities of daily Living
(ADL's); Human Robot Interaction | |||
| Classification of User Postures with Capacitive Proximity Sensors in AAL-Environments | | BIBAK | Full-Text | 314-323 | |
| Tobias Alexander Große-Puppendahl; Alexander Marinc; Andreas Braun | |||
| In Ambient Assisted Living (AAL), the context-dependent adaption of a system
to a person's needs is of particular interest. In the living area, a
fine-grained context may not only contain information about the occupancy of
certain furniture, but also the posture of a user on the occupied furniture.
This information is useful in the application area of home automation, where,
for example, a lying user may effect a different system reaction than a sitting
user. In this paper, we present an approach for determining contextual
information from furniture, using capacitive proximity sensors. Moreover, we
evaluate the performance of Naïve Bayes classifiers, decision trees and
radial basis function networks, regarding the classification of user postures.
Therefore, we use our generic classification framework to visualize, train and
evaluate postures with up to two persons on a couch. Based on a data set
collected from multiple users, we show that this approach is robust and
suitable for real-time classification. Keywords: AAL; capacitive proximity sensors; classification; user context | |||
| "Maybe It Becomes a Buddy, But Do Not Call It a Robot" -- Seamless Cooperation between Companion Robotics and Smart Homes | | BIBAK | Full-Text | 324-329 | |
| Claire A. G. J. Huijnen; Atta Badii; Herjan van den Heuvel; Praminda Caleb-Solly; Daniel Thiemert | |||
| This paper describes the findings arising from ongoing qualitative usability
evaluation studies on mobile companion robotics in smart home environments from
two research projects focused on socio-technical innovation to support
independent living (CompanionAble and Mobiserv). Key findings are described,
and it is stated that the robotic companion, the smart home environment, and
external services need to be seamlessly integrated to create a truly supportive
and trusted system. The idea of robot personas is introduced, and based on our
empirical observations, it is argued that the robot persona, rather than the
physical embodiment, is the most important determinant of the degree of users'
acceptance in terms of users' perceived trustability and responsiveness of the
robot and therefore their sense of enhanced usability and satisfaction with
such personal assistive systems. Keywords: companion robotics; smart homes; ambient assisted living; independent
living; human-robot interactivity; social robotics; man-machine mixed
initiative taking; user-centred co-design; UI-REF; robo-humatics | |||
| Ambient Monitoring from an Elderly-Centred Design Perspective: What, Who and How | | BIBAK | Full-Text | 330-334 | |
| Marije Kanis; Sean Alizadeh; Jesse Groen; Milad Khalili; Saskia Robben; Sander Bakkes; Ben J. A. Kröse | |||
| This paper describes a participatory design-oriented study of an ambient
assisted living system for monitoring the daily activities of elderly
residents. The work presented addresses these questions 1) What daily
activities the elderly participants like to be monitored, 2) With whom they
would want to share this monitored data and 3) How a monitoring system for the
elderly should be designed. For this purpose, this paper discusses the study
results and participatory design techniques used to exemplify and understand
desired ambient-assisted living scenarios and information sharing needs.
