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Smartphones as ubiquitous devices
for behaviour analysis
and better lifestyle promotion
PhD Student: Matteo Ciman
Supervisor: Ombretta Gaggi
Outline
Outline
Outline
Outline
Outline
Ubiquitous Computing
4
Ubiquitous Computing
4
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”
Ubiquitous Computing
5
Ubiquitous computing for health
6
Health costs
7
Lifestyle problem
8
Lifestyle problem
8
Lifestyle problem
8
Ubiquitous computing for health
9
Ubiquitous computing for health
9
Wearables for health
10
Ubiquitous Computing for health
11
Ubiquitous Computing for health
11
Ubiquitous Computing for health
11
Ubiquitous Computing for health
11
Ubiquitous Computing for health
11
Ubiquitous Computing for health
11
Ubiquitous Computing for health
11
Smartphones for healthcare
12
Smartphones for healthcare
12
Gyro Sensor
Proximity
Sensor
Accelerometer
Geomagnetic
Sensor
Light Sensor
Barometer
Temperature
Sensor
Smartphones for healthcare
12
Gyro Sensor
Proximity
Sensor
Accelerometer
Geomagnetic
Sensor
Light Sensor
Barometer
Temperature
Sensor
Smartphones for healthcare
12
Gyro Sensor
Proximity
Sensor
Accelerometer
Geomagnetic
Sensor
Light Sensor
Barometer
Temperature
Sensor
Smartphones for healthcare
12
Gyro Sensor
Proximity
Sensor
Accelerometer
Geomagnetic
Sensor
Light Sensor
Barometer
Temperature
Sensor
Cross-Platform frameworks
Users in health applications
14
Users in health applications
14
Market fragmentation
15
• 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
Cross-Platform frameworks
17
Cross-Platform frameworks
17
Web Approach
Cross-Platform frameworks
17
Web Approach Hybrid Approach
Cross-Platform frameworks
17
Web Approach Hybrid Approach
Interpreted Approach
Cross-Platform frameworks
17
Web Approach Hybrid Approach
Cross-Compiled ApproachInterpreted Approach
Frameworks analysis
18
Frameworks analysis
18
Developer Point-Of-View
Frameworks analysis
18
User Point-Of-ViewDeveloper Point-Of-View
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
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
… … … … …
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
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
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
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
Smartphone for stress
assessment
Mood recognition with smartphones
22
Mood recognition with smartphones
22
Mood recognition with smartphones
22
The idea
23
The idea
23
Human-smartphone interaction
24
Human-smartphone interaction
25
Human-smartphone interaction
25
Tap
Scroll
Swipe
Text
Writing
Double
Tap
Rotate
Zoom
Pinch
Long
press
Human-smartphone interaction
25
Tap
Scroll
Swipe
Text
Writing
Double
Tap
Rotate
Zoom
Pinch
Long
press
Search & Write Task
26
Search & Write Task
26
Search & Write Task
26
Search & Write Task
26
Search & Write Task
26
Protocol
27
Initial
Relax
(5’)
Relaxed
Tasks
(~30’)
Self Assessment
Negative Valence
Low energy
Not Stressed
Positive Valence
High Energy
Stressed
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
ESM 1 ESM 2 ESM 3 ESM 4 ESM 5
Stressor
(5’-10’)
Stressed
Tasks
(~10’)
• Mathematical problems
• Timing pressure
• Uncontrollability
• Repetition
Stressor Task
28
• Mathematical problems
• Timing pressure
• Uncontrollability
• Repetition
Stressor Task
28
• Mathematical problems
• Timing pressure
• Uncontrollability
• Repetition
Stressor Task
28
Big prime
number
• Mathematical problems
• Timing pressure
• Uncontrollability
• Repetition
Stressor Task
28
• Mathematical problems
• Timing pressure
• Uncontrollability
• Repetition
Stressor Task
28
Random
decrease
Vibrations
and sound
Stress Induction Analysis
29
Initial
Relax
Relaxed
Tasks
Stressor Stressed
Tasks
ESM 1 ESM 2 ESM 3 ESM 4 ESM 5
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
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
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
Activity Recognition and Serious Games
for behaviour change
The Piano Stairs Project
33
The Piano Stairs Project
33
From stairs to smartphone
34
From stairs to smartphone
34
From stairs to smartphone
34
From stairs to smartphone
34
• Stair steps recognition in real-time
• Single player and multi players mode
• Both competition and collaboration with other
players
ClimbTheWorld
35
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
ClimbTheWorld
36
• 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
• 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
Energy consumption
38
11500
12000
12500
13000
13500
14000
14500
15000
Sliding	window Data	segmentation
Energy	consumption	(µAh)
}1 hour
of battery
life
• 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
• 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
Serious games for medical diagnosis
Serious games for medical diagnosis
• 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
PlayWithEyes
42
• Tested with 65 children
• Evaluation both from children and diagnosis point of view
• Two children identified with eye problems
PlayWithEyes
43
• 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
Conclusions & Future works
• 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
• 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
• 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
Smartphones as ubiquitous devices
for behaviour analysis
and better lifestyle promotion
PhD Student: Matteo Ciman
Supervisor: Ombretta Gaggi
Thank You!

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