Designing an Application Store for the Internet of Things: Requirements and Challenges | | BIBAK | Full-Text | 313-327 | |
Simon Stastny; Babak A. Farshchian; Thomas Vilarinho | |||
Although things in the Internet of Things contain considerable amounts of
software, developers of such software have no standardized means of
maintaining, improving and sharing this software as they can do, e.g., with
applications on a smart phone. This limitation can hamper user-driven
innovation. In this paper we evaluate the usefulness of the "app store"
metaphor as a means of sharing and deploying Internet of Things software among
makers. We did a set of interviews and a questionnaire-based survey with a
sample of makers in various maker communities. We used this data to extract
requirements for an application store, using the common "app store" metaphor as
a starting point. The app store concept was developed as a proof of concept
implementation, and evaluated through feasibility evaluation and focus group
evaluation methods. Our findings show that although the app store metaphor is
familiar and easy to grasp, there are some fundamental challenges when adapting
the metaphor: (1) The difficulty of supporting the diversity in the software
and hardware vendor market, (2) The tension between context awareness and the
need for pre-configuration and pre-packaging, and (3) usability challenges
related to the number of devices and apps. Keywords: Internet of things; IoT; App store; Application repository; App
installation; App deployment; App sharing; Ambient intelligence; Ubiquitous
computing; Pervasive computing |
Lighten Up! -- An Ambient Light Progress Bar Using Individually Controllable LEDs | | BIBA | Full-Text | 109-124 | |
Heiko Müller; Anastasia Kazakova; Wilko Heuten; Susanne Boll | |||
Ambient light displays can be used to convey information to office workers in the periphery of their attention without cluttering their computer monitor or distracting users from their primary task. In this paper we report on a user study evaluating "Lighten Up", an ambient light display to give information about secondary task progress over time. We explored the design space with 42 light patterns. We chose two for a study comparing Lighten Up against a state-of-the-art on-screen progress bar. Our results suggest that users prefer Lighten Up over the on-screen display, if the ambient light display uses a stepwise increase in illumination. Increasing brightness in steps gives users a sense of rhythm and helps them keep track of the progress from the corner of their eye. |
Web Based Monitoring and Irrigation System with Energy Autonomous Wireless Sensor Network for Precision Agriculture | | BIBAK | Full-Text | 361-370 | |
Georgios Mitralexis; Christos Goumopoulos | |||
The use of Precision Agriculture systems is in its infancy in Greece,
because of the high fragmented land and the adherence of farmers to traditional
farming methods. This paper presents the design, implementation and performance
evaluation of an integrated agricultural monitoring and irrigation system using
energy-autonomous wireless sensors and actuators. Monitoring and irrigation of
the field are carried out through a web application that collects data from a
Wireless Sensor Network deployed in a cultivation and displays relative
information in real time. Furthermore, the system can operate proactively based
on user-defined rules that can decide when the farm should be irrigated. The
system is easy to use by farmers who look for a first contact with Precision
Agriculture applications. Our results have revealed the possibility to develop
a robust, fully-automated, solar powered, and low cost monitoring and
irrigation system that suits to the socio-economic conditions of small scale
farms in countries like Greece. Keywords: Wireless sensor/actuator network; Precision agriculture; Rule based
irrigation; Outdoor deployment; Energy harvesting |
Knowledge vs. Support | | BIBA | Full-Text | 93-108 | |
Jasper van de Ven; Frank Dylla | |||
Privacy is recognized as one of the key factors regarding the acceptance of ambient intelligence (AmI). However, privacy is neglected in many projects. We address a formal representation of AmI allowing to model systems including privacy expectations and assumptions. In order to be able to compare systems, either existing or theoretically defined, we develop a benchmark framework that is based on this formal representation. We demonstrate the applicability of our approach with a system implementing two different privacy settings. |
An Ecological View of Smart Home Technologies | | BIBAK | Full-Text | 1-16 | |
James L. Crowley; Joelle Coutaz | |||
In this paper we propose an ecological view in which a smart home is seen as
an interconnected collection of smart objects that work together to provide
services to inhabitants. We review home technologies in a historical context in
which the home is a personal habitat that provides services to inhabitants, and