Particularly, an interactive dollhouse is presented as a method for including
the elderly in the design and requirements gathering process for residential
monitoring. The study results indicate the importance of exemplifying
ambient-assisted living scenarios to involve the elderly and so to increase
acceptance and utility of such systems. The preliminary studies presented show
that the participants were willing to have most of their daily activities
monitored. However, they mostly wanted to keep control over their own data and
share this information with medical specialists and particularly not with their
fellow elderly neighbours. Keywords: Ambient Assisted Living; ambient interaction; information sharing;
elderly-centred design; data visualization; participatory design | |||
| Poetic Communication: Interactive Carpet for Subtle Family Communication and Connectedness | | BIBAK | Full-Text | 335-339 | |
| Mili John Tharakan; Jose Sepulveda; Wendy Thun; Adrian David Cheok | |||
| Recent research in Human Computer studies have shown that smart and
efficient technology alone is not what people desire for in their homes. The
Interactive Carpet project aims to produce a new kind of interaction -- Poetic
Communication, enabling remote communication through the creation of a sense of
sharing, co-presence, and connectedness. This technology connects two carpets
in remote locations enhancing communication through more meaningful aesthetic
interactions. Keywords: Poetic Communication; Kinetic Textiles; Interactive carpet; Co-presence;
Family communication; Technology adoption | |||
| Selective Inductive Powering in Hardware-Based Paper Computing | | BIBA | Full-Text | 340-344 | |
| Kening Zhu; Hideaki Nii; Owen Noel Newton Fernando; Adrian David Cheok | |||
| We present a method of selective wireless power transferring for paper computing. The novelty of this method lies in the power transmitter can be controlled to selectively activate different receivers in the context of wireless power transferring with multiple receivers. This was achieved by changing the output frequency of the power transmitter and the impedance of the receivers. With this method, users could easily design new types of paper-computing system without worrying about the arrangement of the massive wire connection to power supply. This technology combining with paper computing can become a physical rendering system using paper-crafts, such as paper folding and cutting. | |||
| Digital Taste: Electronic Stimulation of Taste Sensations | | BIBAK | Full-Text | 345-349 | |
| Nimesha Ranasinghe; Adrian David Cheok; Owen Noel Newton Fernando; Hideaki Nii; Gopalakrishnakone Ponnampalam | |||
| With the continuous advancements in ubiquitous computing and media, the
technology has widened to include the multisensory experiences. Although there
are quite a lot of systems in auditory, vision, and haptic domains, remarkably
few attempts have been made in smell and taste senses in order to facilitate
ambient intelligence. We present a novel control system that enables digital
stimulations of the sense of taste (gustation) to enhance remote multisensory
interactions on human. The system uses two approaches to actuate taste
sensations digitally: the electrical and thermal stimulations on tongue. At
present, the initial experimental results suggested that sourness and saltiness
are the main sensations that could be evoked besides several evidences of sweet
and bitter sensations. Keywords: Taste; Gustation; User interfaces; Control systems; Virtual reality; Input
devices | |||
| NOCTURNAL Ambient Assisted Living | | BIBAK | Full-Text | 350-354 | |
| Juan Carlos Augusto; William Carswell; Huiru Zheng; Maurice D. Mulvenna; Suzanne Martin; Paul J. McCullagh; Haiying Wang; Jonathan G. Wallace; W. Paul Jeffers | |||
| There is increasing interest in the development of ambient assisted living
services to increase the quality of life of the increasing older population.
Little consideration has been given to the specific problem of providing such
services and systems at night. We report on the NOCTURNAL project which
provides specialised night time support to people at early stages of dementia. Keywords: Ambient Intelligence; Ambient Assisted Living; safety critical; Multi-Agent
Systems | |||
| Just Saying 'Hi' Means a Lot: Designing Subtle Interactions for Social Connectedness | | BIBAK | Full-Text | 355-359 | |
| Thomas Visser; Martijn H. Vastenburg; David V. Keyson | |||
| In the domain of assisted living, the majority of the work on awareness
systems focuses on communicating information on health and security for
functional purposes: to provide better care and peace of mind. When aiming for
improved well-being, awareness systems could also be used to stimulate a sense
of connectedness. Not much is known on how awareness systems for well-being
should be designed. This paper describes several design explorations that
illustrate how communication of subtle, low-bandwidth information may be
leveraged to support a mutual feeling of social connectedness between people.
