Final PhD Defence presented in March 2016 at the University of Padua, Italy. 3 years PhD under the supervision of Prof. Ombretta Gaggi. Work focused on how it is possible to use smartphone to understand and analyse user behaviour, and how it is possible to use this information to further promote better lifestyle to individuals.
The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencephalography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.
Presentation on the latest User Interfaces. I've talked about mind controlled tablets, TWINE, a natural interface where devices can share files just by swiping it from one device to another, and the eye tribe.
"Future of Consumer Bio-Sensors" - Stanley Yang (CEO, NeuroSky)Hyper Wellbeing
"Future of Consumer Bio-Sensors" - Stanley Yang (CEO, NeuroSky)
Delivered at the inaugural Hyper Wellbeing Summit, 14th November 2016, Mountain View, California.
For more information including details of subsequent events, please visit http://hyperwellbeing.com
The summit was created to foster a community around an emerging industry - Wellness as a Service (WaaS). Consumer technologies, in particular wearables and mobile, are powering a consumer revolution. A revolution to turn health and wellness into platform delivered services. A revolution enabling consumer data-driven disease risk reduction. A revolution extending health care past sick care towards consumer-led lifelong health, wellness and lifestyle optimization.
WaaS newsletter sign-up http://eepurl.com/b71fdr
@hyperwellbeing
iQ kicked off 2012 by participating in the world's largest electronics show, CES. After 4 days of scouting new and exciting technology, iQ's Ben Harben and Jude Divierte gathered their insights and photos and compiled them into an informative and visually-stunning presentation.
The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencephalography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.
Presentation on the latest User Interfaces. I've talked about mind controlled tablets, TWINE, a natural interface where devices can share files just by swiping it from one device to another, and the eye tribe.
"Future of Consumer Bio-Sensors" - Stanley Yang (CEO, NeuroSky)Hyper Wellbeing
"Future of Consumer Bio-Sensors" - Stanley Yang (CEO, NeuroSky)
Delivered at the inaugural Hyper Wellbeing Summit, 14th November 2016, Mountain View, California.
For more information including details of subsequent events, please visit http://hyperwellbeing.com
The summit was created to foster a community around an emerging industry - Wellness as a Service (WaaS). Consumer technologies, in particular wearables and mobile, are powering a consumer revolution. A revolution to turn health and wellness into platform delivered services. A revolution enabling consumer data-driven disease risk reduction. A revolution extending health care past sick care towards consumer-led lifelong health, wellness and lifestyle optimization.
WaaS newsletter sign-up http://eepurl.com/b71fdr
@hyperwellbeing
iQ kicked off 2012 by participating in the world's largest electronics show, CES. After 4 days of scouting new and exciting technology, iQ's Ben Harben and Jude Divierte gathered their insights and photos and compiled them into an informative and visually-stunning presentation.
Global Client Solutions processes payments for companies and consumers participating in debt settlement arrangements. The unique tools offered by Global Client Solutions help customers pay off their debts more efficiently to accelerate positive outcomes for both the companies and the customers.
Social Media for B2B - Social3i - School of Visual Concepts Dec 7 2011social3i
This deck was used as the foundation of a 7 hour workshop at Seattle's School of Visual Concepts on the uses of Social Media for B2B Marketing. It was presented by Social3i Consulting on Dec 7, 2011.
Finding interesting patterns in data can lead to uncovering new knowledge. New patterns that haven’t occurred before can signify events of interest. Depending on context, these can be called novelties, anomalies, outliers or events. Whatever they are called, they are interesting because they tell a story different from the norm. In this talk, we will call them anomalies. Two diverse applications of anomaly detection are detecting fraudulent credit card transactions and identifying astronomical anomalies such as solar flares.
However, there are many challenges in anomaly detection including high false positive rates and low predictive accuracy. Ensemble learning is a way of combining many algorithms or models to obtain better predictive performance. Anomaly detection is generally an unsupervised task, that is, we do not train models using labelled data. Constructing an unsupervised anomaly detection ensemble is challenging because we do not know the labels. In this talk we discuss two topics in anomaly detection. First, we introduce an anomaly detection ensemble using Item Response Theory (IRT) – a class of models used in educational psychometrics. Using IRT we construct an ensemble that can downplay noisy, non-discriminatory methods and accentuate sharper methods.
