
Smart Objects and Technologies for Social Good
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The 38 revised full papers presented were carefully reviewed and selected from 70 submissions. The papers reflect the design, implementation, deployment, operation and evaluation of smart objects and technologies for social good. A social good can be understood as a service that benefits a large number of people in a most possible way. Some classic examples are healthcare, safety, environment, democracy, and human rights, or even art, entertainment, and communication.
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Content
- Intro
- Preface
- Organization
- Contents
- Designing a Smart Ring and a Smartphone Application to Help Monitor, Manage and Live Better with the Effects of Raynaud's Phenomenon
- Abstract
- 1 Introduction
- 2 Raynaud's Phenomenon
- 2.1 Benefits of Monitoring Raynaud's
- 3 Related Work
- 3.1 Related Projects
- 4 Methodology, Design and Prototyping
- 4.1 Methodology
- 4.2 Design and Prototyping
- 5 Evaluation and Results
- 6 Conclusion and Future Work
- References
- Following the Cuckoo Sound: A Responsive Floor to Train Blind Children to Avoid Veering
- 1 Introduction
- 1.1 Veering
- 1.2 An Anti-veering Training Tool for Blind Children
- 2 Following the Cuckoo Sound
- 2.1 Sound Design and Game Elements
- 2.2 System Architecture
- 3 Assessment
- 3.1 Subjects
- 3.2 Procedure
- 3.3 Method
- 3.4 Results
- 3.5 Qualitative Evaluation
- 4 Conclusion
- References
- Statistical Features for Objects Localization with Passive RFID in Smart Homes
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 Smart Home
- 3.2 Design of Qualitative Zones
- 3.3 Datasets
- 3.4 Statistical Features
- 4 Experiments and Results
- 4.1 The Impacts of Features
- 4.2 The Impacts of Windowing
- 5 Conclusion
- Acknowledgments
- References
- Living with Smartwatches and Pedometers: The Intergenerational Gap in Internal and External Contexts
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Study
- 4 Results
- 5 Discussion and Conclusion
- Acknowledgement
- References
- mHealth Platform for the Delivery of Rehabilitation and Physical Exercise at Home for Parkinson's Disease Patients
- 1 Introduction
- 2 Materials and Methods
- 2.1 Overall Architecture
- 2.2 Designing Procedure
- 3 Results
- 3.1 Sensor System
- 3.2 Mobile Application
- 3.3 Therapist Website
- 4 Conclusions
- References
- Context-Aware Recommendations for Sustainable Wardrobes
- 1 Introduction
- 2 Contextual Models
- 2.1 Usage-Aware
- 2.2 Taste-Aware
- 2.3 Season-Aware
- 3 Semantic Content-Based Recommender System
- 3.1 Vector Space Model
- 3.2 Semantic Item Representation
- 4 Experiments
- 4.1 Dataset
- 4.2 Evaluation Method
- 4.3 Results
- 5 Related Work
- 6 Discussion
- 7 Conclusion and Future Work
- References
- Games, Assessment and Rehabilitation: When Serious Games Support Cognitive Development in Children with Cerebral Visual Impairment
- Abstract
- 1 Introduction
- 2 Strengths and Rehabilitation Perspectives of Serious Games Assessment Tools: The Example of a 4 Years Old Child with Marked CVI
- 2.1 Results
- 3 Going Mobile for Ecological Intensive Rehabilitation/Practice
- 4 Conclusions
- References
- How Blind People Can Manage a Remote Control System: A Case Study
- Abstract
- 1 Introduction
- 2 Related Work
- 3 The Study
- 3.1 Case Study: The Fibaro System
- 4 Results and Suggestions
- 5 Conclusions
- References
- ALMA: An Indoor Localization and Navigation System for the Elderly
- Abstract
- 1 Introduction
- 2 Overview and Architecture of the System
- 3 Related Works
- 4 Localization Module
- 5 Personal Navigation Assistant
- 6 Experimental Session
- 7 Conclusions and Future Work
- Acknowledgments
- References
- Exergames in Individuals with Down Syndrome: A Performance Comparison Between Children and Adolescents
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Instruments
- 3.2 Research Procedure
- 3.3 Data Collection
- 3.4 Data Analysis
- 4 Results
- 5 Discussion
- 6 Conclusions and Future Work
- Acknowledgements
- References
- Digital Invasions Within Cultural Heritage: Social Media and Crowdsourcing
