Dienstleistungen (allgemein)

CHASSIS - Une Plate-forme pour la Construction de Systèmes d'Information Ouverts

Description: 

Les systèmes d'information d'aujourd'hui ont de plus en plus la nécessité d'être ouverts. Ceci implique qu'ils doivent répondre aux besoins de réseaux ouverts, de logiciel et de matériel hétérogènes et “interopérables,” et, surtout, à des besoins évolutifs et changeants. Le projet CHASSIS vise le développement d'un cadre informatique et méthodologique pour la conception et la construction de systèmes d'information hétérogènes, sûrs et fiables à partir de composants de logiciel et bases de données soit déjà existants soit développés pour l'occasion, et leur intégration sûre et fiable. Dans CHASSIS, l'orientation-objet est la technologie clé pour la construction d'un tel système, car son interface uniforme est réalisée par un modèle de données orienté-objet, et la couche d'intégration est réalisée par du logiciel orienté-objet. CHASSIS consiste en des modèles objets pour l'intégration de base de données et langages de programmation, du logiciel orienté-objet pour l'intégration des systèmes, des méthodes de spécification pour soutenir le processus de conception, et des mécanismes de sécurité avancés qui permettent d'assurer un haut degré de sécurité pour le système d'information résultant. CHASSIS est un projet de collaboration Suisse entre l'Université de Zürich, l'Université de Genève, et le centre de recherche d'Asea Brown Boveri (Baden).

WayFiS: Way finding for Seniors

Description: 

The WayFis project is the first European AAL project to help the elderly plan personalized routes and guide them in complex paths in different contexts including indoors, outdoors, pedestrian, and on public transport.

Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study

Description: 

Background: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. Aim: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. Method and results: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.

PlayMancer: Games for Health with Accessibility in Mind

Description: 

The term Serious Games has been used to describe computer and video games used as educational technology or as a vehicle for presenting or promoting a point of view. Serious games can be of any genre and many of them can be considered a kind of edutainment. Serious games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players towards knowledgeable processes, including business operations, training, marketing and advertisement. Serious games can be compelling, educative, provocative, disruptive and inspirational. The potential of games for entertainment and learning has been demonstrated thoroughly from both research and market. Unfortunately, the investments committed to entertainment dwarf what is committed for more serious purposes. In this feature, we will argue that the motives, incentives and expectations of the computer game industry differ from one cultural and economic environment to another. As the game industry is dominated by US companies, computer game products are targeting user groups mostly informed by the marketing departments of those companies. This process creates marginalised user groups and game types that are not addressed effectively by the computer game market. Accessible games and games for health comprise this underdeveloped niche. Research project PlayMancer is a multi-partner effort to tackle both of those issues in a coherent way.

Design and Implementation of a Teleteaching Environment

Description: 

The ever increasing need for education combined with the recent advances in communication technologies, have encouraged the introduction of numerous remote learning systems and services. In this paper we describe a distance learning system we have developed at the University of Geneva. We also describe the experience we have gained by using the system for conducting telelectures during a period of three academic years.

Power- and Delay-Aware Mobile Application-Data Flow Adaptation: the MobiHealth System Case Study

Description: 

Emerging healthcare applications rely on personal mobile devices to monitor patient vital signs and to send it to the hospitals-backend servers for further analysis. However, these personal mobile devices have limited resources that must be used optimally in order to meet the requirements of healthcare applications end-users: healthcare professionals and their patients. This paper reports on a case study of a cardiac telemonitoring application delivered by the so-called MobiHealth system. This system relies on a commercial personal mobile device with multiple (wireless) network interfaces (NI). The study focuses on how the choice of a NI affects the end-to-end application's data delay (extremely important in case of patient's emergency) and the energy consumption of the device (relating to the service sustainability while a patient is mobile). Our results show the trade-off between battery savings and the delay achieved by various NI activation strategies in combination with application-data flow adaptation. For a given mobile device, our study shows a gain of 40-90% in battery savings, traded against the higher delays (therefore applicable mainly in non-emergency cases). The insights of our studies can be used for application-data flow adaptation aiming at battery saving and prolonging device's operation while patients being mobile.

Measurements-based performance evaluation of 3G wireless networks supporting m-health services

Description: 

The emergence of 3G networks gives rise to new mobile services in many different areas of our daily life. Examples of demanding mobile services are mobile-healthcare (i.e. m-health) services allowing the continuous monitoring of a patient's vital signs. However, a prerequisite for the successful deployment of m-health services are appropriate performance characteristics of transport services offered by an underlying wireless network (e.g. 3G). In this direction, the EU MobiHealth1 project targeted the evaluation of 3G networks and their ability to support demanding m-health services. The project developed and trialled a patient monitoring system, evaluating at the same time the network's performance. This paper presents measurements based performance evaluation methodology developed and applied to assess network performance from an end-user perspective. In addition, it presents the (selected) speed-related evaluation (best-case scenario) results collected during the project. Our measurements show the dynamicity in the performance of 3G networks and phenomena negatively influencing this performance. Based on the evaluation results, we conclude that in-spite of certain shortcomings of existing 3G networks, they are suitable to support a significant set of m-health services. A set of recommendations provide a road map for both operators and service developers for design and deployment of m-health services.

Mobile Health Care: Towards a commercialization of research results

Description: 

MobiHealth and HealthService24 are two major EU projects targeting the development and validation, with extensive medical trials, of innovative systems and services for mobile health care. Biosignals are measured by sensor devices connected to a wireless Body Area Network. These signals are transmitted reliably and securely over public wireless networks (e.g. GPRS, UMTS) to a remote healthcare organisation where healthcare professionals can monitor, diagnose and provide advice to patients in real time. The developed system and its services is in the last phase of the pre-commercial validation, expecting a commercial release of the system late 2006.

Wireless Body Area Networks for Healthcare: the MobiHealth Project

Description: 

The forthcoming wide availability of high bandwidth public wireless networks will give rise to new mobile health care services. Towards this direction the MobiHealth 1,2 project has developed and trialed a highly customisable vital signals ' monitoring system based on a Body Area Network (BAN) and an m-health service platform utilizing next generation public wireless networks. The developed system allows the incorporation of diverse medical sensors via wireless connections, and the live transmission of the measured vital signals over public wireless networks to healthcare providers. Nine trials with different health care cases and patient groups in four different European countries have been conducted to test and verify the system, the service and the network infrastructure for its suitability and the restrictions it imposes to mobile health care applications.

A decentralized approach for detecting dynamically changing diffuse event sources in noisy WSN environments

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