Ubiquitous learning, ubiquitous computing, & lived experience
Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion
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Transcript of 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 CimanSupervisor: Ombretta Gaggi
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Outline
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Outline
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Outline
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Outline
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Outline
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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
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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
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Smartphones for healthcare
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Gyro Sensor
Proximity Sensor
AccelerometerGeomagnetic
Sensor
Light Sensor
Barometer
Temperature Sensor
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Smartphones for healthcare
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Gyro Sensor
Proximity Sensor
AccelerometerGeomagnetic
Sensor
Light Sensor
Barometer
Temperature Sensor
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Smartphones for healthcare
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Gyro Sensor
Proximity Sensor
AccelerometerGeomagnetic
Sensor
Light Sensor
Barometer
Temperature Sensor
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Cross-Platform frameworks
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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
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Cross-Platform frameworks
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Web Approach Hybrid Approach
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Cross-Platform frameworks
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Web Approach Hybrid Approach
Interpreted Approach
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Cross-Platform frameworks
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Web Approach Hybrid Approach
Cross-Compiled ApproachInterpreted Approach
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Frameworks analysis
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Frameworks analysis
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Developer Point-Of-View
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Frameworks analysis
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User Point-Of-ViewDeveloper 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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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
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Smartphone for stress assessment
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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
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Human-smartphone interaction
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Tap
Scroll
Swipe
Text WritingDouble Tap
Rotate
Zoom
Pinch
Long press
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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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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)
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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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Mathematical problems
Timing pressure
Uncontrollability
Repetition
Stressor Task
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Big primenumber
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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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Randomdecrease
Vibrations and sound
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Stress Induction Analysis
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Initial Relax
RelaxedTasks
Stressor StressedTasksESM 1 ESM 2 ESM 3 ESM 4 ESM 5
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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
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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
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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
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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
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Energy consumption
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11500
12000
12500
13000
13500
14000
14500
15000
Slidingwindow Datasegmentation
Energyconsumption(Ah)
} 1 hour of batterylife
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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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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
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Serious games for medical diagnosis
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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
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Conclusions & Future works
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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!