Physical activity is a major part of the user's context for wearable computing applications. When using body-worn sensors, one can acquire the user's physical activities. In recent years, wearable and pervasive computing were the basis of many research projects in industrial and healthcare environments. As such, projects used wearable computing technology to help people with chronic diseases like chronic obstructive pulmonary disease (COPD), chronic kidney disease (CKD), and Parkinson disease (PD). However, the needs of the target groups cannot be satisfied just by technical solutions alone. Motivation plays a major role in really helping people. Serious Games or exergames promise a positive effect on motivation and activity. In this chapter, we will explain the basic technology concepts of wearable and pervasive computing and motivation using Serious Games based on the personal experience of the authors and their co-workers in topic-related research projects over the last twelve years. 1 Motivation 2 Wearable and Pervasive Computing 3 Understanding the User 4 Serious Games and the Usefulness of Exergames 5 Further Outline
The demographic change that is foreseeable in the future will permeate all throughout society, and require new approaches to ageing and its concomitant challenges. Serious games are one of the answers towards this challenge. Herein, we describe ways how the SafeMove project plans to employ serious games in the context of helping elderly people with light dementia to operate on their own. Due to the multi-facetted approach of the SafeMove project, serious games are embedded in a holistic system for the elderly, which will ultimately help them stay active and ambulatory as long as possible, while feeling safe and well cared for. This will enable them to stay in the comfort of their own homes for as long as possible, while helping them stay active and socially connected. The serious games will provide the impetus to exercise more, as well as connect with others playing the same games.
Between 2004 and 2009, the European Commission and 42 partners from 16 countries invested about 24 million Euros to empower mobile workers through the wearIT@work project. In addition to maintenance, production, healthcare, and emergency response, new application domains targeted included cultural heritage, a rural living lab for the prevention of environmental disasters, and wearable computing assistance for visually impaired persons. Industrial demonstrators, evaluations results, and an exploitation strategy were developed and published in a technology repository that indicates the maturity levels of the different components.
The concept of Wearable Computing can be used to support work processes of mobile workers e.g. in a factory environment or outdoors. The basis is a wireless network for an ubiquituous remote access to information. In the paper we explain the potential of Wearable Computing and focus on the technological challenges. During the last five years (2004 till 2009) the EC funded the worldwide largest project on Wearable Computing: wearIT@work (www.wearitatwork.com). The project did not focus on new technologies. However, with existing technologies new applications were developed. For new user groups of mobile workers a new quality of support had to be achieved. The paper reports at the end of the project on the main findings and lessons learned: An open hardware platform, an open software framework and for seven different application domains solutions were developed.
Wearable computing means a paradigm shift: instead of working at the computer users are supported by computing systems in their primary tasks. Currently wearable computing is still a technology of niches and in a laboratory stage. However, with wearIT@work a project dedicated to applications was launched by the European Commission (EC IP 004216). The first 30 months of this project are over and industrial demonstrators, evaluations and results are available. In this paper results of the second development cycle are presented. The influence of the strong end user involvement in the design process led to results in the four application domains of maintenance, production, healthcare and emergency response with a maturity beyond simple prototypes.
This paper focuses on the state-of-the art and future of wearable computing applications in industry and business. The research is performed in the context of the EU FP6 project wearIT@work. Key findings like the open wearable computing hardware platform (OWCP) and the open wearable computing software framework (OWCF) as well as midterm results of the project will be outlined. As the project strongly follows a cyclic and user centred design approach much effort was put on investigations with end users in the four application domains of maintenance, production, healthcare and emergency response. Demonstrators of wearable computing solutions were achieved and evaluations with end users performed.
A living lab refers to a setting created with specific targets and a clear structure, but at the same time dealing with the uncontrollable dynamics of daily life. Actually several regional citizens living labs are set tip. However, in principle the ideas of a living lab are also applicable to an industrial setting leading to a sort of corporate living lab with a clear focus on workplace innovations. This paper is based on experiences with one out of four application domains (health care) that have been gathered during the first 18 months of research of the European Integrated Project "wearIT@work: Empowering the Mobile Worker by Wearable Computing". The findings in a user centred design approach that became a living lab implementation are described.
Currently wearable computing is still a technology of niches and in a laboratory stage. With wearIT@work a project dedicated to applications was launched by the European Commission (EC IP 004216). The first 18 months of the project are over and the first demonstrators and results were achieved. In this paper the concept of the project is introduced and results are presented. As the project strongly follows a cyclic and user centred design approach much effort was put on investigations with end users in the four application domains of maintenance, production, healthcare and emergency response. Demonstrators of wearable computing solutions were achieved and evaluations with end users performed.
A Living Lab refers to a setting created with specific targets and a clear structure, but in the same time dealing with the uncontrollable dynamics of daily life. Wearable computing means a paradigm shift: instead of working at the computer users are supported by computing systems in their primary tasks. Thus wearable computing is ideal to develop new insight into the behaviour of the Living Lab. Currently wearable computing is still a niche technology in the laboratory stage. However, with wearIT@work a project dedicated to wearable applications was launched by the European Commission (EC IP 004216). The first 18 months of this project are completed and demonstrators, evaluations, and results are available. In this paper, the concept of the project is briefly introduced and results are presented showing the impact of wearable computing for the Living Lab. This impact is based on the cyclic and user-centred design approach in developing the different pilot application demonstrators for the four application domains of maintenance, production, healthcare and emergency response.
Currently wearable computing is still a technology of niches and in a laboratory stage. With wearIT@work a project dedicated to applications was launched by the European Commission (EC IP 004216). The first year of the project is nearly over and first results were achieved. In this paper the concept of the project is introduced and first results are presented. As the project strongly follows a user centred design approach much effort was put on first investigations with users in the four application domains of maintenance, production, hospital and fire fighting. Beside this results concerning a wearable computing hardware platform and software framework were achieved.
Currently there is no single standardisation organization related to wearable computing. Wearable computing is still a technology of niches and labs. In this paper the ideas to establish an open organisation for standardisation facilitating a community building process are presented. It is the intention of the Open Wearable Computing Group to constitute a community in wearable computing. The interests of all involved stakeholders like users and developers, in industry and society from application to hardware and software have to be covered by the community being aware that only standardisation will facilitate a breakthrough for this new technology.
Currently wearable computing is still a technology of niches and in a laboratory stage. With wearIT@work a project dedicated to applications was launched by the European Commission (EC IP 004216). The first year of the project is nearly over and first results were achieved. In this paper the concept of the project is introduced and first results are presented. As the project strongly follows a user centred design approach much effort was put on first investigations with users in the four application domains of maintenance, production, hospital and fire fighting. Beside this results concerning a wearable computing hardware platform and software framework were achieved.