Ambient Assisted Living 2014
DOI: 10.1007/978-3-319-01119-6_32
|View full text |Cite
|
Sign up to set email alerts
|

Smart Object for AAL: A Review

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2014
2014
2020
2020

Publication Types

Select...
2
1
1
1

Relationship

0
5

Authors

Journals

citations
Cited by 6 publications
(2 citation statements)
references
References 7 publications
0
2
0
Order By: Relevance
“…This is the main objective of the Ambient Assisted Living (AAL), an IoT platform powered by artificial intelligence that uses the information and communication technologies to serve this objective. Activity recognition and behavior understanding are the desired results of using a variety of sensors in AAL (García, et al, 2017;Bevilacqua et al, 2014;Monekosso et al, 2015). This can be direct via wearable sensors or indirectly through environmental sensors and stream analysis.…”
Section: Figure 6: Main Services and Application In An Iomtmentioning
confidence: 99%
“…This is the main objective of the Ambient Assisted Living (AAL), an IoT platform powered by artificial intelligence that uses the information and communication technologies to serve this objective. Activity recognition and behavior understanding are the desired results of using a variety of sensors in AAL (García, et al, 2017;Bevilacqua et al, 2014;Monekosso et al, 2015). This can be direct via wearable sensors or indirectly through environmental sensors and stream analysis.…”
Section: Figure 6: Main Services and Application In An Iomtmentioning
confidence: 99%
“…To increase transparency, a possible solution is represented by the use of smart objects, that is, the augmentation of everyday objects with sensing, communication, and networking technology to support specific tasks. 9 In this framework, recent studies have been achieving monitoring of elder users through the implementation of instrumented daily-use objects, such as a cane 10 or insoles. 11 On the contrary, to boost user’s engagement, we have observed a surge of gameful design in the healthcare domain, 12 including assessment, training, and rehabilitation.…”
Section: Introductionmentioning
confidence: 99%