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Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing最新文献

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Walk detection and step counting on unconstrained smartphones 在不受限制的智能手机上进行步行检测和步数计算
Agata Brajdic, R. Harle
Smartphone pedometry offers the possibility of ubiquitous health monitoring, context awareness and indoor location tracking through Pedestrian Dead Reckoning (PDR) systems. However, there is currently no detailed understanding of how well pedometry works when applied to smartphones in typical, unconstrained use. This paper evaluates common walk detection (WD) and step counting (SC) algorithms applied to smartphone sensor data. Using a large dataset (27 people, 130 walks, 6 smartphone placements) optimal algorithm parameters are provided and applied to the data. The results favour the use of standard deviation thresholding (WD) and windowed peak detection (SC) with error rates of less than 3%. Of the six different placements, only the back trouser pocket is found to degrade the step counting performance significantly, resulting in undercounting for many algorithms.
智能手机计步器提供了无处不在的健康监测、环境感知和室内位置跟踪的可能性,通过行人Dead Reckoning (PDR)系统。然而,目前还没有详细了解在典型的、不受限制的智能手机使用中,计步器的效果如何。本文评估了应用于智能手机传感器数据的常见步行检测(WD)和步数计数(SC)算法。使用大型数据集(27人,130次步行,6个智能手机位置)提供最佳算法参数并应用于数据。结果支持使用标准偏差阈值(WD)和窗峰检测(SC),错误率小于3%。在六种不同的放置位置中,只有裤子后口袋被发现显著降低了步数计数性能,导致许多算法计数不足。
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引用次数: 370
Placer: semantic place labels from diary data Placer:从日记数据中提取语义位置标签
John Krumm, Dany Rouhana
Semantic place labels are labels like "home", "work", and "school" given to geographic locations where a person spends time. Such labels are important both for giving understandable location information to people and for automatically inferring activities. Deployed products often compute semantic labels with heuristics, which are difficult to program reliably. In this paper, we develop Placer, an algorithm to infer semantic places labels. It uses data from two large, government diary studies to create a principled algorithm for labeling places based on machine learning. Our labeling reduces to a classification problem, where we classify locations into different label categories based on individual demographics, the timing of visits, and nearby businesses. Using these government studies gives us an unprecedented amount of training and test data. For instance, one of our experiments used training data from 87,600 place visits (from 10,372 distinct people) evaluated on 1,135,053 visits (from 124,517 distinct people). We show labeling accuracy for a number of experiments, including one that gives a 14 percentage point increase in accuracy when labeling is a function of nearby businesses in addition to demographic and time features. We also test on GPS data from 28 subjects.
语义地点标签是指像“家”、“工作”和“学校”这样的标签,用来表示一个人待过的地理位置。这样的标签对于向人们提供可理解的位置信息和自动推断活动都很重要。已部署的产品通常使用启发式方法计算语义标签,这很难可靠地编程。在本文中,我们开发了Placer,一种推断语义位置标签的算法。它使用来自两项大型政府日记研究的数据,创建了一个基于机器学习的有原则的算法,用于标记地点。我们的标签简化为一个分类问题,我们根据个人人口统计、访问时间和附近的企业将位置分类为不同的标签类别。利用这些政府研究为我们提供了前所未有的大量培训和测试数据。例如,我们的一个实验使用了来自87,600个地点访问(来自10,372个不同的人)的训练数据,评估了1,135,053个访问(来自124,517个不同的人)。我们展示了许多实验的标签准确性,其中包括当标签是附近企业的函数以及人口统计和时间特征时,准确性提高了14个百分点。我们还对28名受试者的GPS数据进行了测试。
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引用次数: 105
Session details: Location-based services I 会话详细信息:基于位置的服务
C. Mascolo
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引用次数: 0
CoenoFire: monitoring performance indicators of firefighters in real-world missions using smartphones CoenoFire:使用智能手机监控消防员在实际任务中的表现指标
S. Feese, B. Arnrich, G. Tröster, M. Burtscher, Bertolt Meyer, K. Jonas
Firefighting is a dangerous task and many research projects have aimed at supporting firefighters during missions by developing new and often costly equipment. In contrast to previous approaches, we use the smartphone to monitor firefighters during real-world missions in order to provide objective data that can be used in post-incident briefings and trainings. In this paper, we present CoenoFire, a smartphone based sensing system aimed at monitoring temporal and behavioral performance indicators of firefighting missions. We validate the performance metrics showing that they can indicate why certain teams performed faster than others in a training scenario conducted by 16 firefighting teams. Furthermore, we deployed CoenoFire over a period of six weeks in a professional fire brigade. In total, 71 firefighters participated in our study and the collected data includes 76 real-world missions totaling to over 148 hours of mission data. Additionally, we visualize real-world mission data and show how mission feedback is supported by the data.
