With the rapid evolution of mobile devices, the concept of context aware
applications has gained a remarkable popularity in recent years. Smartphones
and tablets are equipped with a variety of sensors including accelerometers,
gyroscopes, and GPS, pressure gauges, light and GPS sensors. Additionally,
the devices become computationally powerful which allows real-time processing
of data gathered by their sensors. Universal network access viaWiFi hot-spots
and GSM network makes mobile devices perfect platforms for ubiquitous
computing. Most of existing frameworks for context-aware systems, are usually
dedicated to static, centralized, clientserver architectures. However, mobile
platforms require from the context modeling language and inference engine to
be simple and lightweight. The model should also be powerful enough to allow
not only solving simple context identification tasks but more complex
reasoning. The original contribution of the paper is a proposal of a new
rule-based context reasoning platform tailored to the needs of such
intelligent distributed mobile computing devices. It contains a proposal of a
learning middleware supporting context acquisition. The platform design is
based on a critical review and evaluation of existing solutions given in this
paper. A preliminary evaluation of the platform is given along with use cases
including a social system supporting crime detection and investigation.
In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.