Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion

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Smartphones as ubiquitous devices for behaviour analysis and better lifestyle promotion PhD Student: Matteo Ciman Supervisor: Ombretta Gaggi

Transcript of Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion

  • Smartphones as ubiquitous devices for behaviour analysis

    and better lifestyle promotion

    PhD Student: Matteo CimanSupervisor: Ombretta Gaggi

  • Outline

  • Outline

  • Outline

  • Outline

  • Outline

  • Ubiquitous Computing

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  • Ubiquitous Computing

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  • Ubiquitous Computing

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    The most profound technologies are those that disappear. They

    veal themselves into the fabric of everyday life until they are indistinguishable from it

  • Ubiquitous Computing

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  • Ubiquitous computing for health

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  • Health costs

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  • Lifestyle problem

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  • Lifestyle problem

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  • Lifestyle problem

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  • Ubiquitous computing for health

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  • Ubiquitous computing for health

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  • Wearables for health

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  • Ubiquitous Computing for health

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  • Ubiquitous Computing for health

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  • Ubiquitous Computing for health

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  • Ubiquitous Computing for health

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  • Ubiquitous Computing for health

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  • Ubiquitous Computing for health

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  • Ubiquitous Computing for health

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  • Smartphones for healthcare

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  • Smartphones for healthcare

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    Gyro Sensor

    Proximity Sensor

    AccelerometerGeomagnetic

    Sensor

    Light Sensor

    Barometer

    Temperature Sensor

  • Smartphones for healthcare

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    Gyro Sensor

    Proximity Sensor

    AccelerometerGeomagnetic

    Sensor

    Light Sensor

    Barometer

    Temperature Sensor

  • Smartphones for healthcare

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    Gyro Sensor

    Proximity Sensor

    AccelerometerGeomagnetic

    Sensor

    Light Sensor

    Barometer

    Temperature Sensor

  • Smartphones for healthcare

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    Gyro Sensor

    Proximity Sensor

    AccelerometerGeomagnetic

    Sensor

    Light Sensor

    Barometer

    Temperature Sensor

  • Cross-Platform frameworks

  • Users in health applications

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  • Users in health applications

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  • Market fragmentation

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  • Aim at reducing the problem of market fragmentation and different OS and APIs

    Write once, run everywhere approach

    Four different architectures

    Cross-platform frameworks

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  • Cross-Platform frameworks

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  • Cross-Platform frameworks

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    Web Approach

  • Cross-Platform frameworks

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    Web Approach Hybrid Approach

  • Cross-Platform frameworks

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    Web Approach Hybrid Approach

    Interpreted Approach

  • Cross-Platform frameworks

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    Web Approach Hybrid Approach

    Cross-Compiled ApproachInterpreted Approach

  • Frameworks analysis

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  • Frameworks analysis

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    Developer Point-Of-View

  • Frameworks analysis

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    User Point-Of-ViewDeveloper Point-Of-View

  • Game with animations, sounds, etc., developed with all the analysed frameworks.

    Considered aspects:

    Licenses

    APIs

    Community/Support

    Code Complexity

    Supported devices

    etc.

    Developer point-of-view

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  • Game with animations, sounds, etc., developed with all the analysed frameworks.

    Considered aspects:

    Licenses

    APIs

    Community/Support

    Code Complexity

    Supported devices

    etc.

    Developer point-of-view

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    jQuery PhoneGap Titanium MoSync

    API 2 2 4.5 3

    Complexity 4 4 5 2

    IDE - - 5 4

    Devices 5 4 4 2

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    User point-of-viewObjective analysis of energy consumption for data acquisition from smartphone sensors.

    Tests with two Android and two Apple devices.

    Results:

    Cross-platform frameworks require higher energy from battery

    Different frameworks categories employ different consumption

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    User point-of-viewObjective analysis of energy consumption for data acquisition from smartphone sensors.

    Tests with two Android and two Apple devices.

    Results:

    Cross-platform frameworks require higher energy from battery

    Different frameworks categories employ different consumption

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    User point-of-viewObjective analysis of energy consumption for data acquisition from smartphone sensors.

    Tests with two Android and two Apple devices.

    Results:

    Cross-platform frameworks require higher energy from battery

    Different frameworks categories employ different consumption

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    User point-of-viewObjective analysis of energy consumption for data acquisition from smartphone sensors.

    Tests with two Android and two Apple devices.

    Results:

    Cross-platform frameworks require higher energy from battery

    Different frameworks categories employ different consumption

  • Smartphone for stress assessment

  • Mood recognition with smartphones

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  • Mood recognition with smartphones

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  • Mood recognition with smartphones

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  • The idea

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  • The idea

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  • Human-smartphone interaction

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  • Human-smartphone interaction

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  • Human-smartphone interaction

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    Tap

    Scroll

    Swipe

    Text WritingDouble Tap

    Rotate

    Zoom

    Pinch

    Long press

  • Human-smartphone interaction

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    Tap

    Scroll

    Swipe

    Text WritingDouble Tap

    Rotate

    Zoom

    Pinch

    Long press

  • Search & Write Task

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  • Search & Write Task

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  • Search & Write Task

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  • Search & Write Task

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  • Search & Write Task

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  • Protocol

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    Initial Relax

    (5)

    RelaxedTasks(~30)

    Self Assessment

    Negative ValenceLow energy

    Not Stressed

    Positive ValenceHigh Energy

    Stressed

    1 2 3 4 5 1 2 3 4 5 1 2 3 4 5

    ESM 1 ESM 2 ESM 3 ESM 4 ESM 5

    Stressor(5-10)