Then we explore anomaly detection in computer network security. With cyber incidents and data breaches becoming increasingly common, we have seen a massive increase in computer network attacks over the years. Anomaly detection methods, even though used to detect suspicious behaviour, are criticized for high false positive rates. In addition, computer networks produce a large amount of complex data. We go through the end-to-end process of detecting anomalies in this scenario and show how we can minimize false positives and visualise anomalies developing over time.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Material for the 26 Oct 2015 lecture I held for Aalto University business students. The lecture focuses on the high level topics in analytics and Big Data that are either central to the subject or just highly visible in the media.
The main messages of the lecture are:
- The purpose of analytics and of the data analyst is to solve business problems
- Big Data brings over some very special traits to doing analytics that don't exist when working working with smaller datasets. Understanding these traits is a must for successful analytics.
- Deploying analytics is more dependent on humans than on technology
- Data and analytics are nowadays significant assets to many companies. Therefore they need their own strategy and need to be managed just like any other business critical assets.
Global Client Solutions processes payments for companies and consumers participating in debt settlement arrangements. The unique tools offered by Global Client Solutions help customers pay off their debts more efficiently to accelerate positive outcomes for both the companies and the customers.
Social Media for B2B - Social3i - School of Visual Concepts Dec 7 2011social3i
This deck was used as the foundation of a 7 hour workshop at Seattle's School of Visual Concepts on the uses of Social Media for B2B Marketing. It was presented by Social3i Consulting on Dec 7, 2011.
Finding interesting patterns in data can lead to uncovering new knowledge. New patterns that haven’t occurred before can signify events of interest. Depending on context, these can be called novelties, anomalies, outliers or events. Whatever they are called, they are interesting because they tell a story different from the norm. In this talk, we will call them anomalies. Two diverse applications of anomaly detection are detecting fraudulent credit card transactions and identifying astronomical anomalies such as solar flares.
However, there are many challenges in anomaly detection including high false positive rates and low predictive accuracy. Ensemble learning is a way of combining many algorithms or models to obtain better predictive performance. Anomaly detection is generally an unsupervised task, that is, we do not train models using labelled data. Constructing an unsupervised anomaly detection ensemble is challenging because we do not know the labels. In this talk we discuss two topics in anomaly detection. First, we introduce an anomaly detection ensemble using Item Response Theory (IRT) – a class of models used in educational psychometrics. Using IRT we construct an ensemble that can downplay noisy, non-discriminatory methods and accentuate sharper methods.
Then we explore anomaly detection in computer network security. With cyber incidents and data breaches becoming increasingly common, we have seen a massive increase in computer network attacks over the years. Anomaly detection methods, even though used to detect suspicious behaviour, are criticized for high false positive rates. In addition, computer networks produce a large amount of complex data. We go through the end-to-end process of detecting anomalies in this scenario and show how we can minimize false positives and visualise anomalies developing over time.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Material for the 26 Oct 2015 lecture I held for Aalto University business students. The lecture focuses on the high level topics in analytics and Big Data that are either central to the subject or just highly visible in the media.
The main messages of the lecture are:
- The purpose of analytics and of the data analyst is to solve business problems
- Big Data brings over some very special traits to doing analytics that don't exist when working working with smaller datasets. Understanding these traits is a must for successful analytics.
- Deploying analytics is more dependent on humans than on technology
- Data and analytics are nowadays significant assets to many companies. Therefore they need their own strategy and need to be managed just like any other business critical assets.
Body-based gestures, such as acquired by Kinect sensor, today benefit from efficient tools for their recognition and development, but less for automated reasoning. To facilitate this activity, an ontology for structuring body-based gestures, based on user, body and body parts, gestures, and environment, is designed and encoded in Ontology Web Language according to modelling triples (subject, predicate, object). As a proof-of-concept and to feed this ontology, a gesture elicitation study collected 24 participants X 19 referents for IoT tasks = 456 elicited body-based gestures, which were classified and expressed according to the ontology.
See paper at https://dl.acm.org/citation.cfm?id=3328238
Respondents, particularly younger generations, want to take surveys on their mobile devices, but the reality is that most surveys are either too difficult to take on a mobile device or unpleasant. It’s time to rethink design and test out changes to meet consumers on their choice of device.
