Pervasive Computing Technologies for Healthcare: 15th EAI International Conference, Pervasive Health 2021, Virtual Event, December 6-8, 2021, ... and Telecommunications Engineering)
معرفی کتاب «Pervasive Computing Technologies for Healthcare: 15th EAI International Conference, Pervasive Health 2021, Virtual Event, December 6-8, 2021, ... and Telecommunications Engineering)» نوشتهٔ Hadas Lewy (editor), Refael Barkan (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2022. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 15th International Conference on Pervasive Computing Technologies for Healthcare, Pervasive Health 2021, held in December 2021. Due to COVID-19 pandemic the conference was held virtually. The 28 full and 7 short papers were selected from 74 submissions and are organized in 3 main tracks: hospitality and community care, homecare and medical education. The COVID 19 pandemic was challenging all dimensions of Pervasive Health (PH) and traditional ways of monitoring, diagnosing, treating and communicating changed dramatically. Preface Organization Contents AI for COVID-19 Treatment in Hospitals and Community Care Clinical Decision Making and Outcome Prediction for COVID-19 Patients Using Machine Learning 1 Introduction 2 Materials and Methods 3 Results 3.1 Experiments 3.2 Results 4 Discussion 5 Conclusions References Building a Tool that Draws from the Collective Wisdom of the Internet to Help Users Respond Effectively to Anxiety-Related Questions 1 Introduction 1.1 Questions and Answers on Online Mental Health Communities 1.2 Accessing Collective Wisdom from Mental Health Subreddits 1.3 Project Summary 2 Creating the Helper Tool 2.1 Part 1: Creating a Machine Learning Classifier to Predict Response Quality 2.2 Part 2: Developing and Testing a Question-Answering System 2.3 Part 3: Developing a System to Suggest Online Resources for Anxiety-Related Question 2.4 Part 4: Designing and Implementing the Helper Tool 2.5 Data Availability 3 Discussion References Technologies Implementation, Acceptance and Evaluation During the Pandemic Aspects of Pervasive Health and Technology Use in Care Organizations During the Pandemic: Report from a Municipality Covid-19 Study 1 Introduction 2 Background and Case 3 Method 4 Related Work 5 Empirical Data: Survey 6 Empirical Data: Workshop 7 Discussion 8 Conclusion References Acceptance Evaluation of a COVID-19 Home Health Service Delivery Relational Agent 1 Introduction 2 Proposed System 2.1 Design Process 2.2 Interactive Prototype 3 Preliminary Evaluation 3.1 Study Design 3.2 Participants 3.3 Measures and Data Analysis 3.4 Findings 4 Limitations 5 Discussion 6 Conclusion References The Impact of COVID-19 on LGBTQIA+ Individuals’ Technology Use to Seek Health Information and Services 1 Introduction 2 Background 3 Methodology 3.1 Data Collection 3.2 Data Analysis 4 Findings 4.1 Demographics 4.2 A Comparison of Perceived Health Conditions Between LGBTQIA+ participants and General Population in the United States 4.3 Health Information Seeking 4.4 Health Care Accessibility 4.5 Recommendations for Improving Healthcare Experiences During Pandemic 5 Discussion 6 Conclusion References Remote Monitoring Detecting Bed Occupancy Using Thermal Sensing Technology: A Feasibility Study 1 Introduction 2 Related Work 3 Materials and Methods 3.1 Thermopile Array Sensor Setup 3.2 Data Collection 3.3 Data Pre-processing 3.4 Data Labelling 3.5 Background Subtraction 3.6 Blob Detection and Tracking 3.7 Region of Interest Identification 3.8 Logical Reasoning 3.9 Bed Occupancy Detection 4 Results 4.1 Bed Occupancy Detection 4.2 Bed Occupancy Duration 5 Discussion 5.1 Limitations 6 Conclusions References Sensor-Based Measurement of Nociceptive Pain: An Exploratory Study with Healthy Subjects 1 Introduction 2 Methods 2.1 Study Subjects 2.2 