Adaptive Awareness of Hospital Patient Information through Multiple Sentient Displays

Author(s):  
Jesus Favela ◽  
Mónica Tentori ◽  
Daniela Segura ◽  
Gustavo Berzunza

Sentient computing can provide ambient intelligence environments with devices capable of inferring and interpreting context, while ambient displays allow for natural and subtle interactions with such environment. In this paper we propose to combine sentient devices and ambient displays to augment everyday objects. These sentient displays are aware of their surroundings while providing continuous information in a peripheral, subtle, and expressive manner. To seamlessly convey information to multiple sentient displays in the environment, we also propose an approach based on abstract interfaces which use contextual information to decide which display to use and how the information in the display changes in response to the environment. Our approach is illustrated through a hospital monitoring application. We present the design of two sentient displays that provide awareness of patient’s urine outputs to hospital workers, and how contextual information is used to integrate the functionality of both displays.

2011 ◽  
pp. 2079-2090
Author(s):  
Jesus Favela ◽  
Monica Tentori ◽  
Daniela Segura ◽  
Gustavo Berzunza

Sentient computing can provide ambient intelligence environments with devices capable of inferring and interpreting context, while ambient displays allow for natural and subtle interactions with such environment. In this paper we propose to combine sentient devices and ambient displays to augment everyday objects. These sentient displays are aware of their surroundings while providing continuous information in a peripheral, subtle, and expressive manner. To seamlessly convey information to multiple sentient displays in the environment, we also propose an approach based on abstract interfaces which use contextual information to decide which display to use and how the information in the display changes in response to the environment. Our approach is illustrated through a hospital monitoring application. We present the design of two sentient displays that provide awareness of patient’s urine outputs to hospital workers, and how contextual information is used to integrate the functionality of both displays.


Author(s):  
Jesus Favela ◽  
Mónica Tentori ◽  
Daniela Segura ◽  
Gustavo Berzunza

Sentient computing can provide ambient intelligence environments with devices capable of inferring and interpreting context, while ambient displays allow for natural and subtle interactions with such environment. In this paper we propose to combine sentient devices and ambient displays to augment everyday objects. These sentient displays are aware of their surroundings while providing continuous information in a peripheral, subtle, and expressive manner. To seamlessly convey information to multiple sentient displays in the environment, we also propose an approach based on abstract interfaces which use contextual information to decide which display to use and how the information in the display changes in response to the environment. Our approach is illustrated through a hospital monitoring application. We present the design of two sentient displays that provide awareness of patient’s urine outputs to hospital workers, and how contextual information is used to integrate the functionality of both displays.


Author(s):  
Simrn Kaur Gill ◽  
Kathryn Cormican

This chapter introduces the concept of Ambient Intelligence (AmI) with regard to the enabling technologies and how they are combined to assist e-entrepreneurs. AmI is a new paradigm in the area of Information and Communication Technology (ICT). AmI allows for seamless interaction between the human and technology. The AmI system provides the human user with information and decision support tailored to their specific needs. To achieve seamless interaction between the human and technology requires the environment that surrounds the human to be embedded with technology in everyday objects. These technologies gather information that the AmI system uses to adapt its responses to the human user. The aim of the chapter is to provide a better understanding of the AmI process and knowledge of the AmI system and tools. To this end three of the enabling technologies are discussed: semantic web, multi-modal services, and radio frequency identification tags. These technologies are then examined within the AmI reference model. The reference model provides an understanding of how the technologies can be combined to achieve different AmI features for the human users. This toolkit can be used by a new venture in the area of e-entrepreneurship to provide AmI to service providers, new businesses and traditional industries.


Author(s):  
Giovanni Acampora ◽  
Vincenzo Loia ◽  
Michele Nappi ◽  
Stefano Ricciardi

Ambient Intelligence gathers best results from three key technologies, Ubiquitous Computing, Ubiquitous Communication, and Intelligent User Friendly Interfaces. The functional and spatial distribution of tasks is a natural thrust to employ multiagent paradigm to design and implement AmI environments. Two critical issues, common in most of applications, are (1) how to detect in a general and efficient way context from sensors and (2) how to process contextual information in order to improve the functionality of services. Here we describe an agent-based ambient intelligence architecture able to deliver services on the basis of physical and emotional user status captured from a set of biometric features. Abstract representation and management is achieved thanks to two markup languages, H2ML and FML, able to model behavioral as well as fuzzy control activities and to exploit distribution and concurrent computation in order to gain real-time performances.