消防是一项危险的任务,许多研究项目旨在通过开发新的、往往昂贵的设备来支持消防员执行任务。与之前的方法不同,我们使用智能手机在真实世界的任务中监控消防员,以提供可用于事后简报和培训的客观数据。在本文中,我们提出了CoenoFire,一个基于智能手机的传感系统,旨在监测消防任务的时间和行为性能指标。我们验证了性能指标,表明它们可以表明为什么某些团队在由16个消防团队进行的训练场景中比其他团队执行得更快。此外,我们在一个专业消防队中部署了为期六周的CoenoFire。总共有71名消防员参与了我们的研究,收集的数据包括76个真实世界的任务,总计超过148小时的任务数据。此外,我们将真实世界的任务数据可视化,并显示数据如何支持任务反馈。
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引用次数: 36
Session details: Systems 会议详情:系统
H. Tokuda
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引用次数: 0
An informed view on consent for UbiComp 关于同意UbiComp的知情观点
E. Luger, T. Rodden
Ubiquitous computing systems tend to be complex, seamless, data-driven and interactive. Reacting to both context, and users' implicit actions resulting from the lived experience, they cast all traces of human life as potential 'data'. To augment users' endeavours, such systems are necessarily embedded below the line of human attention, drawing upon new and highly sensitive types of data. This begs the question, where is the moment of user consent and how can this moment be truly informed? We would argue that it is time to revisit our design principles in respect of consent and redress the balance of agency towards the user. We draw upon a series of multidisciplinary interviews with experts to (a) reframe consent for ubicomp, and (b) offer three indicative principles, supportive of consent, for designers to 'balance' against system functionality. We hope that this will afford a new prism through which designers might make value judgements.
普适计算系统往往是复杂的、无缝的、数据驱动的和交互式的。对环境的反应,以及用户从生活体验中产生的隐性行为,它们将人类生活的所有痕迹都视为潜在的“数据”。为了增加用户的努力,这样的系统必须嵌入在人类注意线以下,利用新的和高度敏感的数据类型。这就引出了一个问题,用户同意的时刻在哪里,如何才能真正告知这个时刻?我们认为,现在是时候重新审视我们在同意方面的设计原则,并纠正代理对用户的平衡。我们利用与专家的一系列多学科访谈来(a)重新构建ubicomp的同意,以及(b)提供三个指示性原则,支持同意,以便设计师“平衡”与系统功能。我们希望这将提供一个新的棱镜,通过它设计师可能做出价值判断。
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引用次数: 86
Crowdsourcing on the spot: altruistic use of public displays, feasibility, performance, and behaviours 现场众包:利他地使用公共展示、可行性、表现和行为
Jorge Gonçalves, Denzil Ferreira, S. Hosio, Yong Liu, Jakob Rogstadius, Hannu Kukka, V. Kostakos
This study is the first attempt to investigate altruistic use of interactive public displays in natural usage settings as a crowdsourcing mechanism. We test a non-paid crowdsourcing service on public displays with eight different motivation settings and analyse users' behavioural patterns and crowdsourcing performance (e.g., accuracy, time spent, tasks completed). The results show that altruistic use, such as for crowdsourcing, is feasible on public displays, and through the controlled use of motivational design and validation check mechanisms, performance can be improved. The results shed insights on three research challenges in the field: i) how does crowdsourcing performance on public displays compare to that of online crowdsourcing, ii) how to improve the quality of feedback collected from public displays which tends to be noisy, and iii) identify users' behavioural patterns towards crowdsourcing on public displays in natural usage settings.