Data Collection 2.3 Data Analysis 3 Results 3.1 Self-assessed Pain 3.2 Sensor-Based Measures of Pain 4 Discussion and Conclusion References Dynamics Reconstruction of Remote Photoplethysmography 1 Introduction 2 Related Works 2.1 rPPG Extraction Methods 2.2 Dataset Used for rPPG Testing 3 rPPG Extraction Method 3.1 Region of Interest Selection 3.2 Signal Extraction 3.3 Signal Postprocessing 4 Chaotic Dynamics Analysis of PPG and rPPG 4.1 PPG and rPPG Signals 4.2 Phase Space Reconstruction 4.3 Lyapunov Exponent 4.4 Correlation Dimension 4.5 Approximate Entropy 5 Results 6 Conclusion References Remote Care Iris: A Low-Cost Telemedicine Robot to Support Healthcare Safety and Equity During a Pandemic 1 Introduction 2 Background 3 Designing Telepresence Robots for Overwhelmed HCWs 3.1 Design Requirements 3.2 Software and Hardware Requirements 4 Implementation 5 Evaluation 6 Results 6.1 Situating Robots in the ED 6.2 Integrating Robots Within HCW's Existing Workflow 6.3 Robots Supporting HCWs' Ability to Evaluate Patients 6.4 Physical Interaction Is Important 6.5 Physicians' Perspectives on Patient Experience 6.6 Use Cases Ideated by Participants 6.7 Iris-Specific Feedback 7 Discussion 7.1 Design Recommendations 7.2 Implications for Health Equity 7.3 Limitations and Future Work References Wireless Sensor Networks for Telerehabilitation of Parkinson's Disease Using Rhythmic Auditory Stimulation 1 Introduction 2 Related Work 2.1 Telerehabilitation 2.2 Rhythmic Auditory Stimulation 2.3 System Design for Telerehabilitation 3 System Design 3.1 Sensor Node 3.2 Bluetooth Module and Communication 3.3 Base Station Node 3.4 Server 4 Testing 4.1 Sensor Node 4.2 Base Station Node 4.3 Server Node 4.4 Integrated Testing 5 Results and Discussion 5.1 Sensor Node Tests 5.2 Base Station Node Test 5.3 Server Tests 5.4 No Load Test 5.5 Correct Step Test 5.6 System Functionality 6 Conclusion References ``We're Not Meant to Deal with Crisis for a Year'': Supporting Frontline Healthcare Providers' Wellness During a Pandemic 1 Introduction 2 Related Work 3 Methods 3.1 Study Participants 3.2 Data Collection and Analysis 4 Findings 4.1 Challenges for HCPs Integrating Technology into Daily Life 4.2 Capturing Emotional Burden 4.3 HCPs' Approach to Emotional Well-Being 5 Discussion 5.1 Automation and Context-Sensing 5.2 Deployment of Micro-interventions 5.3 Explore Alternative Paths for Measurements 6 Study Limitations 7 Conclusion References Therapist-Informed Design Directions for Mobile Assistive Technologies for Anxiety 1 Introduction 2 Background and Related Work 2.1 Design Approaches for Anxiety Mobile Assistive Technologies 2.2 Underexplored Design Directions 3 Method 3.1 Participants 3.2 Data Collection 3.3 Analysis 4 Results and Discussions 4.1 Supporting a Variety of Effective Treatment Components 4.2 Anxiety Condition Specific Customizations of Interventions 4.3 A Conceptual Framework for Regular Phases of Anxiety 4.4 Anxiety Phases Based Customizations of Interventions 4.5 Design Directions Motivated by Current Challenges 5 Limitations and Future Work 6 Conclusion References Queering E-Therapy: Considerations for the Delivery of Virtual Reality Based Mental Health Solutions with LGBTQ2IA+ Communities 1 Introduction 2 Related Work 2.1 HCI and VR Considerations for the Queer Community 2.2 VR for Digital Mental Health 3 Study Methodology 3.1 Data Collection and Analysis 3.2 Participants and Recruitment 4 Findings 4.1 Descriptive Information on Mental Health Services 4.2 Experiences with Digital Mental Health Services 4.3 Impressions and Considerations for the Use of VR as a Tool for Digital Mental Health Services 5 Discussion 5.1 Considerations for Improved Experiences with Digital Mental Health Tools 5.2 Considerations for Clinical VR as a Tool for Digital Mental Health 6 Limitations and