draw lessons from the profusion of new services that were made possible by the
introduction of electricity in the home during the 20th century. We examine
possible metaphors for smart homes, including the smart home as an inside-out
autonomous robot, and the smart home as an ecosystem of smart objects providing
services. We propose a taxonomy for smart home services and discuss examples
for each class of service. We conclude with a discussion of required system
qualities and potential show-stoppers. Keywords: Smart objects; Smart home; Ecological view; Domotics; Intelligent home
services; Human computer interaction; Ambient intelligence |
Augmented Home Inventories | | BIBAK | Full-Text | 34-47 | |
Konstantinos Grivas; Stelios Zerefos | |||
Normally, households comprise of people and their material possessions,
where persons exercise exclusive agency. The digital augmentation of domestic
environment transforms the constitution of households, populating them with new
types of entities, namely connected and 'smart' objects/devices and distributed
services. These new "players" operating within the household, are complex in
nature, responsive, adaptive, blurring the given distinction between household
members and their stuff, and evading a simplified classification. We consider
the augmented home environment as an ecosystem which humans occupy among other
interacting entities or parties which are actively affiliated to other networks
and environments. Starting with the premise that a household inventory is one
way to formally describe and define the household, we examine the contents and
structure of traditional home inventories, and then elaborate on the potential
evolution of the augmented home inventories as new types of interacting
entities are introduced. Thus, we observe a shift from static and place-bound
to dynamic classifications, allowing for diverse groupings of home-stuff. We
contemplate on the possibility of integrating all parts of the household
ecosystem into one unified classification and ontological system. We, also,
acknowledge that the exponential growth of IoT will put increasing pressure for
managing the huge volumes of data generated from connected households, on which
an effective, meaningful, and socially compatible classification system is
required. Finally, we highlight several challenges to the augmented home
inventory. Keywords: Home inventory; Augmented home; Home ecosystem; Home ontology;
Classification of home entities; AmI environments |
Person Identification by Analyzing Door Accelerations in Time and Frequency Domain | | BIBAK | Full-Text | 60-76 | |
Hristijan Gjoreski; Rok Piltaver; Matjaz Gams | |||
The paper describes an approach for recognizing a person entering a room
using only door accelerations. The approach analyzes the acceleration signal in
time and frequency domain. For each domain two types of methods were developed:
(i) feature-based -- use features to describe the acceleration and then uses
classification method to identify the person; (ii) signal-based -- use the
acceleration signal as input and finds the most similar ones in order to
identify the person. The four methods were evaluated on a dataset of 1005
entrances recorded by 12 people. The results show that the time-domain methods
achieve significantly higher accuracy compared to the frequency-domain methods,
with signal-based method achieving 86% accuracy. Additionally, the four methods
were combined and all 15 combinations were examined. The best performing
combined method increased the accuracy to 90%. The results confirm that it is
possible to identify a person entering a room using the door's acceleration. Keywords: Unobtrusive person identification; Door; Acceleration; Machine learning;
Dynamic time warping |
Continuous Gait Velocity Analysis Using Ambient Sensors in a Smart Home | | BIBAK | Full-Text | 219-235 | |
Ahmed Nait Aicha; Gwenn Englebienne; Ben Kröse | |||
We present a method for measuring gait velocity using data from an existing
ambient sensor network. Gait velocity is an important predictor of fall risk
and functional health. In contrast to other approaches that use specific
sensors or sensor configurations our method imposes no constraints on the
elderly. We studied different probabilistic models for the description of the
sensor patterns. Experiments are carried out on 15 months of data and include
repeated assessments from an occupational therapist. We showed that the
measured gait velocities correlate with these assessments. Keywords: Ambient assisted living (AAL); Gait; Smart homes |
The SOCIAL Project | | BIBA | Full-Text | 171-186 | |
Jasper van de Ven; Dimitra Anastasiou; Frank Dylla; Susanne Boll; Christian Freksa | |||