- 1 Introduction
- 2 Background and Related Work
- 3 Our Approach
- 4 Implementation
- 5 Results and Discussion
- 6 Conclusions and Future Works
- References
- Smart Mobility and Sensing: Case Studies Based on a Bike Information Gathering Architecture
- 1 Introduction
- 2 Cloud Architecture
- 3 Personas
- 3.1 Wei
- 3.2 Sven
- 3.3 Elena
- 4 Travel Scenarios
- 4.1 Wei
- 4.2 Sven
- 4.3 Elena
- 5 Conclusions
- References
- 3D Interaction with Mouse-Keyboard, Gamepad and Leap Motion: A Comparative Study
- 1 Introduction
- 2 Related Work
- 3 Designing the 3D Experience
- 4 The Comparative Study
- 4.1 Results
- 5 Discussion and Conclusion
- References
- Discovering the City: Crowdsourcing and Personalized Urban Paths Across Cultural Heritage
- 1 Introduction
- 2 The Preferences Layer Architecture
- 2.1 Request Phase
- 2.2 Points of Interest Search
- 2.3 Routing Trip Elaboration
- 2.4 User Trip
- 2.5 Crowdsourcing Re-feed
- 3 A Prototype
- 3.1 Personas and Scenarios
- 4 Conclusions
- References
- Privacy Preserving Multidimensional Profiling
- 1 Introduction
- 2 Related Work
- 3 Privacy Risk Assessment Framework
- 4 Privacy Preserving Multidimensional Profiling
- 4.1 Promotion Service Based on Recurrent Events
- 5 Experiments
- 5.1 Datasets Presentation
- 5.2 Privacy Analysis
- 6 Conclusion
- References
- Fall Detection with Kinect in Top View: Preliminary Features Analysis and Characterization
- 1 Introduction and Background
- 2 Materials and Methods
- 2.1 The Fall Detection Algorithm
- 2.2 Experimental Protocol
- 3 Results and Discussion
- 4 Conclusion
- References
- How to Spread Kindness: Effects of Rewarding Elements Within a Persuasive Application to Foster Prosocial Behavior
- Abstract
- 1 Introduction
- 2 Persuasion and Prosocial Behavior
- 3 A Persuasive Application to Foster Prosocial Behavior
- 3.1 Features of the Good Deeds-App
- 4 Derivation of Hypotheses
- 5 Method and Sample
- 5.1 Variables
- 6 Results
- 6.1 Descriptive Results
- 6.2 Hypotheses Testing
- 7 Discussion
- 8 Conclusion
- References
- Theorizing Gamified Virtual Reality Approach to Overcome Fear of Height
- 1 Introduction
- 1.1 VR Exposure Therapy
- 2 Gamification Theory
- 3 Virtual Reality Game
- 3.1 Game Levels
- 4 Method
- 4.1 Results and Analysis
- 5 Conclusion
- References
- The Fractal Dimension of Music: Geography, Popularity and Sentiment Analysis
- 1 Introduction
- 2 Related Work
- 3 Datasets and Preprocessing
- 4 The Music Scene Fractal Structure
- 5 Genres, Popularity and Followers
- 6 Sentiment Analysis
- 7 Conclusion
- References
- Usable and Accessible Tourism Websites for Children: A Case Study of a Naturalistic Oasis
- 1 Introduction
- 2 Website Usability and Accessibility
- 2.1 State of Art
- 2.2 Related Work and Guidelines
- 3 Our Case Study: A Naturalistic Oasis
- 4 Experimental Results
- 5 Conclusion and Future Challenges
- References
- Parkinson's Disease Detection from Speech Using Convolutional Neural Networks
- 1 Introduction
- 2 Data
- 3 Methodology
- 3.1 Input Feature Maps
- 3.2 Convolutional Neural Network
- 4 Experimental Investigations
- 5 Conclusions
- References
- How to Increase Boys' Engagement in Reading Mandatory Poems in the Gymnasium: Homer's "The Odyssey" as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game
- Abstract
- 1 Introduction
- 2 Engaging Transmedia Storytelling
- 3 Methods
- 3.1 Formative Evaluation
- 3.2 Interviews with Classical Civilization Teachers
- 4 Design and Implementation
- 5 Findings
- 5.1 Engagement
- 5.2 Effectiveness
- 6 Conclusion
- References
- Analysis of Users Behaviour from a Movie Preferences Perspective
- 1 Introduction
- 2 Related Work
- 2.1 Current DOSNs
- 2.2 Homophily in OSNs
- 3 Homophily as a Strategy for the DOSNs' Issues
- 4 The Facebook Dataset
- 4.1 Data Preprocessing
- 5 Analysis of the Dataset
- 5.1 Movie Genres
- 5.2 Evaluation of the Homophily in Ego Networks
- 6 Conclusion and Future Works
- References
- Let's Cook: An Augmented Reality System Towards Developing Cooking Skills for Children with Cognitive Impairments
- Abstract
- 1 Introduction
- 2 Related Work
- 3 The CocinAR System