Future Work 7 Conclusion References FatigueSet: A Multi-modal Dataset for Modeling Mental Fatigue and Fatigability 1 Introduction 2 Background and Related Work 2.1 Defining Fatigue 2.2 Operationalizing Fatigue for Fatigue Management Technologies 2.3 Types of Fatigue 2.4 Datasets for Fatigue Detection 3 Methodology 3.1 Study Design 3.2 Physical Activity Protocol 3.3 Inducing Mental Fatigue 3.4 Fatigue and Fatigability Measurements 3.5 Physiological Measurements 4 Preliminary Results 4.1 Fatigue and Fatigability Measurements 4.2 Effect of Physical Activity on Fatigue and Fatigability 5 Conclusion References Exploring Unique App Signature of the Depressed and Non-depressed Through Their Fingerprints on Apps 1 Introduction 2 Related Work 2.1 Difference in Smartphone Usage Among Various Groups of People 2.2 Smartphone Usage and Mental Health 2.3 Re-identification of the Users and Privacy Leakage 3 Methodology 3.1 Data Collection Tool 3.2 Data Collection Procedure and Participants 3.3 Data Analysis 3.4 Research Ethics 4 Results 4.1 Uniqueness While Considering Apps of All Categories 4.2 Uniqueness Through App Categories 4.3 Difference in Uniqueness Between the Depressed and Non-depressed Students 5 Discussion 5.1 Depressed and Non-depressed Students Can Be Uniquely Re-identified 5.2 Depressed Students Are More Unique in Some App Categories 6 Limitations 7 Conclusion References A Serious Game for Nutritional Education of Children and Adolescents with Neurodevelopmental Disorders 1 Introduction 1.1 Background and Significance 1.2 Related Works 2 The Serious Game “Captain Chomp and the Great FoodAdventure” 2.1 Design 2.2 Development 3 Protocol of the Pilot Study 4 Conclusions References Elderly Care and Technologies Designing Conversational Assistants to Support Older Adults' Personal Health Record Access 1 Introduction 2 Related Work 3 MIHA: A Health-Related Question Answering Prototype 3.1 AI Model for Question and Answering 4 Method 4.1 Participants 4.2 Wizard-of-Oz Study and Procedure 4.3 Data Analysis 5 Results 5.1 Users Initial Thoughts of MIHA 5.2 Perceptions for Answering Personal Health Questions 5.3 Improving MIHA 6 Discussion 6.1 Using CAs to Support Older Adults' Access to Health Information 6.2 Building Confidence in Conversational Tools for Health Search 7 Conclusion References Helping People to Control Their Everyday Data for Care: A Scenario-Based Study 1 Introduction 2 Related Work 2.1 Chronic Care 2.2 Everyday Data for Care 2.3 Privacy and Data Sharing 3 Methods 3.1 Participants and Recruitment 3.2 Study Design 3.3 Data Analysis 4 Findings 4.1 Grouping EDC is Usable and Useful 4.2 Utility of Groupings for Sharing Within a Care Team 4.3 Utility of Groupings for Sharing with Changes in Health Condition 5 Discussion 5.1 Creating Semi-automatic Assistance 5.2 Limitations and Future Work 6 Conclusion A Appendix References The Peer Support for Elderly Breast Cancer Patients’ Continuing Care at Home Through Smart Service System 1 Introduction 2 Related Works 2.1 Peer Support in Offline Communities 2.2 Peer Support in Online Communities 2.3 Peer Support in Online + offline Communities 2.4 UCD (User-Center Design) Adopted in Breast Cancer Continuing Care 3 Methods 3.1 UCD (User-Center Design) Adopted in Breast Cancer Continuing Care 3.2 UCD (User-Center Design) Tools 3.3 The Direction of the Design 4 “Bcare” Design 4.1 “Bcare” Service Platform for Patient 4.2 “Bcare” App for the Family Caregiver 4.3 “Bcare WeChat Mini Program” for Patients 4.4 “Bcare” Hospital Continuing Service Management 5 Preliminary Results 6 Conclusion References RITA: A Privacy-Aware Toileting Assistance Designed for People with Dementia 1 Introduction 2 Related Work 3 Interaction with People with Dementia: Methodology and Results 3.1 Methodology 3.2 Communication in Dementia 3.3 Review of