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Neste artigo é apresentado o sistema Virtual Caregiver, uma aplicação de computação ubíqua em sistemas colaborativos. O cenário de aplicação é o monitoramento de uma paciente de 86 anos com diagnóstico de Alzheimer e arritmia cardíaca. No... more
Neste artigo é apresentado o sistema Virtual Caregiver, uma aplicação de computação ubíqua em sistemas colaborativos. O cenário de aplicação é o monitoramento de uma paciente de 86 anos com diagnóstico de Alzheimer e arritmia cardíaca. No sistema são consolidados os dados obtidos de sensores em um dispositivo wearable para possibilitar o acompanhamento colaborativo de pacientes idosos por parentes e profissionais de saúde em smartphones e redes sociais. Dos resultados, obteve-se 99.4% de precisão no teste 10-fold cross validation realizado com o classificador desenvolvido para essa pesquisa. Foram obtidos ainda comentários dos parentes e da paciente que serviram para orientar o desenvolvimento de uma nova versão do wearable, mais discreta e adaptada às necessidades da paciente. Read more: http://groupware.les.inf.puc-rio.br/work.jsf?p1=10657#ixzz2GIo3RF1V
This article introduces a systematic collaborative prototyping approach for creating tangibles. The approach was applied to four editions of an introductory engineering course for freshmen. In each course edition, the students worked as... more
This article introduces a systematic collaborative prototyping approach for creating tangibles. The approach was applied to four editions of an introductory engineering course for freshmen. In each course edition, the students worked as groups for developing tangibles for a pre-defined game resulting in 22 different high-fidelity prototypes. The case study findings indicate that this is a motivational approach and it instigates creativity in creating tangibles. Read more: http://groupware.les.inf.puc-rio.br/work.jsf?p1=11430#ixzz2ho9CkGdY
ABSTRACT Research on activity recognition has traditionally focused on discriminating between different activities, i.e. to predict which activity was performed at a specific point in time. The quality of executing an activity, the how... more
ABSTRACT Research on activity recognition has traditionally focused on discriminating between different activities, i.e. to predict which activity was performed at a specific point in time. The quality of executing an activity, the how (well), has only received little attention so far, even though it potentially provides useful information for a large variety of applications. In this work we define quality of execution and investigate three aspects that pertain to qualitative activity recognition: specifying correct execution, detecting execution mistakes, providing feedback on the to the user. We illustrate our approach on the example problem of qualitatively assessing and providing feedback on weight lifting exercises. In two user studies we try out a sensor- and a model-based approach to qualitative activity recognition. Our results underline the potential of model-based assessment and the positive impact of real-time user feedback on the quality of execution.
This paper describes our research on feedback mechanisms of wearables for supporting indoor landmark identification in the context of blind pedestrians’ mobility. It contributes with a promising alternative to audible patterns, which are... more
This paper describes our research on feedback mechanisms of wearables for supporting indoor landmark identification in the context of blind pedestrians’ mobility. It contributes with a promising alternative to audible patterns, which are consistently related to the 'masking phenomenon'. It also contributes with many lessons and insights that could benefit the designer of wearables for blind users. We started from an observational study followed by co-creation workshops with designers and potential users. The resulting prototypes were used in two Case Studies. The first study investigated the occurrence of 'masking', a problem caused by technology that affects negatively the sensorial perception of the wearer. The second study investigated the usefulness of the wearables for the identification of landmarks. The wearable succeeded in both tests for the particular context in which it was used.
Research Interests:
This paper describes the co-creation workshops we carried out with three groups composed of blind users, mobility instructors, designers, and computer engineering students. The wearables prototyped by these groups combine verbalized... more
This paper describes the co-creation workshops we carried out with three groups composed of blind users, mobility instructors, designers, and computer engineering students. The wearables prototyped by these groups combine verbalized warnings with haptic and audio feedback aiming at supporting blind persons in the task of identifying landmarks. The identification of landmarks is an essential skill required for the cognitive mapping and spatial representation. Since 2013 we have been worked on the investigation of wearables for supporting landmark identification and, thus, the cognitive mapping by the blind. The prototypes we describe in this paper were used in 82 trials in 2 empirical studies and are now being replicated for supporting mobility-training sessions.
Research Interests:
During the last 5 years, research on Human Activity Recognition (HAR) has reported on systems showing good overall recognition performance. As a consequence, HAR has been considered as a potential technology for e-health systems. Here, we... more
During the last 5 years, research on Human Activity Recognition (HAR) has reported on systems showing good overall recognition performance. As a consequence, HAR has been considered as a potential technology for e-health systems. Here, we propose a machine learning based HAR classifier. We also provide a full experimental description that contains the HAR wearable devices setup and a public domain dataset comprising 165,633 samples. We consider 5 activity classes, gathered from 4 subjects wearing accelerometers mounted on their waist, left thigh, right arm, and right ankle. As basic input features to our classifier we use 12 attributes derived from a time window of 150ms. Finally, the classifier uses a committee AdaBoost that combines ten Decision Trees. The observed classifier accuracy is 99.4%.

