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1.
Data Brief ; 53: 110215, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38419772

RESUMO

This paper describes a data collection experiment and the resulting dataset based on Bluetooth beacon messages collected in an indoor museum. The goal of this dataset is to study algorithms and techniques for proximity detection between people and points of interest (POI). To this purpose, we release the data we collected during 32 museum's visits, in which we vary the adopted smartphones and the visiting paths. The smartphone is used to collect Bluetooth beacons emitted by Bluetooth tags positioned nearby each POI. The visiting layout defines the order of visit of 10 artworks. The combination of different smartphones, the visiting paths and features of the indoor museum allow experiencing with realistic environmental conditions. The dataset comprises RSS (Received Signal Strength) values, timestamp and artwork identifiers, as long as a detailed ground truth, reporting the starting and ending time of each artwork's visit. The dataset is addressed to researchers and industrial players interested in further investigating how to automatically detect the location or the proximity between people and specific points of interest, by exploiting commercial technologies available with smartphone. The dataset is designed to speed up the prototyping process, by releasing an accurate ground truth annotation and details concerning the adopted hardware.

2.
Sensors (Basel) ; 21(21)2021 Oct 26.
Artigo em Inglês | MEDLINE | ID: mdl-34770396

RESUMO

The RE.S.I.STO project targets visitors of Pisa medieval city, with the goal of providing high-quality digital contents accessible with smart devices. We describe the design, implementation and the test phases of the RE.S.I.STO application, whose goal is to automatically detect the proximity between visitors and artworks. Proximity is detected with a set of algorithms based on the analysis of Bluetooth Low Energy beacons. We detail our experimental campaigns which reproduce several museum layouts of increasing complexity at two pilot sites, and we compute the performance of the implemented algorithms to detect the nearby artworks. In particular, we test our solution in a wide open space located in our research institute and by performing a real deployment at the Camposanto Monumentale located in Pisa (Italy). The obtained performance varies in the range of 40% to perfect accuracy, according to the complexity of the considered museum layouts. We also describe a set of stress and stability tests aimed at verifying the robustness of the application during the data collection process. Our results show that the mobile application is able to reduce the beacon loss rate, with an average value of 77% of collected beacons.

3.
Sensors (Basel) ; 21(19)2021 Sep 25.
Artigo em Inglês | MEDLINE | ID: mdl-34640717

RESUMO

The possibility of understanding the dynamics of human mobility and sociality creates the opportunity to re-design the way data are collected by exploiting the crowd. We survey the last decade of experimentation and research in the field of mobile CrowdSensing, a paradigm centred on users' devices as the primary source for collecting data from urban areas. To this purpose, we report the methodologies aimed at building information about users' mobility and sociality in the form of ties among users and communities of users. We present two methodologies to identify communities: spatial and co-location-based. We also discuss some perspectives about the future of mobile CrowdSensing and its impact on four investigation areas: contact tracing, edge-based MCS architectures, digitalization in Industry 5.0 and community detection algorithms.


Assuntos
Algoritmos , Comportamento Social , Humanos
4.
Data Brief ; 32: 106102, 2020 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-32793784

RESUMO

This paper describes a data collection campaign and a dataset of BLE beacons for detecting and analysing human social interactions. The dataset has been collected by involving 15 volunteers that interacted in indoor environments for a total of 11 hours of activity. The dataset is released as a collection of CSV files with a timestamp, RSSI (Received Signal Strength Indicator) and a unique identifier of the emitting and of the receiving devices. Volunteers wear a wristband equipped with BLE tags emitting beacons at a fixed rate, and a mobile application able to collect and to store beacons. We organized 6 interaction sessions, designed to reproduce the three common stages of an interaction (Non Interaction, Approaching and Interaction). Moreover, we reproduced interactions by varying the volunteer's posture as well as the position of the receiving device. The dataset is released with a ground truth annotation reporting the exact time intervals during which volunteers actually interacted. The combination of such factors, provides a rich dataset useful to experiment algorithms for detecting interactions and for analyzing dynamics of interactions in a real-world setting. We present in detail the dataset and its evaluation in "Sensing Social Interactions through BLE Beacons and Commercial Mobile Devices", in which we focus on two orthogonal analysis: quality of the dataset and RSSI symmetry of the channel during the interaction stage between pairs of users.