本研究首次尝试将互动公共展示作为一种众包机制,在自然使用环境中进行利他性使用。我们在公共展示上测试了一项非付费众包服务,设置了八种不同的动机,并分析了用户的行为模式和众包性能(例如,准确性、花费的时间、完成的任务)。结果表明,在公共展示中,利他的使用,如众包,是可行的,并且通过控制使用动机设计和验证检查机制,可以提高性能。研究结果揭示了该领域的三个研究挑战:i)如何将公共展示上的众包性能与在线众包进行比较,ii)如何提高从公共展示中收集的反馈的质量,这些公共展示往往是嘈杂的,以及iii)识别用户在自然使用环境中对公共展示上众包的行为模式。
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引用次数: 99
A probabilistic ontological framework for the recognition of multilevel human activities 多层次人类活动识别的概率本体论框架
Rim Helaoui, Daniele Riboni, H. Stuckenschmidt
A major challenge of ubiquitous computing resides in the acquisition and modelling of rich and heterogeneous context data, among which, ongoing human activities at different degrees of granularity. In a previous work, we advocated the use of probabilistic description logics (DLs) in a multilevel activity recognition framework. In this paper, we present an in-depth study of activity modeling and reasoning within that framework, as well as an experimental evaluation with a large real-world dataset. Our solution allows us to cope with the uncertain nature of ontological descriptions of activities, while exploiting the expressive power and inference tools of the OWL 2 language. Targeting a large dataset of real human activities, we developed a probabilistic ontology modeling nearly 150 activities and actions of daily living. Experiments with a prototype implementation of our framework confirm the viability of our solution.
普适计算的一个主要挑战在于获取和建模丰富的异构上下文数据,其中包括不同粒度程度的正在进行的人类活动。在之前的工作中,我们提倡在多层活动识别框架中使用概率描述逻辑(DLs)。在本文中,我们对该框架内的活动建模和推理进行了深入研究,并使用大型现实世界数据集进行了实验评估。我们的解决方案允许我们处理活动本体论描述的不确定性,同时利用owl2语言的表达能力和推理工具。针对真实人类活动的大型数据集,我们开发了一个概率本体模型,对近150种日常生活活动和动作进行建模。使用我们框架的原型实现进行的实验证实了我们的解决方案的可行性。
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引用次数: 109
Creating the magic with information technology 用信息技术创造奇迹
M. Gross
Advanced information technology has become a key enabler in modern media and entertainment. This comprises the production of animation or live action films, the design of next-generation toys and consumer products, or the creation of richer experiences in theme parks. At Disney Research Zurich, more than 200 researchers and scientists are working at the forefront of innovation in entertainment technology. Our research covers a wide spectrum of different fields, including graphics and animation, human computer interaction, wireless communication, computer vision, materials and design, robotics, and more. In this talk I will demonstrate how innovations in information technology and computational methods developed at Disney Research are serving as platforms for future content creation. I will emphasize the transformative power of 3D printing, digital fabrication, and our increasing ability to make the whole world responsive and interactive.
先进的信息技术已成为现代媒体和娱乐的关键推动者。这包括制作动画或真人电影,设计下一代玩具和消费品,或在主题公园创造更丰富的体验。在苏黎世迪士尼研究院,200多名研究人员和科学家在娱乐技术创新的前沿工作。我们的研究涵盖了广泛的不同领域,包括图形和动画,人机交互,无线通信,计算机视觉,材料和设计,机器人等。在这次演讲中,我将展示迪士尼研究所开发的信息技术和计算方法的创新如何成为未来内容创作的平台。我将强调3D打印、数字制造的变革力量,以及我们日益增强的使整个世界响应和互动的能力。
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引用次数: 1
Exploring sustainability research in computing: where we are and where we go next 探索计算机领域的可持续性研究:我们在哪里,下一步要去哪里
Bran Knowles, L. Blair, M. Hazas, S. Walker
This paper develops a holistic framework of questions which seem to motivate sustainability research in computing in order to enable new opportunities for critique. Analysis of systematically selected corpora of computing publications demonstrates that several of these question areas are well covered, while others are ripe for further exploration. It also provides insight into which of these questions tend to be addressed by different communities within sustainable computing. The framework itself reveals discursive similarities between other existing environmental discourses, enabling reflection and participation with the broader sustainability debate. It is argued that the current computing discourse on sustainability is reformist and premised in a Triple Bottom Line construction of sustainability. A radical, Quadruple Bottom Line alternative is explored as a new vista for computing research.
本文开发了一个问题的整体框架,这些问题似乎激发了计算中的可持续性研究,以便为批评提供新的机会。对系统选择的计算出版物语料库的分析表明,其中几个问题领域已经很好地涵盖了,而其他问题领域则有待进一步探索。它还提供了对这些问题中的哪些问题倾向于由可持续计算中的不同社区解决的见解。该框架本身揭示了其他现有环境话语之间的话语相似性,使人们能够反思和参与更广泛的可持续性辩论。本文认为,当前关于可持续性的计算话语是改良主义的,其前提是可持续性的三重底线建构。一个激进的,四倍底线的替代方案被探索为计算研究的新前景。
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引用次数: 70
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Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
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