    StressedTasks(~10)

  • Mathematical problems

    Timing pressure

    Uncontrollability

    Repetition

    Stressor Task

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  • Mathematical problems

    Timing pressure

    Uncontrollability

    Repetition

    Stressor Task

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  • Mathematical problems

    Timing pressure

    Uncontrollability

    Repetition

    Stressor Task

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    Big primenumber

  • Mathematical problems

    Timing pressure

    Uncontrollability

    Repetition

    Stressor Task

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  • Mathematical problems

    Timing pressure

    Uncontrollability

    Repetition

    Stressor Task

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    Randomdecrease

    Vibrations and sound

  • Stress Induction Analysis

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    Initial Relax

    RelaxedTasks

    Stressor StressedTasksESM 1 ESM 2 ESM 3 ESM 4 ESM 5

  • Stress Induction Analysis

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    Initial Relax

    RelaxedTasks

    Stressor StressedTasksESM 1 ESM 2 ESM 3 ESM 4 ESM 5

    TEST t(13) p-value

    ESM 3 VS ESM 4 1.99 0,007 *

    ESM 3 VS ESM 5 -2.84 0,009 *

    ESM 4 VS ESM 5 -2.74 0.5

    Participants were stressed

    Different stress level at the end of tasks

    Kept stressed during stress tasks

  • Scroll and Swipe prediction model

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    F-measure for Scroll gesture models

    MODEL DT KNN SVM NN BN

    USER (AVERAGE) 0.79 0.80 0.81 0.80 0.77

    GLOBAL (AVERAGE) 0.73 0.71 0.78 0.74 0.67

    F-measure for Swipe gesture modelsMODEL DT KNN SVM NN BN

    USER (AVERAGE) 0.86 0.86 0.79 0.87 0.85

    GLOBAL (AVERAGE) 0.92 0.75 0.81 0.82 0.77

  • User Model: Digits size (64% of users with strong correlation) Pressure/Size ratio (55% of users with strong

    correlation)

    Global Model: Wrong Words / Total words ratio (p-value =

    0,028) Digits time distance (p-value = 0,012) Digit duration (p-value = 0,08)

    Text writing statistical significance

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  • Activity Recognition and Serious Games for behaviour change

  • The Piano Stairs Project

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  • The Piano Stairs Project

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  • From stairs to smartphone

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  • From stairs to smartphone

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  • From stairs to smartphone

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  • From stairs to smartphone

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  • Stair steps recognition in real-time

    Single player and multi players mode

    Both competition and collaboration with other players

    ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • ClimbTheWorld

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  • Data collected from 7 different users with their own smartphone

    8000 windows, 1500 stair steps

    Different methods from gravity removal, different data frequencies and different learning algorithms

    Stairstep recognition

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  • Data collected from 7 different users with their own smartphone

    8000 windows, 1500 stair steps

    Different methods from gravity removal, different data frequencies and different learning algorithms

    Stairstep recognition

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    0.65

    0.7

    0.75

    0.8

    0.85

    0.9

    Mizell Linear OurMethod

    Mizell Linear OurMethod

    Mizell Linear OurMethod

    20Hz 30Hz 50Hz

    F-score

    DT KNN KOMD

  • Energy consumption

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    11500

    12000

    12500

    13000

    13500

    14000

    14500

    15000

    Slidingwindow Datasegmentation

    Energyconsumption(Ah)

    } 1 hour of batterylife

  • User test with 13 participants

    Divided into two groups, each one followed a particular program of game usage

    9 days length, the firsts and the last two days using only a stair step counter without the game

    Questionnaire for user engagement, logger to understand the number of stair steps made depending on the game mode

    User engagement and behaviour change

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  • User test with 13 participants

    Divided into two groups, each one followed a particular program of game usage

    9 days length, the firsts and the last two days using only a stair step counter without the game

    Questionnaire for user engagement, logger to understand the number of stair steps made depending on the game mode

    User engagement and behaviour change

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  • Serious games for medical diagnosis

  • Serious games for medical diagnosis

  • Children as Digital Native Speakers

    Serious games and mobile devices for diagnosis tests instead of normal ones designed for adults

    More engaging games can make tests longer and more precise

    Children and technology

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  • PlayWithEyes

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  • Tested with 65 children

    Evaluation both from children and diagnosis point of view

    Two children identified with eye problems

    PlayWithEyes

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  • Tested with 65 children

    Evaluation both from children and diagnosis point of view

    Two children identified with eye problems

    PlayWithEyes

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    3 years old 4 years old 5 years old

    First eye (left) 427 513 342

    Second eye (right) 302 306 315

    Total Time 729 819 657

  • Conclusions & Future works

  • Analysis of cross-platform frameworks for mobile analysis

    Frameworks still not mature for a strong adoption

    User Interface update is the most expensive task

    Future works

    constantly monitor frameworks evolution

    Cross-platform frameworks

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  • Stress assessment using human-smartphone interaction, in particular using scroll, swipe and text writing

    F-measure between 73-85% for stress recognition

    Future works

    In-the-wild approach monitoring behaviour with smartphone

    Stress reduction strategies using mobile devices

    Stress assessment

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  • Serious games are a good strategy for behaviour change

    Medical diagnosis can reach same results but in a more engaging way

    Future works

    evaluation of long term effects of serious games for behaviour change

    Serious games usage for diagnosis or rehabilitation for different diseases

    Serious games for health

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  • Smartphones as ubiquitous devices for behaviour analysis

    and better lifestyle promotion

    PhD Student: Matteo CimanSupervisor: Ombretta Gaggi

    Thank You!