The aim of the project SOCIAL is to explore possibilities to facilitate spontaneous and informal communication in spatially distributed groups by exploiting ambient intelligence and smart environments. Spontaneous and informal communication has a strong impact on the productivity, social identity, and wellbeing of work groups. The spatial distance between peers plays a key role in successfully establishing and maintaining such communication. In co-located teams, spontaneous communication occurs daily: People occasionally meet on office floors, at the coffee corner, or have lunch together. Today, due to globalization we often encounter distributed work settings that impede spontaneous communication between co-workers, as teams are distributed over branch offices located in different cities and countries. We propose to approach this problem by (1) detecting situations with the potential for spontaneous informal communication, (2) representing and raising awareness for these situations appropriately, and (3) enabling users to engage seamlessly in spontaneous communication spanning spatially separated locations. In this paper we focus on the second aspect. A pilot study is described with results on combining various interaction modalities in order to raise awareness for communication. In addition, we describe a formal representation for ambient intelligence incorporating situational context and the system itself. |
Data-Analytics Based Coaching Towards Behavior Change for Dental Hygiene | | BIBA | Full-Text | 284-295 | |
Boris de Ruyter | |||
Within the vision of Ambient Intelligence it is assumed that future electronic systems will be embedded into our lives and have different levels of intelligence. One class of systems that has reached such levels of embedding and intelligence are coaching systems for behavioral change. In this paper the findings of a field study are presented in which a coaching system is driven by data-analytics from sensor data. The study provides some first evidence that such coaching system is effective in guiding people to change their behavior. Additional, the study results enable the formulation of a statistical relationship between the test participant's behaviors and the achieved adherence to the coaching target. |
ExerSeat -- Sensor-Supported Exercise System for Ergonomic Microbreaks | | BIBAK | Full-Text | 236-251 | |
Andreas Braun; Ingrid Schembri; Sebastian Frank | |||
The percentage of older adult workers in Europe has been increasing in the
last decades. They are an important part of the work force, highly experienced
and often hard to replace. However, their productivity can be affected by
health problems, such as lower back pain. This increases the cost for employers
and reduces the quality of life of the office workers. Knowledge workers that
spend a large part of their day in front of a screen are particularly affected
by pack pain. Regular exercise can help to mitigate some of these issues. This
training can be performed in microbreaks that are taken at regular intervals
during the work day. In this work we present ExerSeat, a combination of a smart
sensing chair that uses eight capacitive proximity sensors to precisely track
the posture of persons on or near an office chair. It is augmented by a desktop
training software that is able to track exercises and training units during
microbreaks, by analyzing frequency and form. We have performed a pilot over
eight weeks with ten office workers. They performed training units at regular
intervals during their work day. We report on the findings. Keywords: Smart furniture; Capacitive proximity sensing; Office exercise; Microbreaks;
Ergonomics; New Ways of Working; Well-being |
Persuasion Through an Ambient Device: Proof of Concept and Early Evaluation of CRegrette, a Smoking Cessation System | | BIBAK | Full-Text | 252-267 | |
Alessandro Fenicio; Gaëlle Calvary | |||
Smoking cessation has become a real social challenge in healthcare domain
and persuasive technologies combined with ambient intelligence figure as a
possible approaches against this addiction. Choosing an effective persuasive
design relies on different models and principles coming from several scientific
contexts. We evaluate the triggers defined by the B.J.Fogg's model in different
design strategies implementing three experiments: the first using smoking
tools, the second with an Android application and a third one using the same
application coupled with an Arduino-based ambient device. The CRegrette
system's proof of concept suggests that statistics combined with an ambient
device are more effective than notifications, mirroring and self-monitoring
approaches. This article furthermore proposes some design strategies and
research perspectives to support further research in the field of persuasion
and ambient device design. Keywords: Healthcare; Ambient intelligence; Smoking cessation; Persuasive technologies |
Hidden Fatigue Detection for a Desk Worker Using Clustering of Successive Tasks | | BIBAK | Full-Text | 268-283 | |
Yutaka Deguchi; Einoshin Suzuki | |||
To detect fatigue of a desk worker, this paper focuses on fatigue hidden in
smiling and neutral faces and employs a periodic short time monitoring setting.
