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Positioning in indoor scenarios using signals of opportunity is an effective solution enabling accurate and reliable performance in Global Navigation Satellite System (GNSS)-obscured scenarios. Despite the availability of numerous fingerprinting datasets utilizing various wireless signals, the challenge of device heterogeneity and sample density remains an unanswered issue. To address this gap, this work introduces TUJI1, an anonymized IEEE 802.11 Wireless LAN (Wi-Fi) fingerprinting dataset collected using 5 different commercial devices in a fine-grained grid. The dataset contains the matched fingerprints of Received Signal Strength Indicator (RSSI) measurements with the corresponding coordinates, split into training and testing subsets for effortless and fair reproducibility.
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This article describes a dataset for human activity recognition with inertial measurements, i.e., accelerometer and gyroscope, from a smartphone and a smartwatch placed in the left pocket and on the left wrist, respectively. Twenty-three heterogeneous subjects (µ = 44.3, σ = 14.3, 56% male) participated in the data collection, which consisted of performing five activities (seated, standing up, walking, turning, and sitting down) arranged in a specific sequence (corresponding with the TUG test). Subjects performed the sequence of activities multiple times while the devices collected inertial data at 100 Hz and were video-recorded by a researcher for data labelling purposes. The goal of this dataset is to provide smartphone- and smartwatch-based inertial data for human activity recognition collected from a heterogeneous (i.e., age-diverse, gender-balanced) set of subjects. Along with the dataset, the repository includes demographic information (age, gender), information about each sequence of activities (smartphone's orientation in the pocket, direction of turns), and a Python package with utility functions (data loading, visualization, etc). The dataset can be reused for different purposes in the field of human activity recognition, from cross-subject evaluation to comparison of recognition performance using data from smartphones and smartwatches.
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Background: Depression is the most prevalent mental disorder, with detrimental effects on the patient's well-being, high disability, and a huge associated societal and economic cost. There are evidence-based treatments, but it is difficult to reach all people in need. Internet-based interventions, and more recently smartphone-based interventions, were explored to overcome barriers to access. Evidence shows them to be effective alternatives to traditional treatments. This paper presents the protocol of a pilot study whose primary aim is to investigate the efficacy of a smartphone-based serious game intervention for patients with mild to moderate depressive symptoms. Methods: This randomized controlled pilot trial protocol foresees two arms design: 1/ smartphone- based serious game intervention (based on Cognitive Behavior Therapy with particular emphasis on Behavioral Activation and Physical Activity), 2/ waiting list control group. The study is expected to recruit 40 participants (18+), which will be randomly assigned to one of the experimental conditions. The duration of the intervention is two months. The primary outcome measure will be depressive symptomatology. Secondary outcomes will include other variables such as physical activity, resilience, anxiety, depression impairment, and positive and negative affect. Treatment expectation, satisfaction, usability, and game playability will also be measured. The data will be analyzed based on the intention-to-treat and per protocol analyses. Discussion: The study aims to establish initial evidence for the efficacy of a smartphone-based serious game intervention, to serve as input for a larger-scale randomized control trial. The intervention exploits advanced smartphone capabilities, such as the use of a serious game as delivery mode, with the potential benefit of engagement and treatment adherence, and motion sensors to monitor and stimulate physical activity. As a secondary objective, the study aims to gather initial evidence on the user's expectations, satisfaction, usability and playability of the serious game as a treatment.
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In recent years, interest and investment in health and mental health smartphone apps have grown significantly. However, this growth has not been followed by an increase in quality and the incorporation of more advanced features in such applications. This can be explained by an expanding fragmentation of existing mobile platforms along with more restrictive privacy and battery consumption policies, with a consequent higher complexity of developing such smartphone applications. To help overcome these barriers, there is a need for robust, well-designed software development frameworks which are designed to be reliable, power-efficient and ethical with respect to data collection practices, and which support the sense-analyse-act paradigm typically employed in reactive mHealth applications. In this article, we present the AwarNS Framework, a context-aware modular software development framework for Android smartphones, which facilitates transparent, reliable, passive and active data sampling running in the background (sense), on-device and server-side data analysis (analyse), and context-aware just-in-time offline and online intervention capabilities (act). It is based on the principles of versatility, reliability, privacy, reusability, and testability. It offers built-in modules for capturing smartphone and associated wearable sensor data (e.g. IMU sensors, geolocation, Wi-Fi and Bluetooth scans, physical activity, battery level, heart rate), analysis modules for data transformation, selection and filtering, performing geofencing analysis and machine learning regression and classification, and act modules for persistence and various notification deliveries. We describe the framework's design principles and architecture design, explain its capabilities and implementation, and demonstrate its use at the hand of real-life case studies implementing various mobile interventions for different mental disorders used in clinical practice.