Attention Approximation: From the web to multi-screen televisionCaroline Jay
The move towards the provision of television content over two or more screens represents an enormous opportunity and a considerable challenge. A scientific understanding of what causes people to switch attention between the main screen and a 'second screen' mobile device during television viewing is key to the development of this technology. This seminar describes how ‘attention approximation’, a technique we have used to model visual attention and design screen reader presentation of Web content, can be used to investigate viewing behaviour, and ultimately drive the provision of content across multiple screens.
Exploring Capturable Everyday Memory for Autobiographical Authentication, at ...Jason Hong
We explore how well the intersection between our own everyday memories and those captured by our smartphones can be used for what we call autobiographical authentication—a challenge-response authentication system that queries users about day-to-day experiences. Through three studies—two on MTurk and one field study—we found that users are good, but make systematic errors at answering autobiographical questions. Using Bayesian modeling to account for these systematic response errors, we derived a formula for computing a confidence rating that the attempting authenticator is the user from a sequence of question-answer responses. We tested our formula against five simulated adversaries based on plausible real-life counterparts. Our simulations indicate that our model of autobiographical authentication generally performs well in assigning high confidence estimates to the user and low confidence estimates to impersonating adversaries.
Clinical Trials Re-spec. The role of games and game concepts in the future of...Karel Van Isacker
Clinical Trials Re-spec. The role of games and game concepts in the future of clinical trials (Bill Byrom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Human Computer Interaction: Academia and Industrystudiotelon
In 2016 I gave a guest lecture to Information Technology students on the academia and industry differences of Human Computer Interaction. The HCI course covers many technology opportunities but there were limited industrial opportunities that year.
Smartphone applications are developed with immense creativity and effort. Mobile users demand a sleeker experience with applications compared to desktop users. The mindset of mobile users is very different from web or desktop users. Smartphone apps are used on the move (e.g.: while walking or using a toilet), and mobile devices have a lot to offer through hardware location tracking, gyroscopes and other integrated features. So, how to tune the tester’s mindset to model test approaches specific to smartphone apps? Smartphone apps focus on speed, size and sleek. How to design tests at the UI level to identify issues beyond the usual functional and non-functional testing? Even if a smartphone app has a sleek UI, users will uninstall the app if it drains their battery, crashes frequently or wastes the user’s data plan. So, how to design mobile tests and what tools to use to uncover issues hidden under mobile UI.
Enabling the physical world to the Internet and potential benefits for agricu...Andreas Kamilaris
The Internet of Things (IoT) allows physical devices that live inside smart homes, offices, roads, electricity networks and city infrastructures to seamlessly communicate through the Internet while the forthcoming Web of Things (WoT) ensures interoperability at the application level through standardized Web technologies and protocols. In this presentation, we explain the concepts of the IoT and the WoT and their potential through various applications in the aforementioned domains. Then, we examine how the IoT/WoT can be used in the agri-food industry in order to enable novel smart farming technologies and applications,considering the recent technological opportunities for big data analysis.
Design Recommendations to Improve the User Interaction with Wrist Worn Devices
Byron Lowens, Vivian Motti and Kelly Caine
Clemson University, USA
WristSense 2015: Workshop on Sensing Systems and Applications Using Wrist Worn Smart Devices.
(co-located with IEEE PerCom 2015)
March 27th 2015
St. Louis, Missouri, USA
Similar to Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion (20)
Can a Game improve People's Lives? The case of Serious Games?University of Geneva
Thank You for referencing this work, if you find it useful!
Reference/Citation: A. Bujari, M. Ciman, O. Gaggi, C. E. Palazzi: "Can a Game improve People's Lives? The case of Serious Games?", In Proceedings of the EAI International Conference on Smart Objects and Technologies for Social Good (GOODTECHS 2015), October 2015, Rome, Italy
ClimbTheWorld: Real-time stairstep counting to increase physical activityUniversity of Geneva
Thank You for referencing this work, if you find it useful!