5.
Pervasive Mob Comput ; 67: 101198, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32834802

RESUMO

Wearable sensing devices can provide high-resolution data useful to characterise and identify complex human behaviours. Sensing human social interactions through wearable devices represents one of the emerging field in mobile social sensing, considering their impact on different user categories and on different social contexts. However, it is important to limit the collection and use of sensitive information characterising individual users and their social interactions in order to maintain the user compliance. For this reason, we decided to focus mainly on physical proximity and, specifically, on the analysis of BLE wireless signals commonly used by commercial mobile devices. In this work, we present the SocializeME framework designed to collect proximity information and to detect social interactions through heterogeneous personal mobile devices. We also present the results of an experimental data collection campaign conducted with real users, highlighting technical limitations and performances in terms of quality of RSS, packet loss, and channel symmetry, and how they are influenced by different configurations of the user's body and the position of the personal device. Specifically, we obtained a dataset with more than 820.000 Bluetooth signals (BLE beacons) collected, with a total monitoring of over 11 h. The dataset collected reproduces 4 different configurations by mixing two user posture's layouts (standing and sitting) and different positions of the receiver device (in hand, in the front pocket and in the back pocket). The large number of experiments in those different configurations, well cover the common way of holding a mobile device, and the layout of a dyad involved in a social interaction. We also present the results obtained by SME-D algorithm, designed to automatically detect social interactions based on the collected wireless signals, which obtained an overall accuracy of 81.56% and F-score 84.7%. The collected and labelled dataset is also released to the mobile social sensing community in order to evaluate and compare new algorithms.

6.
Sensors (Basel) ; 20(7)2020 Apr 06.
Artigo em Inglês | MEDLINE | ID: mdl-32268546

RESUMO

Mobile CrowdSensing (MCS) is an emerging paradigm in the distributed acquisition of smart city and Internet of Things (IoT) data. MCS requires large number of users to enable access to the built-in sensors in their mobile devices and share sensed data to ensure high value and high veracity of big sensed data. Improving user participation in MCS campaigns requires to boost users effectively, which is a key concern for the success of MCS platforms. As MCS builds on non-dedicated sensors, data trustworthiness cannot be guaranteed as every user attains an individual strategy to benefit from participation. At the same time, MCS platforms endeavor to acquire highly dependable crowd-sensed data at lower cost. This phenomenon introduces a game between users that form the participant pool, as well as between the participant pool and the MCS platform. Research on various game theoretic approaches aims to provide a stable solution to this problem. This article presents a comprehensive review of different game theoretic solutions that address the following issues in MCS such as sensing cost, quality of data, optimal price determination between data requesters and providers, and incentives. We propose a taxonomy of game theory-based solutions for MCS platforms in which problems are mainly formulated based on Stackelberg, Bayesian and Evolutionary games. We present the methods used by each game to reach an equilibrium where the solution for the problem ensures that every participant of the game is satisfied with their utility with no requirement of change in their strategies. The initial criterion to categorize the game theoretic solutions for MCS is based on co-operation and information available among participants whereas a participant could be either a requester or provider. Following a thorough qualitative comparison of the surveyed approaches, we provide insights concerning open areas and possible directions in this active field of research.

7.
Front Digit Health ; 2: 545949, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-34713033

RESUMO

In the context of the fourth revolution in healthcare technologies, leveraging monitoring and personalization across different domains becomes a key factor for providing useful services to maintain and promote well-being. This is even more crucial for older people, with aging being a complex multi-dimensional and multi-factorial process which can lead to frailty. The NESTORE project was recently funded by the EU Commission with the aim of supporting healthy older people to sustain their well-being and capacity to live independently. It is based on a multi-dimensional model of the healthy aging process that covers physical activity, nutrition, cognition, and social activity. NESTORE is based on the paradigm of the human-in-the-loop cyber-physical system that, exploiting the availability of Internet of Things technologies combined with analytics in the cloud, provides a virtual coaching system to support healthy aging. This work describes the design of the NESTORE methodology and its IoT architecture. We first model the end-user under several domains, then we present the NESTORE system that, analyzing relevant key-markers, provides coaching activities and personalized feedback to the user. Finally, we describe the validation strategy to assess the effectiveness of NESTORE as a coaching platform for healthy aging.

8.
Sensors (Basel) ; 17(10)2017 Oct 13.
Artigo em Inglês | MEDLINE | ID: mdl-29027948

RESUMO

In recent years, indoor localization systems have been the object of significant research activity and of growing interest for their great expected social impact and their impressive business potential. Application areas include tracking and navigation, activity monitoring, personalized advertising, Active and Assisted Living (AAL), traceability, Internet of Things (IoT) networks, and Home-land Security. In spite of the numerous research advances and the great industrial interest, no canned solutions have yet been defined. The diversity and heterogeneity of applications, scenarios, sensor and user requirements, make it difficult to create uniform solutions. From that diverse reality, a main problem is derived that consists in the lack of a consensus both in terms of the metrics and the procedures used to measure the performance of the different indoor localization and navigation proposals. This paper introduces the general lines of the EvAAL benchmarking framework, which is aimed at a fair comparison of indoor positioning systems through a challenging competition under complex, realistic conditions. To evaluate the framework capabilities, we show how it was used in the 2016 Indoor Positioning and Indoor Navigation (IPIN) Competition. The 2016 IPIN competition considered three different scenario dimensions, with a variety of use cases: (1) pedestrian versus robotic navigation, (2) smartphones versus custom hardware usage and (3) real-time positioning versus off-line post-processing. A total of four competition tracks were evaluated under the same EvAAL benchmark framework in order to validate its potential to become a standard for evaluating indoor localization solutions. The experience gained during the competition and feedback from track organizers and competitors showed that the EvAAL framework is flexible enough to successfully fit the very different tracks and appears adequate to compare indoor positioning systems.

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