Author(s):  
Simrn Kaur Gill ◽  
Kathryn Cormican

This chapter introduces the concept of ambient intelligence (AmI), a new concept in the area of information and communication technology (ICT), from a systems development perspective in the manufacturing environment. To create an AmI environment, requires the use of a combination of technologies. The AmI environment can be enabled through the use of computers that are embedded into everyday objects and through the use of wireless communication. The interaction between these embedded devices and the human user is improving through advancements in the area of natural interaction. The aim of the chapter is to provide a better understanding of AmI. To this end the following tools are presented, an AmI definition, typology, and taxonomy. The typology solidifies the understanding of AmI by highlighting the elements that need to be considered when developing an AmI system. The taxonomy shows the evolution of technologies towards development of AmI.


Author(s):  
Kevin Curran ◽  
Denis McFadden ◽  
Ryan Devlin

An Augmented Reality (AR) is a technology which provides the user with a real time 3D enhanced perception of a physical environment with addition virtual elements—either virtual scenery, information regarding surroundings, other contextual information—and is also capable of hiding or replacing real structures. With Augmented Reality applications becoming more advanced, the ways the technology can be viably used is increasing. Augmented Reality has been used for gaming several times with varying results. AR systems are seen by some as an important part of the ambient intelligence landscape. Therefore, the authors present several types of augmentation applications of AR in the domestic, industrial, scientific, medicinal, and military sectors which may benefit future ambient intelligent systems.


2011 ◽  
pp. 98-112
Author(s):  
Giovanni Acampora ◽  
Vicenzo Loia ◽  
Michele Nappi ◽  
Stefano Ricciardi

Ambient intelligence gathers best results from three key technologies, ubiquitous computing, ubiquitous communication, and intelligent user friendly interfaces. The functional and spatial distribution of tasks is a natural thrust to employ multi-agent paradigm to design and implement AmI environments. Two critical issues, common in most of applications, are (1) how to detect in a general and efficient way context from sensors and (2) how to process contextual information in order to improve the functionality of services. Here we describe an agent-based ambient intelligence architecture able to deliver services on the basis of physical and emotional user status captured from a set of biometric features. Abstract representation and management is achieved thanks to two markup languages, H2ML and FML, able to model behavioral as well as fuzzy control activities and to exploit distribution and concurrent computation in order to gain real-time performances.


Sensors ◽  
2019 ◽  
Vol 19 (22) ◽  
pp. 5011 ◽  
Author(s):  
Leonidis ◽  
Korozi ◽  
Kouroumalis ◽  
Poutouris ◽  
Stefanidi ◽  
...  

The emergence of the Ambient Intelligence (AmI) paradigm and the proliferation of Internet of Things (IoT) devices and services unveiled new potentials for the domain of domestic living, where the line between “the computer” and the (intelligent) environment becomes altogether invisible. Particularly, the residents of a house can use the living room not only as a traditional social and individual space where many activities take place, but also as a smart ecosystem that (a) enhances leisure activities by providing a rich suite of entertainment applications, (b) implements a home control middleware, (c) acts as an intervention host that is able to display appropriate content when the users need help or support, (d) behaves as an intelligent agent that communicates with the users in a natural manner and assists them throughout their daily activities, (e) presents a notification hub that provides personalized alerts according to contextual information, and (f) becomes an intermediary communication center for the family. This paper (i) describes how the “Intelligent Living Room” realizes these newly emerged roles, (ii) presents the process that was followed in order to design the living room environment, (iii) introduces the hardware and software facilities that were developed in order to improve quality of life, and (iv) reports the findings of various evaluation experiments conducted to assess the overall User Experience (UX).


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