In contrast to continual monitoring, the setting assumes that each short-time
monitoring (in this paper, it is called a task) is conducted only during a
break time. However, there are two problems: the small number of data in each
task and the increasing number of tasks. To detect fatigue, the authors propose
a method which is a combination of multi-task learning, clustering and anomaly
detection. For the first problem, the authors employ multi-task learning which
builds a specific classifier to each task efficiently by using information
shared among tasks. Since clustering gathers similar tasks into a cluster, it
mitigates the influence of the second problem. Experiments show that the
proposed method exhibits a high performance in a long-term monitoring. Keywords: Face monitoring; Anomaly detection; Incremental clustering; Multi-task
learning |
Experience-Driven Design of Ambiences for Future Pop Up Workspaces | | BIBAK | Full-Text | 296-312 | |
Aino Ahtinen; Jenni Poutanen; Maiju Vuolle; Kaisa Väänänen; Sanna Peltoniemi | |||
Knowledge work is in transformation and new means for supporting workers'
wellbeing and productivity are needed. Pop Up workspaces are temporary and
often social working environments where people can modify their environment to
suit their current work mode. The aim of the present research was to explore
the opportunities of future Pop Up workspaces, and specifically their
technology-mediated ambiences that can provide meaningful experiences for the
workers. We employed the Experience-Driven Design (EDD) approach to gain
insights of the desired experiences in Pop Up workspaces. We first conducted
three participatory group sessions to ideate experience types for Pop Up
workspaces. We then run a multidisciplinary concepting workshop in which we
designed concepts for technology-mediated ambiences. Five experience categories
for worker mindsets were identified, namely Liberty, Fellowship, Determination,
Retreat and Recovery. We present ambience concepts that utilise the mindsets
and related target experiences, and how they can be supported by ambient
technologies. Keywords: Pop up workspaces; Knowledge work; Workspace ambiences; Experience-driven
design; User experience; Space design; Ambient technologies |
Standalone Sound-Based Mobile Activity Recognition for Ambient Assistance in a Home Environment | | BIBAK | Full-Text | 349-352 | |
Svilen Dimitrov; Norbert Schmitz; Didier Stricker | |||
Developments of ambient assistance systems and energy consumption
optimization in home environments are one of the main goals of ambient
intelligent systems. In this work we propose a wearable standalone solution,
which combines the assistance task and the energy optimization task. For this
purpose we develop a real-time mobile sound-based device and activity
recognizer that senses the audible part of the environment to support its owner
during his daily tasks and to help him optimize them in terms of resource
consumption. Keywords: Smart home; Sound-based recognition; Wearable; Ambient intelligence; Ambient
assistance; Power optimization |
Happy Running? | | BIBAK | Full-Text | 357-360 | |
Joey van der Bie; Ben Kröse | |||
This paper explores a method for deducing the affective state of runners
using his/her movements. The movements are measured on the arm using a
smartphone's built-in accelerometer. Multiple features are derived from the
measured data. We studied which features are most predictive for the affective
state by looking at the correlations between the features and the reported
affect. We found that changes in runners' movement can be used to predict
change in affective state. Keywords: Affect; Emotion; Accelerometer; Smartphone; Physical activity |
Why Should I Use This? Identifying Incentives for Using AAL Technologies | | BIBAK | Full-Text | 155-170 | |
Christina Jaschinski; Somaya Ben Allouch | |||
Ambient Assisted Living (AAL) technologies have the potential to target the
challenges of our aging population. However, little is known about what
motivates older adults to adopt these new technologies. Most research in this
area relies on single cases with a specific AAL application and a limited
number of users. To fill this gap, a content analyses of 35 AAL reports was
conducted. The aim was to provide a comprehensive overview of potential
incentives for using AAL technologies. The data was coded using the Social
Cognitive Theory (SCT). In total 13 incentives could be identified, which were
grouped into six categories: (1) social incentives, (2) health and safety
incentives, (3) activity incentives, (4) novel sensory incentives, (5) status
incentives and (6) self-reactive incentives. Within these categories 'social
connectedness' and 'health and safety' were the most important incentives.