Reference/Citation: F. Aiolli, M. Ciman, M. Donini, O. Gaggi: "ClimbTheWorld: Real-time stairstep counting to increase physical activity", In Proceedings of the 11th International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services (Mobiquitous 14), London, Great Britain, December 2014
Evaluating impact of cross-platform frameworks in energy consumption of mobil...University of Geneva
Thank You for referencing this work, if you find it useful!
Reference/Citation: M. Ciman, O. Gaggi: "Evaluating impact of cross-platform frameworks in energy consumption of mobile applications", In Proceedings of the 10th International Conference on Web Information Systems and Technologies (WEBIST14), Barcelona, Spain, April 2014.
From a Physical System to a Pervasive Solution to Increase People Physical Ac...University of Geneva
Thank You for referencing this work, if you find it useful!
Reference/Citation: M. Ciman, O. Gaggi: "From a Physical System to a Pervasive Solution to Increase People Physical Activity: Is It Possible?". In Proceedings of the IEEE International Conference on Multimedia and Expo (ICME 2013) - 9th International Workshop on Networking Issues in Multimedia Entertainment (NIME 2013),San Josè, California, USA, July 2013.
HelpMe!: a Serious Game for Rehabilitation of Children affected by CVIUniversity of Geneva
Thank You for referencing this work, if you find it useful!
Reference/Citation: M. Ciman, O. Gaggi, L. Nota L. Pinello, N. Riparelli, T. M. Sgaramella: "HelpMe!: a Serious Game for Rehabilitation of Children affected by CVI". In Proceedings of the International Conference on Web Systems and Technologies (WEBIST2013), Aachen, Germany, May 2013.
PathS: Enhancing Geographical Maps with Environmental Sensed DataUniversity of Geneva
The widespread adoption of mobile technology has opened the door to a new era for the public health sector. The ability to collect, share and access community health related data are key factors that have made mobile health an appealing addon to medicine practitioners and researchers. Mobile sensing and wireless communications can be exploited to create new information and services that could help prevent health risks, benefiting the community as a whole. As a proof of concept, we have developed an augmented reality application offering an enhanced pedestrian route navigation system, while at the same time gathering quality data through the devices. Thanks to this application we are able to enrich geographical maps on the web with historical data about brightness and noise levels, and to provide pedestrians with an improved navigation.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
9. Ubiquitous Computing
4
“The most profound technologies
are those that disappear. They
veal themselves into the fabric of
everyday life until they are
indistinguishable from it”
36. • Aim at reducing the problem of market
fragmentation and different OS and APIs
• “Write once, run everywhere” approach
• Four different architectures
Cross-platform frameworks
16
45. Game with animations,
sounds, etc., developed with
all the analysed frameworks.
Considered aspects:
• Licenses
• APIs
• Community/Support
• Code Complexity
• Supported devices
• etc.
Developer point-of-view
19
46. Game with animations,
sounds, etc., developed with
all the analysed frameworks.
Considered aspects:
• Licenses
• APIs
• Community/Support
• Code Complexity
• Supported devices
• etc.
Developer point-of-view
19
jQuery PhoneGap Titanium MoSync
API 2 2 4.5 3
Complexity 4 4 5 2
IDE - - 5 4
Devices 5 4 4 2
… … … … …
47. 20
User point-of-view
Objective analysis of energy
consumption for data acquisition
from smartphone sensors.
Tests with two Android and two
Apple devices.
Results:
• Cross-platform frameworks
require higher energy from
battery
• Different frameworks
categories employ different
consumption
48. 20
User point-of-view
Objective analysis of energy
consumption for data acquisition
from smartphone sensors.
Tests with two Android and two
Apple devices.
Results:
• Cross-platform frameworks
require higher energy from
battery
• Different frameworks
categories employ different
consumption
49. 20
User point-of-view
Objective analysis of energy
consumption for data acquisition
from smartphone sensors.
Tests with two Android and two
Apple devices.
Results:
• Cross-platform frameworks
require higher energy from
battery
• Different frameworks
categories employ different
consumption
50. 20
User point-of-view
Objective analysis of energy
consumption for data acquisition
from smartphone sensors.
Tests with two Android and two
Apple devices.