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Aplicaciones Móviles , Telemedicina , Humanos , Salud Mental , Reproducibilidad de los Resultados , Teléfono Inteligente , Recolección de DatosRESUMEN
The demand to enhance distance estimation and location accuracy in a variety of Non-Line-of-Sight (NLOS) indoor environments has boosted investigation into infrastructure-less ranging and collaborative positioning approaches. Unfortunately, capturing the required measurements to support such systems is tedious and time-consuming, as it requires simultaneous measurements using multiple mobile devices, and no such database are available in literature. This article presents a Bluetooth Low Energy (BLE) database, including Received-Signal-Strength (RSS) and Ground-Truth (GT) positions, for indoor positioning and ranging applications, using mobile devices as transmitters and receivers. The database is composed of three subsets: one devoted to the calibration in an indoor scenario; one for ranging and collaborative positioning under Non-Line-of-Sight conditions; and one for ranging and collaborative positioning in real office conditions. As a validation of the dataset, a baseline analysis for data visualization, data filtering and collaborative distance estimation applying a path-loss based on the Levenberg-Marquardt Least Squares Trilateration method are included.
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Cognitive Behavioral Therapy is the treatment of choice for Gambling Disorder (GD), with stimulus control (SC) and exposure with response prevention (ERP) being its two core components. Despite their efficacy, SC and ERP are not easy to deliver, so it is important to explore new ways to enhance patient compliance regarding SC and ERP. The aim of this study is to describe and assess the opinion of two patients diagnosed with problem gambling and GD that used the Symptoms app, a location-based ICT system, during SC and ERP. A consensual qualitative research study was conducted. We used a semi-structured interview, developed ad-hoc based on the Expectation and Satisfaction Scale and System Usability Scale. A total of 20 categories were identified within six domains: usefulness, improvements, recommendation to other people, safety, usability, and opinion regarding the use of the app after completing the intervention. The patients considered the app to be useful during the SC and ERP components and emphasized that feeling observed and supported at any given time helped them avoid lapses. This work can offer a starting point that opens up new research paths regarding psychological interventions for gambling disorder, such as assessing whether location-based ICT tools enhance commitment rates.
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Terapia Cognitivo-Conductual , Juego de Azar , Juego de Azar/psicología , Juego de Azar/terapia , Humanos , Cooperación del Paciente , Investigación Cualitativa , TecnologíaRESUMEN
Research and development in Collaborative Indoor Positioning Systems (CIPSs) is growing steadily due to their potential to improve on the performance of their non-collaborative counterparts. In contrast to the outdoors scenario, where Global Navigation Satellite System is widely adopted, in (collaborative) indoor positioning systems a large variety of technologies, techniques, and methods is being used. Moreover, the diversity of evaluation procedures and scenarios hinders a direct comparison. This paper presents a systematic review that gives a general view of the current CIPSs. A total of 84 works, published between 2006 and 2020, have been identified. These articles were analyzed and classified according to the described system's architecture, infrastructure, technologies, techniques, methods, and evaluation. The results indicate a growing interest in collaborative positioning, and the trend tend to be towards the use of distributed architectures and infrastructure-less systems. Moreover, the most used technologies to determine the collaborative positioning between users are wireless communication technologies (Wi-Fi, Ultra-WideBand, and Bluetooth). The predominant collaborative positioning techniques are Received Signal Strength Indication, Fingerprinting, and Time of Arrival/Flight, and the collaborative methods are particle filters, Belief Propagation, Extended Kalman Filter, and Least Squares. Simulations are used as the main evaluation procedure. On the basis of the analysis and results, several promising future research avenues and gaps in research were identified.