- 4 The Let's Cook Game
- 5 Evaluation
- 6 Conclusions and Future Work
- Acknowledgments
- References
- GHio-Ca: An Android Application for Automatic Image Classification
- 1 Introduction
- 2 Background and Related Work
- 3 GHio-Ca
- 3.1 Architectural Design
- 3.2 Recognition Services
- 4 Results
- 4.1 Graphical Analysis
- 5 Conclusion
- References
- The Analysis of Influential Users Evolution in Microblogging Social Networks
- 1 Introduction
- 2 DRG Temporal Graphs
- 3 Data Sets
- 4 Experimentation
- 5 Discussion and Conclusions
- References
- Dynamics of Emotions and Relations in a Facebook Group of Patients with Hidradenitis Suppurativa
- 1 Introduction
- 2 Related Works
- 3 Methodology
- 3.1 Creating the Training Set
- 3.2 Pre-processing and Features Selection
- 3.3 Classification
- 3.4 Optimizing Classifiers's Parameters
- 4 Results
- 4.1 Distribution of Emotions
- 4.2 Social Network Analysis
- 4.3 Friendship Relations and Expressed Emotions
- 4.4 Changes of Emotions During the Years
- 5 Conclusion
- References
- OOPP: Tame the Design of Simple Object-Oriented Applications with Graphical Blocks
- 1 Introduction
- 2 Related Works
- 3 Object Oriented Puzzle Programming
- 3.1 The Blockly Framework
- 3.2 OOPP: The Working Environment
- 3.3 Java-Based Projects
- 4 Evaluation
- 4.1 Future Developments
- 5 Conclusions
- References
- Blexer-med: A Medical Web Platform for Administrating Full Play Therapeutic Exergames
- Abstract
- 1 Introduction
- 2 "Blexer-med": Proposed System Architecture
- 3 Data Exchange for Game Configuration and Observation of Results
- 4 Example Use Case
- 5 Conclusions and Future Work
- Acknowledgements
- References
- Blexer - Full Play Therapeutic Blender Exergames for People with Physical Impairments
- Abstract
- 1 Introduction
- 2 "Blexer" System Architecture
- 3 Full Play Therapeutic Exergame: "Phiby's Adventures"
- 3.1 Requirements
- 3.2 Gameplay, Character, Story, World and Mechanics
- 3.3 Technical Description of the Exercises
- 4 Conclusions and Future Work
- Acknowledgements
- References
- Smart City and Images: The Use of Image Hashtags to Get Insights on Citizens
- 1 Introduction
- 2 Related Work
- 3 Image Caption Analysis
- 4 Experimental Analysis
- 5 Conclusions
- References
- The Use of Hashtags in TV-Shows: Analysis and Guidelines
- 1 Introduction
- 2 Related Work
- 3 Experimental Investigation
- 3.1 The Use of Official Hashtags
- 3.2 Conversations Around the Official Hashtags
- 4 Guidelines
- 5 Conclusions
- References
- A Comparison of a Smartphone App and a Wrist-Worn Fitness Tracker for Self-monitoring of Physical Activity by Older and Younger Users
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Participants
- 2.2 Devices
- 2.3 Materials and Tasks
- 2.4 Procedure
- 3 Results
- 3.1 Step Counts
- 3.2 Usability Tasks and Usability Ratings
- 4 Discussion
- References
- On the Equivalence Between Community Discovery and Clustering
- 1 Introduction
- 2 Related Work
- 3 Problem Definition
- 4 Methods
- 4.1 Community Discovery Methods
- 4.2 Transactional Clustering Methods
- 4.3 On the Methods Equivalence
- 5 Experiments
- 5.1 Datasets
- 5.2 Evaluation Measures
- 5.3 Results
- 6 Conclusion
- References
- Recognizing Residents and Tourists with Retail Data Using Shopping Profiles
- 1 Introduction
- 2 Related Work
- 3 Residents and Tourists Recognition
- 4 Case Study
- 5 Conclusion
- References
- Advanced Interaction Technologies for Accessible and Engaging Cultural Heritage
- Abstract
- 1 Introduction
- 2 Related Work
- 3 UniBSArt4All
- 3.1 UniBSArt4All App
- 3.2 UniBSArt4All CMS
- 4 Preliminary Experimentation
- 5 Conclusion
- Acknowledgments
- References
- Supporting Young High-Functioning ASD Individuals in Learning the Concept of Money
- Abstract
- 1 Introduction
- 2 The Games
- 3 Evaluation
- 4 Conclusions and Future Work
- References
- PdUC-D: A Discretized UAV Guidance System for Air Pollution Monitoring Tasks
- 1 Introduction
- 2 PdUC-D: Discretized Pollution-Driven UAV Control Protocol
- 3 Validation
- 4 Conclusions and Future Work
- References
- Author Index
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