Possible Solutions 3.4 Focus Groups 4 Implementation of the System 4.1 Overview of the System 4.2 Procedure Checking Module 4.3 Interaction Module 4.4 Prototype Implementation 5 Conclusions References Design of a Rule-Based and ADL Analysis System to Support Care of the Elderly 1 Introduction 2 Related Work 2.1 Motivation for Smart Home Research 2.2 Knowledge-Driven vs Data-Driven Approach 3 ADL Dataset Considered 3.1 UCAmI 3.2 Dataset Preparation 4 Rules Syntax 5 Event Processing Engine 6 ADL Dashboard UI 6.1 Daily Summaries 6.2 Detected ADLs 6.3 Daily Summary 6.4 Notification Alerts 6.5 Broken ADLs 7 Conclusions and Future Work References Design for Discordant Chronic Comorbidities (DCCs): A DC3 Model 1 Introduction 2 Background 3 Methods 3.1 Data Collection 3.2 Analysis 4 DCC Challenges 4.1 Information Gathering and Comprehension 4.2 Decision Making and Setting Treatment Plans 4.3 Implementing Treatment Plans 5 Discordant Chronic Condition Care (DC3) Model 6 Discussion 6.1 Comparison of DC3 Model 6.2 Implications for Design 7 Conclusion References Assistive Technologies Lessons Learned in Developing Sensorised Textiles to Capture Body Shapes 1 Introduction 2 Shape Sensing Sleeve 2.1 Stretchable Sleeve with Commercial Strain Sensors 2.2 Stretchable Sleeve with a Single Ring and Conductive Elastomer Strain and Bend Sensors 2.3 Stretchable Sleeve with a Single Ring and CE Strain and Bend Sensors Interfaced with Filament Wires 2.4 Sleeve with a Long Array of CE Sensors and Filament Wires 2.5 Sleeve with a Long Array of CE Sensors and Conductive Thread 3 Shape Reconstruction 3.1 Reconstruction and Simulation Approach 3.2 Simulation Methodology 3.3 Virtual Sleeve Alignment and Draping 3.4 Shape Inference Algorithm 4 Results and Discussion 4.1 Textile Sleeve Evaluation 4.2 Textile Sleeve STL Results 4.3 Virtual Sleeve on Leg Model Results 5 Recommendations for Smart Textiles for Body-Shape Sensing 6 Conclusions and Future Work References Translating a DC3 Model into a Conceptual Tool (DCCs Ecosystem): A Case Study with a Design Team 1 Introduction 2 Background 2.1 Theories and Models in Multiple Chronic Disease Care 2.2 DC3 Model and Tools 3 Methods 3.1 A Case Study 3.2 Scenario 3.3 Participants 3.4 Analysis 4 Findings 4.1 Design Sprint 1: (Understand) 4.2 Design Sprint 2: (Diverge) 4.3 Design Sprint 3: (Decide) 4.4 Critical Components of an Ecosystem for DCCs Support 4.5 Considerations for an Ecosystem for DCCs Support 5 Discussion 5.1 A Case Study of Using Design Sprints in Research 5.2 Design Space for DCCs 6 Conclusion References Towards Enhancing the Multimodal Interaction of a Social Robot to Assist Children with Autism in Emotion Regulation 1 Introduction 2 Related Work 3 EVA: An Open-Source Social Robotics Platform 3.1 Software Architecture 4 Extending EVA's Multimodal Interaction 4.1 Light Sensory Effects 4.2 Facial Expression Recognition 5 Serious Game for Autism Therapy 6 Proposal Evaluation 6.1 Limitations 7 Conclusion References MPredA: A Machine Learning Based Prediction System to Evaluate the Autism Level Improvement 1 Introduction 2 Related Works 3 Machine Learning Based Prediction System for Autism Level Improvement (MPredA) 3.1 Select and Create Data Set 3.2 Data Set Preprocessing and Feature Selection 3.3 Build Machine Learning Models 3.4 Analyze the Models and Create Pickles 3.5 Create and Test the Web Application 4 Experimental Analysis 4.1 Experimental Setup 4.2 Experimental Result 4.3 Discussions 5 Conclusion References Technologies and Health Behavior GamifyHealth: A Generic Software Framework for Health Behavioral Change 1 Introduction 2 Related Work 3 The GamifyHealth Framework 3.1 Common Components in Games for Health Behavior Change 3.2 The Design of the GamifyHealth Framework 4 Case Study on the Framework 4.1 Case Study Game 1: Heart Mountain 