These results provide a comprehensive and theoretically grounded understanding
of what motivates older adults to adopt AAL technologies. Keywords: Ambient Assisted Living (AAL); Older adults; Technology adoption; Social
cognitive theory |
Ambient Intelligence from Senior Citizens' Perspectives: Understanding Privacy Concerns, Technology Acceptance, and Expectations | | BIBAK | Full-Text | 48-59 | |
Florian Kirchbuchner; Tobias Grosse-Puppendahl; Matthias R. Hastall; Martin Distler; Arjan Kuijper | |||
Especially for seniors, Ambient Intelligence can provide assistance in daily
living and emergency situations, for example by automatically recognizing
critical situations. The use of such systems may involve trade-offs with regard
to privacy, social stigmatization, and changes of the well-known living
environment. This raises the question of how older adults perceive restrictions
of privacy, accept technology, and which requirements are placed on Ambient
Intelligent systems. In order to better understand the related concerns and
expectations, we surveyed 60 senior citizens. The results show that experience
with Ambient Intelligence increases technology acceptance and reduces fears
regarding privacy violations and insufficient system reliability. While
participants generally tolerate a monitoring of activities in their home,
including bathrooms, they do not accept commercial service providers as data
recipients. A comparison between four exemplary systems shows that camera-based
solutions are perceived with much greater fears than wearable emergency
solutions. Burglary detection was rated as similarly important assigned as
health features, whereas living comfort features were considered less useful. Keywords: Privacy concerns; Older adults; Perception of privacy; Technology acceptance |
Modeling and Assessing Young Children Abilities and Development in Ambient Intelligence | | BIBAK | Full-Text | 17-33 | |
Emmanouil Zidianakis; Danai Ioannidi; Margherita Antona; Constantine Stephanidis | |||
This paper presents a novel framework, called Bean, which aims to monitor,
evaluate and enhance pre-school children's skills and abilities through playing
in Ambient Intelligence environments. The framework includes: (i) a model of
children development based on the ICF-CY model and the Denver-II assessment
tool, aiming at early detection of children's potential developmental issues to
be further investigated and addressed if necessary; (ii) a reasoning mechanism
for the automated extraction of child development knowledge, based on
interaction monitoring, targeted to model relevant aspects of child's
developmental stage, maturity level and skills; (iii) content editing tools and
reporting facilities for parents and therapists. The framework has been
implemented in the context of an AmI environment for supporting children play
in AmI, deploying a collection of augmented artifacts, as well as a collection
of digital reproductions of popular games. Keywords: Child play; Development; Ambient intelligence; Evaluation process and/or
assessment |
Evaluation of a Mobile Home Care Platform | | BIBAK | Full-Text | 328-343 | |
Christos Panagopoulos; Eirini Kalatha; Panayiotis Tsanakas; Ilias Maglogiannis | |||
As the population of the industrialized world is aging, the field that deals
with seniors' adoption of technology has gained ground in the scientific
community. Recent advances in technology have allowed the development of
sophisticated telecare systems that support the independent living of seniors,
with communication, remote health monitoring and emergency response services.
However, usability issues often prevent elderly people from enjoying the
benefits of modern technology, despite the amount of research to understand
their needs in system design. In this work, we have performed a usability
assessment of the "BioAssist" system, which is an integrated home care platform
that incorporates both communication and health monitoring features. A
comparative evaluation with the "iTriage" application, followed by a series of
interviews and qualitative analysis have provided us with valuable insights and
guidelines for designing home care systems for seniors. Keywords: Home care; Usability; Older adults; Technology adoption |
Smart Tales: An Awareness Game for Ambient Assisted Living | | BIBA | Full-Text | 187-204 | |
Paolo Sernani; Fabiano Dalpiaz; Aldo Franco Dragoni; Sjaak Brinkkemper | |||
Despite the progress in ambient assisted living (AAL), the general audience is still mostly unaware of this term as well as of its purpose, enabling technologies, and potential. As a consequence, there are often misconceptions about AAL and smart homes, and the acceptance of AAL technologies is still too low. To cope with these problems, this paper presents a publicly available awareness game called Smart Tales, whose goal is to enhance the familiarity of its players with the notion and core concepts of AAL. In Smart Tales, the player has the role of an assisted patient in a smart home, and gets to learn about AAL and its technologies while trying to cheat the sensors that are placed in the house. In addition to presenting the design of the game following the Serious Games Design Assessment framework from the literature, we present results on engagement and learning that we obtained through a formative evaluation with ten users. |
Determining Field of View in Outdoors Augmented Reality Applications | | BIBA | Full-Text | 344-348 | |
Vlasios Kasapakis; Damianos Gavalas | |||
