Search results for "Mobile device"
showing 10 items of 144 documents
Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study
2011
In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for th…
A Multimodal Guide for the Augmented Campus
2007
The use of Personal Digital Assistants (PDAs) with ad-hoc built-in information retrieval and auto-localization functionalities can help people navigating an environment in a more natural manner compared to traditional audio/visual pre-recorded guides. In this work we propose and discuss a user-friendly, multi-modal guide system for pervasive context-aware service provision within augmented environments. The proposed system is adaptable to the user needs of mobility within a given environment; it is usable on different mobile devices and in particular on PDAs, which are used as advanced adaptive HEI (human-environment interaction) interfaces. An information retrieval service is provided that…
A Dynamic System for Personal Communications: The Opportunistic Chat
2007
most of currently available inter-personal instant messaging systems are client-server based. Users of such systems need to be connected to some centralized entity which goal is to supply them with information needed to make the communication possible, such as the list of connected users, their status, and the address of their devices. Our proposed system for an “Opportunistic Chat” allows people to exchange written messages over Bluetooth and (if necessary) TCP/IP connections, with no need of any kind of centralized entity, by using ad-hoc procedures, automatically selected and operated. Such system can be accessed almost from any kind of device, either mobile or not, ranging from personal…
Automatic image representation and clustering on mobile devices.
2010
In this paper a novel approach for the automatic representation of pictures on mobile devices is proposed. With the wide diffusion of mobile digital image acquisition devices, the need of managing a large number of digital images is quickly increasing. In fact the storage capacity of such devices allow users to store hundreds or even thousands, of pictures that, without a proper organization, become useless. Users may be interested in using (i.e., browsing, saving, printing and so on) a subset of stored data according to some particular picture properties. A content-based description of each picture is needed to perform on-board image indexing. In our work the images are analyzed and descri…
A Fog-Based Application for Human Activity Recognition Using Personal Smart Devices
2019
The diffusion of heterogeneous smart devices capable of capturing and analysing data about users, and/or the environment, has encouraged the growth of novel sensing methodologies. One of the most attractive scenarios in which such devices, such as smartphones, tablet computers, or activity trackers, can be exploited to infer relevant information is human activity recognition (HAR). Even though some simple HAR techniques can be directly implemented on mobile devices, in some cases, such as when complex activities need to be analysed timely, users’ smart devices can operate as part of a more complex architecture. In this article, we propose a multi-device HAR framework that exploits the fog c…
A New Humanoid Architecture for Social Interaction between Human and a Robot Expressing Human-Like Emotions Using an Android Mobile Device as Interfa…
2013
In this paper we illustrate a humanoid robot able to interact socially and naturally with a human by expressing human-like body emotions. The emotional architecture of this robot is based on an emotional conceptual space generated using the paradigm of Latent Semantic Analysis. The robot generates its overall affective behavior (Latent Semantic Behavior) taking into account the visual and phrasal stimuli of human user, the environment and its personality, all encoded in his emotional conceptual space. The robot determines its emotion according by all these parameters that influence and orient the generation of his behavior not predictable from the user. The goal of this approach is to obtai…
An Agent-based Service Network for Personal Mobile Devices
2006
We propose the Agent Network for Bluetooth Devices, a system that uses personal mobile devices as adaptive human-environment interfaces to supply people with ad hoc information and high-level services. The ANBD system operates with a hierarchical framework of service-providing nodes, dynamically composed and managed by mobile agents.
Bluetooth-3G wireless transmission system for neural signal telemetry
2007
In this contribution a wireless transmission system for neural signals is developed. This system includes data compression algorithms at the information source, namely neural signals recorded by micro-electrode arrays. The signals are transmitted over Bluetooth to a mobile device that, without any processing or storing, retransmits it over 3G to a remote server where signal post-processing and analysis is performed. The overall transmission rate of the system is limited by the Bluetooth link between the information source and the mobile phone, as well as by the limited processing capabilities of the mobile device and also by the 3G-link. Data compression allows the transmission of up to 7 n…
Habitual initiation of media use and a response-frequency measure for its examination
2014
When measuring media habits, most scholars rely on retrospective self-reports about behavioral frequency, context stability, or automaticity of the performance. This article develops a new implicit measurement for media research to complement existing approaches, which focuses on measuring the initiation of general, goal-related habits. In the response-frequency measure of media habit (RFMMH), participants are presented with several media use goals and are asked to choose quickly and without deliberation which media device (television set, radio set, newspaper, computer, mobile device) they would use. The more often a media device is chosen, the stronger the mental script to choose this dev…
Does Navigation Always Predict Performance? Effects of Navigation on Digital Reading are Moderated by Comprehension Skills
2016
<p align="left">This study investigated interactive effects of navigation and offline comprehension skill on digital reading performance. As indicators of navigation relevant page selection and irrelevant page selection were considered. In 533 Spanish high school students aged 11-17 positive effects of offline comprehension skill and relevant page selection on digital reading performance were found, while irrelevant page selection had a negative effect. In addition, an interaction between relevant page selection and offline comprehension skill was found. While the effect of relevant page selection was strong in good offline comprehenders, it was significantly reduced in weak offline c…