No Arabic abstract
With the tremendous progress in sensing and IoT infrastructure, it is foreseeable that IoT systems will soon be available for commercial markets, such as in peoples homes. In this paper, we present a deployment study using sensors attached to household objects to capture the resourcefulness of three individuals. The concept of resourcefulness highlights the ability of humans to repurpose objects spontaneously for a different use case than was initially intended. It is a crucial element for human health and wellbeing, which is of great interest for various aspects of HCI and design research. Traditionally, resourcefulness is captured through ethnographic practice. Ethnography can only provide sparse and often short duration observations of human experience, often relying on participants being aware of and remembering behaviours or thoughts they need to report on. Our hypothesis is that resourcefulness can also be captured through continuously monitoring objects being used in everyday life. We developed a system that can record object movement continuously and deployed them in homes of three elderly people for over two weeks. We explored the use of probabilistic topic models to analyze the collected data and identify common patterns.
In this paper, we explore the potential impact of Internet of Things (IoT) technology may have on the cosplay community. We developed a costume (an IoT Skullfort) and embedded IoT technology to enhance its capabilities and user interactions. Sensing technologies are widely used in many different wearable domains including cosplay scenarios. However, in most of these scenarios, typical interaction pattern is that the costume responds to its environment or the players behaviour (e.g., colour of lights may get changed when player moves hands). In contrast, our research focuses on exploring scenarios where the audience (third party) get to manipulate the costume behaviour (e.g., the audience get to change the colour of the Skullfort using a mobile application). We believe such an audience (third party) influenced cosplay brings new opportunities for enhanced entertainment. However, it also creates significant challenges. We report the results gathered through a focus group conducted in collaboration with cosplay community experts.
Since stress contributes to a broad range of mental and physical health problems, the objective assessment of stress is essential for behavioral and physiological studies. Although several studies have evaluated stress levels in controlled settings, objective stress assessment in everyday settings is still largely under-explored due to challenges arising from confounding contextual factors and limited adherence for self-reports. In this paper, we explore the objective prediction of stress levels in everyday settings based on heart rate (HR) and heart rate variability (HRV) captured via low-cost and easy-to-wear photoplethysmography (PPG) sensors that are widely available on newer smart wearable devices. We present a layered system architecture for personalized stress monitoring that supports a tunable collection of data samples for labeling, and present a method for selecting informative samples from the stream of real-time data for labeling. We captured the stress levels of fourteen volunteers through self-reported questionnaires over periods of between 1-3 months, and explored binary stress detection based on HR and HRV using Machine Learning Methods. We observe promising preliminary results given that the dataset is collected in the challenging environments of everyday settings. The binary stress detector is fairly accurate and can detect stressful vs non-stressful samples with a macro-F1 score of up to %76. Our study lays the groundwork for more sophisticated labeling strategies that generate context-aware, personalized models that will empower health professionals to provide personalized interventions.
Music Genres serve as an important meta-data in the field of music information retrieval and have been widely used for music classification and analysis tasks. Visualizing these music genres can thus be helpful for music exploration, archival and recommendation. Probabilistic topic models have been very successful in modelling text documents. In this work, we visualize music genres using a probabilistic topic model. Unlike text documents, audio is continuous and needs to be sliced into smaller segments. We use simple MFCC features of these segments as musical words. We apply the topic model on the corpus and subsequently use the genre annotations of the data to interpret and visualize the latent space.
Over the past several years, the electrocardiogram (ECG) has been investigated for its uniqueness and potential to discriminate between individuals. This paper discusses how this discriminatory information can help in continuous user authentication by a wearable chest strap which uses dry electrodes to obtain a single lead ECG signal. To the best of the authors knowledge, this is the first such work which deals with continuous authentication using a genuine wearable device as most prior works have either used medical equipment employing gel electrodes to obtain an ECG signal or have obtained an ECG signal through electrode positions that would not be feasible using a wearable device. Prior works have also mainly dealt with using the ECG signal for identification rather than verification, or dealt with using the ECG signal for discrete authentication. This paper presents a novel algorithm which uses QRS detection, weighted averaging, Discrete Cosine Transform (DCT), and a Support Vector Machine (SVM) classifier to determine whether the wearer of the device should be positively verified or not. Zero intrusion attempts were successful when tested on a database consisting of 33 subjects.
This paper presents the designing and testing of PizzaBox, a 3D printed, interactive food ordering system that aims to differ from conventional food ordering systems and provide an entertaining and unique experience when ordering a pizza by incorporating underlying technologies that support ubiquitous computing. The PizzaBox has gone through both low and medium fidelity testing while working collaboratively with participants to co-design and refine a product that is approachable to all age groups while maintaining a simple process for ordering food from start to finish. Final testing was conducted at an independent pizzeria where interviews with participants lead us to develop four discussion themes 1) usability and end user engagement, 2) towards connected real-time products and services, 3) healthy eating, 4) evolution of food ordering systems. Our interviews show that in general, PizzaBox would have a greater appeal to a younger audience by providing a fantasy of helping in the creation and baking of the pizza but also has a novelty value that all ages would enjoy. We investigate the effect that the PizzaBox has in encouraging new healthy habits or promoting a healthier lifestyle as well as how we can improve PizzaBox to better encourage these lifestyle changes.