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BACKGROUND: Smartphone apps are an increasingly popular means for delivering psychological interventions to patients suffering from a mental disorder. In line with this popularity, there is a need to analyze and summarize the state of the art, both from a psychological and technical perspective. OBJECTIVE: This study aimed to systematically review the literature on the use of smartphones for psychological interventions. Our systematic review has the following objectives: (1) analyze the coverage of mental disorders in research articles per year; (2) study the types of assessment in research articles per mental disorder per year; (3) map the use of advanced technical features, such as sensors, and novel software features, such as personalization and social media, per mental disorder; (4) provide an overview of smartphone apps per mental disorder; and (5) provide an overview of the key characteristics of empirical assessments with rigorous designs (ie, randomized controlled trials [RCTs]). METHODS: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines for systematic reviews were followed. We performed searches in Scopus, Web of Science, American Psychological Association PsycNET, and Medical Literature Analysis and Retrieval System Online, covering a period of 6 years (2013-2018). We included papers that described the use of smartphone apps to deliver psychological interventions for known mental disorders. We formed multidisciplinary teams, comprising experts in psychology and computer science, to select and classify articles based on psychological and technical features. RESULTS: We found 158 articles that met the inclusion criteria. We observed an increasing interest in smartphone-based interventions over time. Most research targeted disorders with high prevalence, that is, depressive (31/158,19.6%) and anxiety disorders (18/158, 11.4%). Of the total, 72.7% (115/158) of the papers focused on six mental disorders: depression, anxiety, trauma and stressor-related, substance-related and addiction, schizophrenia spectrum, and other psychotic disorders, or a combination of disorders. More than half of known mental disorders were not or very scarcely (<3%) represented. An increasing number of studies were dedicated to assessing clinical effects, but RCTs were still a minority (25/158, 15.8%). From a technical viewpoint, interventions were leveraging the improved modalities (screen and sound) and interactivity of smartphones but only sparingly leveraged their truly novel capabilities, such as sensors, alternative delivery paradigms, and analytical methods. CONCLUSIONS: There is a need for designing interventions for the full breadth of mental disorders, rather than primarily focusing on most prevalent disorders. We further contend that an increasingly systematic focus, that is, involving RCTs, is needed to improve the robustness and trustworthiness of assessments. Regarding technical aspects, we argue that further exploration and innovative use of the novel capabilities of smartphones are needed to fully realize their potential for the treatment of mental health disorders.
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Trastornos Mentales , Aplicaciones Móviles , Trastornos Psicóticos , Teléfono Inteligente , Ansiedad , Humanos , Trastornos Mentales/terapiaRESUMEN
Participatory sensing combines the powerful sensing capabilities of current mobile devices with the mobility and intelligence of human beings, and as such has to potential to collect various types of information at a high spatial and temporal resolution. Success, however, entirely relies on the willingness and motivation of the users to carry out sensing tasks, and thus it is essential to incentivize the users’ active participation. In this article, we first present an open, generic participatory sensing framework (Citizense) which aims to make participatory sensing more accessible, flexible and transparent. Within the context of this framework we adopt three monetary incentive mechanisms which prioritize the fairness for the users while maintaining their simplicity and portability: fixed micro-payment, variable micro-payment and lottery. This incentive-enabled framework is then deployed on a large scale, real-world case study, where 230 participants were exposed to 44 different sensing campaigns. By randomly distributing incentive mechanisms among participants and a subset of campaigns, we study the behaviors of the overall population as well as the behaviors of different subgroups divided by demographic information with respect to the various incentive mechanisms. As a result of our study, we can conclude that (1) in general, monetary incentives work to improve participation rate; (2) for the overall population, a general descending order in terms of effectiveness of the incentive mechanisms can be established: fixed micro-payment first, then lottery-style payout and finally variable micro-payment. These two conclusions hold for all the demographic subgroups, even though different different internal distances between the incentive mechanisms are observed for different subgroups. Finally, a negative correlation between age and participation rate was found: older participants contribute less compared to their younger peers.