The use of augmented reality (AR) becomes increasingly common in location based application development. A situation often encountered in AR applications is the -partial or full- occlusion of virtual objects by physical artifacts; if not appropriately handled, the visualization of occluded objects often misleads users' perception. This paper presents a Geolocative Raycasting technique aiming at assisting developers of outdoors augmented reality applications into generating a realistic field of view for the users by integrating real time building recognition, so as to address the occlusion problem. |
Design Factors for Flexible Capacitive Sensors in Ambient Intelligence | | BIBAK | Full-Text | 77-92 | |
Silvia Rus; Meltem Sahbaz; Andreas Braun; Arjan Kuijper | |||
Capacitive sensors in both touch and proximity varieties are becoming more
common in many industrial and research applications. Each sensor requires one
or more electrodes to create an electric field and measure changes thereof. The
design and layout of those electrodes is crucial when designing applications
and systems. It can influence range, detectable objects, or refresh rate. In
the last years, new measurement systems and materials, as well as advances in
rapid prototyping technologies have vastly increased the potential range of
applications using flexible capacitive sensors. This paper contributes an
extensive set of capacitive sensing measurements with different electrode
materials and layouts for two measurement modes -- self-capacitance and mutual
capacitance. The evaluation of the measurement results reveals how well-suited
certain materials are for different applications. We evaluate the
characteristics of those materials for capacitive sensing and enable
application designers to choose the appropriate material for their application. Keywords: Capacitive sensing; Conductive materials; eTextiles |
The Interactive-Token Approach to Board Games | | BIBAK | Full-Text | 138-154 | |
Simone Mora; Ines Di Loreto; Monica Divitini | |||
Recent advances in interactive surfaces and Tangible User Interfaces created
a new interest in digital board games, aiming at mixing the benefits of
traditional board games with the interactivity of video games. Within this
strand of research, we propose a new approach centered on the concepts of
tokens, constraints, spatial expressions and interaction events. While
mainstream solutions implement game interaction using interactive surfaces, our
approach relies on physical manipulation of interactive objects on conventional
surfaces. We illustrate the proposed approach by describing the design and
development of a game for training of emergency workers. Building on feedbacks
from user evaluation and our experience with the development, we outline design
opportunities and challenges of the approach. Keywords: Tangible user interface; Digital board game; Interactive objects |
Use of Self-Reporting Questionnaires to Evaluate Augmented Paper Maps for Group Navigation | | BIBAK | Full-Text | 125-137 | |
Andreas Komninos; Jeries Besharat; John Garofalakis | |||
One popular and widely use of augmented reality based application, is the
projection of points of interests on top of the phones' camera view. In this
paper we discuss the implementation of an AR application that acts as a magic
lens over printed maps, overlaying POIs and routes. This method expands the
information space available to members of groups during navigation, partially
mitigating the issue of several group members trying to share a small screen
device. Our work complements existing literature by focusing on the navigation
tasks and by using self-reporting questionnaires to measure affective state and
user experience. We evaluate this system with groups of real tourists in a
preliminary field trial and report our findings. Keywords: Augmented reality; Group navigation; Mobile maps; Tourism; Augmented maps |
Gamification Techniques for Rule Management in Ambient Intelligence | | BIBAK | Full-Text | 353-356 | |
Francesco Benzi; Federico Cabitza; Daniela Fogli; Rosa Lanzilotti; Antonio Piccinno | |||
This paper discusses the application of gamification techniques in the
Ambient Intelligence context. A three-layer framework for ambient intelligence
based on the concept of interconnection among all actors involved in the
intelligent environment is first delineated. Then, mechanisms for user-driven
creation and modification of environment behavior are advocated in the user
layer. For this purpose, event-condition-action rules are promoted in
literature. With this position paper we would like to suggest that user
interfaces for rule construction must be integrated with proper techniques for
user engagement and motivation, such as those proposed in the gamification
theory. Keywords: Rule-based system; Smart home; Sustainability; Gamification |
Context Recognition: Towards Automatic Query Generation | | BIBAK | Full-Text | 205-218 | |
Marjan Alirezaie; Federico Pecora; Amy Loutfi | |||
In this paper, we present an ontology-based approach in designing knowledge
model for context recognition (CR) systems. The main focus in this paper is on
the use of an ontology to facilitate the generation of user-based queries to
the CR system. By leveraging from the ontology, users need not know about
sensor details and the structure of the ontology in expressing queries related
to events of interest. To validate the approach and demonstrate the flexibility
of the ontology for query generation, the ontology has been integrated in two
separate application domains. The first domain considers a health care system
implemented for the GiraffPlus project where the query generation process is
automated to request information about activities of daily living. The second
application uses the same ontology for an air quality monitoring application in
the home. Since these two systems are independently developed for different
purposes, the ease of applying the ontology upon them can be considered as a
credit for its generality. Keywords: Query generation; Context recognition; OWL-DL ontology |