DATASET AVAILABLE AT: http://groupware.les.inf.puc-rio.br/har
This paper describes a systemic approach to co-design of collaborative museums, using ethnography, co-creation workshops and fast prototyping, amongst other Social Science and Human Centered Design methods. Focused on the creation of... more
This paper describes a systemic approach to co-design of collaborative museums, using ethnography, co-creation workshops and fast prototyping, amongst other Social Science and Human Centered Design methods. Focused on the creation of immersive and collaborative museum experiences, it provides a rationale for involving carefully selected multidisciplinary teams and users in the entire design cycle, and presents a process that supports this task, from research to development, pointing its value and limitations. In order to bring the discussion into context and exemplify the use of a group of methods that can support collaborative design, it introduces the case of a Brazilian Planetarium and Science Museum.
The paper presents a human centered approach to co-design of groupware and socialware for collaborative museums, using ethnography, co-creation workshops and Blank Model Prototyping. It discusses the concepts and processes of human... more
The paper presents a human centered approach to co-design of groupware and socialware for collaborative museums, using ethnography, co-creation workshops and Blank Model Prototyping. It discusses the concepts and processes of human centered design, participatory design, ethnography, concept generation and iterative prototyping - pointing their value to the support of group systems design, in comparison to other approaches. It also gives an overview of the state of the art of museums around the world. Next, it describes a case study conducted in a Brazilian Planetarium and Science Museum, highlighting details of the context, process and results. The intent was to implement a system for collaborative museums that supports an integrated user experience before, during and after the visit - through groupware, socialware and cross reality technologies - for continuous engagement, co-construction of knowledge, intergenerational interaction, multimodality, sharing of ideas, and emergence of mentorship networks.

Read more: http://groupware.les.inf.puc-rio.br/work.jsf?p1=8432#ixzz1kNUWvBZt
Neste artigo é apresentado o sistema Virtual Caregiver, uma aplicação de computação ubíqua em sistemas colaborativos. O cenário de aplicação é o monitoramento de uma paciente de 86 anos com diagnóstico de Alzheimer e arritmia cardíaca. No... more
Neste artigo é apresentado o sistema Virtual Caregiver, uma aplicação de computação ubíqua em sistemas colaborativos. O cenário de aplicação é o monitoramento de uma paciente de 86 anos com diagnóstico de Alzheimer e arritmia cardíaca. No sistema são consolidados os dados obtidos de sensores em um dispositivo wearable para possibilitar o acompanhamento colaborativo de pacientes idosos por parentes e profissionais de saúde em smartphones e redes sociais. Dos resultados, obteve-se 99.4% de precisão no teste 10-fold cross validation realizado com o classificador desenvolvido para essa pesquisa. Foram obtidos ainda comentários dos parentes e da paciente que serviram para orientar o desenvolvimento de uma nova versão do wearable, mais discreta e adaptada às necessidades da paciente.

Read more: http://groupware.les.inf.puc-rio.br/work.jsf?p1=10657#ixzz2FnUI7wUG
This position paper outlines the authors' vision on how the Web of Things, using interconnected devices, including sensor nodes, mobile phones and conventional computers can help improve the overall health and wellbeing of its users. We... more
This position paper outlines the authors' vision on how the Web of Things, using interconnected devices, including sensor nodes, mobile phones and conventional computers can help improve the overall health and wellbeing of its users. We describe ongoing work being carried by our research group both at PUC-Rio and at Lancaster University as well as the motivating background.

Read more: http://groupware.les.inf.puc-rio.br/work.jsf?p1=2151#ixzz1kNUsnkNn