Results:
• Cross-platform frameworks
require higher energy from
battery
• Different frameworks
categories employ different
consumption
74. Stress Induction Analysis
29
Initial
Relax
Relaxed
Tasks
Stressor Stressed
Tasks
ESM 1 ESM 2 ESM 3 ESM 4 ESM 5
TEST t(13) p-value
ESM 3 VS ESM 4 1.99 0,007 *
ESM 3 VS ESM 5 -2.84 0,009 *
ESM 4 VS ESM 5 -2.74 0.5
Participants were
stressed
Different stress level
at the end of tasks
Kept stressed during
stress tasks
75. Scroll and Swipe prediction model
30
F-measure for Scroll gesture models
MODEL DT KNN SVM NN BN
USER
(AVERAGE)
0.79 0.80 0.81 0.80 0.77
GLOBAL
(AVERAGE)
0.73 0.71 0.78 0.74 0.67
F-measure for Swipe gesture models
MODEL DT KNN SVM NN BN
USER
(AVERAGE)
0.86 0.86 0.79 0.87 0.85
GLOBAL
(AVERAGE)
0.92 0.75 0.81 0.82 0.77
76. User Model:
• Digits size (64% of users with strong correlation)
• Pressure/Size ratio (55% of users with strong
correlation)
Global Model:
• Wrong Words / Total words ratio (p-value =
0,028)
• Digits time distance (p-value = 0,012)
• Digit duration (p-value = 0,08)
Text writing statistical significance
31
85. • Stair steps recognition in real-time
• Single player and multi players mode
• Both competition and collaboration with other
players
ClimbTheWorld
35
98. • Data collected from 7 different users with their own
smartphone
• 8000 windows, 1500 stair steps
• Different methods from gravity removal, different
data frequencies and different learning algorithms
Stairstep recognition
37
99. • Data collected from 7 different users with their own
smartphone
• 8000 windows, 1500 stair steps
• Different methods from gravity removal, different
data frequencies and different learning algorithms
Stairstep recognition
37
0.65
0.7
0.75
0.8
0.85
0.9
Mizell Linear Our
Method
Mizell Linear Our
Method
Mizell Linear Our
Method
20Hz 30Hz 50Hz
F-score
DT KNN KOMD
101. • User test with 13 participants
• Divided into two groups, each one followed a
particular program of game usage
• 9 days length, the firsts and the last two days using
only a stair step counter without the game
• Questionnaire for user engagement, logger to
understand the number of stair steps made
depending on the game mode
User engagement and behaviour change
39
102. • User test with 13 participants
• Divided into two groups, each one followed a
particular program of game usage
• 9 days length, the firsts and the last two days using
only a stair step counter without the game
• Questionnaire for user engagement, logger to
understand the number of stair steps made
depending on the game mode
User engagement and behaviour change
39
105. • Children as Digital
Native Speakers
• Serious games and
mobile devices for
diagnosis tests instead
of normal ones
designed for adults
• More engaging games
can make tests longer
and more precise
Children and technology
41
107. • Tested with 65 children
• Evaluation both from children and diagnosis point of view
• Two children identified with eye problems
PlayWithEyes
43
108. • Tested with 65 children
• Evaluation both from children and diagnosis point of view
• Two children identified with eye problems
PlayWithEyes
43
3 years old 4 years old 5 years old
First eye (left) 4’27 5’13 3’42
Second eye (right) 3’02 3’06 3’15
Total Time 7’29 8’19 6’57
111. • Analysis of cross-platform frameworks for mobile
analysis
• Frameworks still not mature for a strong adoption
• User Interface update is the most expensive task
• Future works
• constantly monitor frameworks evolution
Cross-platform frameworks
45
112. • Stress assessment using human-smartphone
interaction, in particular using scroll, swipe and text
writing
• F-measure between 73-85% for stress recognition
• Future works
• In-the-wild approach monitoring behaviour with
smartphone
• Stress reduction strategies using mobile devices
Stress assessment
46
113. • Serious games are a good strategy for behaviour
change
• Medical diagnosis can reach same results but in a
more engaging way
• Future works
• evaluation of long term effects of serious games
for behaviour change
• Serious games usage for diagnosis or
rehabilitation for different diseases
Serious games for health
47
114. Smartphones as ubiquitous devices
for behaviour analysis
and better lifestyle promotion
PhD Student: Matteo Ciman
Supervisor: Ombretta Gaggi
Thank You!