We discuss the gained insights, which are useful for the design of ambient
displays and interactions. The insights presented in this paper are useful for
the future design of assisted living services, and for awareness systems in
general. Keywords: Awareness systems; tangible interaction; computer mediated communication;
ubiquitous computing | |||
| Aesthetic Intelligence: Designing Smart and Beautiful Architectural Spaces | | BIBAK | Full-Text | 360-361 | |
| Kai Kasugai; Carsten Röcker; Bert Bongers; Daniela Alina Plewe; Christian Dimmer | |||
| This paper reports on the first international workshop on Aesthetic
Intelligence. The focus of the workshop is on the relevance of beauty and
aesthetic values for Ambient Intelligence and the meaning of aesthetically
pleasing design for usability, technology acceptance, and well-being in
technology-enhanced spaces. Keywords: Ambient Intelligence; Ubiquitous Computing; Smart Spaces; Aesthetics;
Design; Architecture; Urban Informatics | |||
| The Role of Ambient Intelligence in Future Lighting Systems | | BIBAK | Full-Text | 362-363 | |
| Dzmitry Aliakseyeu; Jon Mason; Bernt Meerbeek; Harm van Essen; Serge Offermans | |||
| LED-based lighting systems have introduced radically new possibilities in
the area of artificial lighting. Being physically small the LED can be
positioned or embedded into luminaires, materials and even the very fabric of a
building or environment. The light switch therefore in many situations will
need to be enhanced or fully replaced by intelligent controls and smart
environments that are sensitive to the context and responsive to the presence
of people. Future lighting systems will become a part of the Ambient
Intelligence (AmI). This workshop explores how the vision and principles of the
AmI paradigm can be applied to future lighting controls, where lighting is not
anymore only a functional on/off system, but a flexible system capable of
creating a large range of functional/decoration and ambient light effects. Keywords: Ambient Intelligence; Lighting; User Interaction; LED | |||
| Interactive Human Behavior Analysis in Open or Public Spaces | | BIBAK | Full-Text | 364-366 | |
| Hayley Hung; Jean-Marc Odobez; Dariu Gavrila | |||
| In the past years, efforts in surveillance and open space analysis have
focused on traditional computer vision problems like scene modeling or object
detection and tracking. Research on human behavior recognition have tended to
work on predefined simple activities such as running, jumping or left luggage,
and single-person trajectory analysis. The goal of the workshop is to bring
together experts and researchers from different fields to share their
experience and expertise about the opportunities on the development of tools
for automated social analysis in open and public spaces. Humans exhibit a rich
range of behaviors, from their interaction with the environment such as how
groups of people occupy the space or how they manipulate or use objects within
it, to the way they communicate with each other. Such behaviors can be captured
from multiple sensors. Automatically interpreting interactive behavior provides
a richer foundation for ambient intelligent environments. Keywords: Human Behavior; Interaction; Multimodal Sensing; Computer Vision;
Surveillance; Sensor Fusion | |||
| Workshop on User Interaction Methods for Elderly People with Dementia | | BIBA | Full-Text | 367-368 | |
| Felix Kamieth; Kathrin Kim; Hester Bruikman | |||
| The development of dementia happens to a large part of elderly people. Since the condition is -- so far -- without a cure, the only means of dealing with it, currently, is personal or institutional care. Basically, as dementia progresses, the affected person tends to forget more about his or her immediate surroundings and regresses into early memories from childhood, for example. The results are disorientation, confusion and the inability to perform many daily life tasks like keeping appointments or even a regular way of life. The high prevalence of the condition in conjunction with the very personnel-consuming means of treatment poses a direct challenge to existing health care systems in the near future. | |||
| Empowering and Integrating Senior Citizens with Virtual Coaching | | BIBA | Full-Text | 369-370 | |
| Andreas Braun; Peter H. M. P. Roelofsma; Dieter Ferring; Milla Immonen | |||
| With Europe's aging population and an increasing number of older people
living alone or geographically distant from kin, loneliness is turning into a
prevalent issue. This might involve deleterious consequences for both the older
person and society, such as depression and increased use of healthcare
services. Virtual coaches that act as friend in a para-social relationship but
also as mentor that helps the elderly end-user to create meaningful
relationships in his actual social environment are a powerful method to
overcome loneliness and increase the quality of life in the elderly population.