4.2 Case Study Game 2: Stellar Spine 5 Conclusions and Future Work References The Design of an Ontology-Driven mHealth Behaviour Change Ecosystem to Increase Physical Activity in Adults 1 Introduction 2 Background 2.1 Ontologies 2.2 The HAPA Model 2.3 MyPlan: Action and Coping Planning 3 Methodology: An Interdisciplinary Approach 3.1 Data Analysis 3.2 Panel of Experts 3.3 Focus Groups 4 Findings 4.1 Building the Ontology 4.2 Requirements Analysis 4.3 Levels of Personalisation 5 System Design 5.1 Example Scenario 5.2 Overview 6 Conclusions References The SharedHeart Approach: Technology-Supported Shared Decision Making to Increase Physical Activity in Cardiac Patients 1 Introduction 1.1 Current Practice 1.2 Telerehabilitation 1.3 Shared Decision Making 1.4 Our Proposed SharedHeart Approach 2 Physiotherapists' Opinion About Shared Decision Making 3 Decision-Making in the SharedHeart Approach 3.1 Approach for the Rehabilitation Program 3.2 Approach During a Single Encounter 4 The Design of the SharedHeart Platform 4.1 Goal-Setting for Physical Activity 4.2 Creating an Exercise Plan 4.3 Reporting and Following Up on Physical Activity 4.4 Discussing Performance of Physical Activity and Progress 5 Discussion 6 Conclusion References CovidAlert - A Wristwatch-Based System to Alert Users from Face Touching 1 Introduction 2 Challenges and Contributions 3 Related Works 3.1 Dataset Preparation 4 Our Proposed Method 4.1 Data Streaming 4.2 STA/LTA Triggering Algorithm 4.3 Preprocessing and Feature Extraction 4.4 Random Forest (RF) Classifier 5 Results 6 CovidAlert Demo on Commercial Fossils Watch 7 Conclusion and Future Works References Towards Diagnostic Support of Hyperactivity in Adults with ADHD Using a Virtual Reality Based Continuous Performance Test and Motion Sensor Data 1 Introduction 2 Related Work 2.1 ADHD and Clinical Diagnosis 2.2 Relevant Diagnostic Support Technologies for ADHD 3 Clinical Interviews 3.1 Clinicians and Procedure 3.2 Clinician Criteria For Assessing Hyperactivity in Practice 4 Design of the VR-CPT System and Environment 4.1 Virtual CPT and Environment 5 Evaluation 5.1 Sensor Data Collection 5.2 Experiment 1 5.3 Experiment 2 6 Conclusion and Future Work References Using Topic Modelling to Personalise a Digital Self-compassion Training 1 Introduction 2 Topic Modelling 3 Method 3.1 Data 3.2 Topics and Data Labelling 3.3 Algorithm 3.4 Algorithm Evaluation 4 Results 4.1 Data Analysis 4.2 Results on Topic Modelling 5 Conclusion and Discussion References EAT@WORK: Designing an mHealth App for Promoting Healthy Eating Routines Among Dutch Office Workers 1 Introduction 2 Design of EAT@WORK 2.1 Supporting Easy Access to Relevant Knowledge 2.2 Assisting in Setting up and Achieving Eating Goals 2.3 Integrated Health Program 2.4 Facilitating Peer Support for Healthy Eating Routines 3 Materials and Methods of User Study 3.1 Participants 3.2 Study Design 3.3 Data Collection 3.4 Data Analysis 4 Results 4.1 Participants’ Description 4.2 The User Acceptance of EAT@WORK 4.3 The Applicability of EAT@WORK UX Features in Different Contexts 4.4 Extra Findings 5 Discussion and Limitation 6 Conclusion References Design Contributions to Pervasive Health and Care Services Designing for and with Neurodiverse Users: Wearable Applications for Self-regulation 1 Introduction 2 Methods 2.1 Recruitment 2.2 Experimental Design 2.3 Data Collection 2.4 Data Analysis 2.5 Incentives 3 Results 3.1 WELLI 3.2 Design Considerations 3.3 Discussion of the Methodological Approach 3.4 Participants' Experience 4 Concluding Remarks References Augmented Reality Games for Children with Cerebral Palsy 1 Introduction 1.1 Background 1.2 Project GameA 2 Design Process 3 Game Design 3.1 Game Area 4 Discussion and Conclusion References Author Index
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