The AAL Joint Programme projects A2E2 (AAL-2008-1-071) and V2me
(AAL-2009-2-107) are exploring virtual coaches and their application in AAL
scenarios, including the use of user avatars, virtual self-representations that
allow the user to be represented in communication scenarios. Other European
research projects that focus on social integration of the elderly are e.g.
ALICE (AAL-2009-2-091) or WeCare (AAL-2009-2-026). Outside the European Union
the negative implications of population aging can be observed in Japan, having
an even larger proportion of senior citizens, using individual-centred devices,
such as robot pets,1 to improve the quality of life of lonely elderly persons.
The user groups involved often are not acquainted with modern ICT systems and therefore it is a challenge to create intuitive, adaptive platforms that cater to the individual needs and allow the user to interact easily. | |||
| Workshop: Integration of AMI and AAL Platforms in the Future Internet (FI) Platform Initiative | | BIBAK | Full-Text | 371-373 | |
| Antonio Kung; Francesco Furfari; Mohammad-Reza Tazari; Atta Badii; Petra Turkama | |||
| The digital agenda of the European Commission includes plans for the
building of Information and Communication Technology (ICT) based on a new
generation of networks, or the Internet of the Future. To this end, the Future
Internet Private Public Partnership (FI-PPP) has been established with the help
of the European Commission. It will involve the building of a proof of concept
FI platform in the coming two years. One of the main challenges of this
platform is to be generic while serving the needs of specific application
sectors. This workshop will focus on the challenges of integrating Ambient
Intelligence (AmI) and Ambient Assisted Living (AAL) platforms with this kind
of platform. Participants in the workshop will include members of the AmI/AAL
platform community, members of the FI community, and policy makers. Keywords: AmI; AAL; Future Internet; Platforms | |||
| First International Workshop on Ambient Gaming (AmGam'11) | | BIBA | Full-Text | 374-375 | |
| Janienke Sturm; Stine Liv Johansen; Mark de Graaf; Ben A. M. Schouten | |||
| New technologies create opportunities to enrich people's experience while playing games. In recent years we have seen many examples of technological advances opening up new player experiences, for instance new controllers (e.g. Nintendo's Wii), new sensor technologies (e.g. GPS), and new forms of play (e.g. multi-player online games and open-ended play), etc. Another novel technology offering ample opportunities to derive new properties for games and play is ambient intelligence. | |||
| Second International Workshop on Human Behavior Understanding: Inducing Behavioral Change | | BIBAK | Full-Text | 376-377 | |
| Albert Ali Salah; Bruno Lepri | |||
| The HBU workshop is organized for the second time, with a focus theme of
inducing behavioral change. The general aim of the workshop is to bring
together researchers developing and using computer analysis tools for learning
and modeling human behavior, covering both hardware or software aspects. As
such, the topics link areas like pattern recognition, sensor technologies,
social signal processing, and interaction design. Keywords: human behavior analysis; persuasive technologies; pattern recognition;
serious gaming; social signal processing; smart environments; affective
computing; ambient intelligence; sensors; interaction design; human-computer
interaction | |||
| Privacy, Trust and Interaction in the Internet of Things | | BIBA | Full-Text | 378-379 | |
| Johann Schrammel; Christina Hochleitner; Manfred Tscheligi | |||
| This workshop addresses topics of increasing importance in the emerging area of the Internet of Things (IoT): privacy, trust and related interaction concepts. The aim of the workshop is to bring together experts from different areas to cover the complexity of the questions involved and to provide a forum for developing new ideas on how to address the major challenges in the field considering both a scientific and an industrial viewpoint. The workshop targets to identify pressing questions and to develop a research agenda for trusted and privacy-respecting computing in the IoT. Special attention within the workshop is given on whether and how experiences with privacy and trust from related areas can be applied to the IoT, where existing conceptualizations need to be extended or modified and where radically new concepts are required. | |||