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Wearable Computing

From Modeling to Implementation of Wearable Systems Based on Body Sensor Networks


Giancarlo Fortino, Raffaele Gravina, and Stefano Galzarano



University of Calabria
Rende, Italy












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Preface

Wearable computing is a relatively new area of research and development that aims at supporting people in different application domains: health care, fitness, social interactions, video games, and smart factory. Wearable computing is based on wearable sensor devices (e.g. to measure heart rate, temperature, or blood oxygen), common life objects (e.g. watch, belt, or shoes), and personal handheld devices (e.g. smartphones or tablets). Wearable computing has been recently boosted by the introduction of body sensor networks (BSNs), i.e. networks of wireless wearable sensor nodes coordinated by more capable coordinators (smartphones, tablets, and PCs).

In particular, BSNs enable a very wide range of application scenarios in different industry sectors. We can categorize them into different domains: e‐Health, e‐Emergency, e‐Entertainment, e‐Sport, e‐Factory, and e‐Social.

e‐Health applications span from early detection or prevention of diseases, elderly assistance at home, to post‐trauma rehabilitation after surgeries. e‐Emergency applications include BSN systems to support fire fighters, response teams in large‐scale disasters due to earthquakes, landslides, terrorist attacks, etc. e‐Entertainment domain refers to human–computer interaction systems typically based on BSNs for real‐time motion and gesture recognition. e‐Sport applications are related to the e‐Health domain, although they have a nonmedical focus. Specifically, this domain includes personal e‐fitness applications for amateur and professional athletes, as well as enterprise systems for fitness clubs and sport teams offering advanced performance monitoring services for their athletes. e‐Factory is an emerging and very promising domain involving industrial process management and monitoring, and workers’ safety and collaboration support. Finally, e‐Social applications may use BSN technologies to recognize user emotions and cognitive states to enable new forms of social interactions with friends and colleagues. An interesting example is given by a system that involves the interaction between two people’s BSNs to detect handshakes and, subsequently monitor their social and emotional interactions.

Although the basic elements (sensors, protocols, and coordinators) of a BSN are available (already from a commercial point of view), developing BSN systems/applications is a complex task that requires design methods based on effective and efficient programming frameworks. In this book, we will provide programming approaches and methods to effectively develop efficient BSN systems/applications. Moreover, we also provide new techniques to integrate BSN‐based wearable systems with more general Wireless Sensor Network systems and with Cloud computing.

This book, entitled Wearable Computing: From Modeling to Implementation of Wearable Systems Based on Body Sensor Networks, is based on an intense and extensive basic and applied research activity driven by the SPINE project (http://spine.deis.unical.it), whose authors are cofounders, responsible, and main developers. Thus, the book is connected to the SPINE website to provide readers with software and tools for the development of their wearable computing systems.

This book is aimed at a large audience in the Wearable Computing domain, that is gaining considerable research interest and momentum, and is expected to be of increasing interest to academic researchers and particularly to commercial developers. Upon reading this book the audiences will perceive the following benefits:

  • Learn the state‐of‐the‐art in research and development on wearable computing, wireless BSNs, wearable systems integrated with mobile computing, wireless networking, and cloud computing.
  • Obtain a future roadmap by learning advanced technology and open research issues.
  • Gather the background knowledge to tackle key problems, whose solutions will enhance the evolution of next‐generation wearable systems.
  • Use the book as a valuable reference for a technical professional in a related industry.
  • Use the book as a text book in the late undergraduate or the graduate level to prepare students who intend to perform research in the field of the book or intend to be employed in a related industry.

The main topics of the book are the following:

  • Wearable Computing, the study or practice of inventing, designing, building, or using miniature body‐borne computational and sensory devices. Wearable computers may be worn under, over, or in clothing, or may also be themselves clothes.
  • Wireless Sensor Networks (WSNs), collections of tiny devices capable of sensing, computation, and wireless communication operating in a certain environment to monitor and control events of interest in a distributed manner and collectively react to critical situations. WSN applications span various domains such as environmental and building monitoring and surveillance, pollution monitoring, agriculture, health care, home‐automation, energy management, earthquake, and eruption monitoring.
  • Body Sensor Networks (BSNs), involving wireless wearable physiological sensors applied to the human body for medical and nonmedical purposes. In particular, they allow for the continuous measurement of body movements and physiological parameters, such as heart rate, muscular tension, skin conductivity, and breathing rate and volume, during the daily life of a user.
  • In‐node Signal Processing, a central computing method in advanced wireless sensor platforms through which data processing is carried out directly on the sensor node to preprocess data acquired from sensors, to fuse data coming from other sensor nodes, and, notably, to perform higher level computation such as classification and decision making.
  • Mobile Computing, human–computer interaction by which a computer is expected to be transported during normal usage. Mobile computing involves mobile communication, mobile hardware, and mobile software. Communication issues include ad‐hoc and infrastructure networks as well as communication properties, protocols, data formats, and concrete technologies. Hardware includes mobile devices or device components. Mobile software deals with the characteristics and requirements of mobile applications.
  • Cloud Computing, the use of computing resources (hardware and software) that are delivered as a service over a network (typically the Internet). The name comes from the use of a cloud‐shaped symbol as an abstraction for the complex infrastructure it contains in system diagrams. Cloud computing entrusts remote services with a user’s data, software, and computation.
  • Platform‐Based Design (PBD), an embedded computing design methodology that consists of a sequence of design/development steps that leads the initial high‐level description of a digital system to its final implementation. Each step is a refinement process that transforms the design from a higher level description to a lower level description that is progressively closer to the final implementation.
  • Software Framework, an abstraction in which software providing generic functionality can be selectively changed by user code, thus providing application‐specific software. A software framework is a universal, reusable software platform used to develop applications, products, and solutions. Software Frameworks include support programs, compilers, code libraries, an application programming interface (API), and tool sets that bring together all the different components to enable development of a project or solution.
  • Autonomic Computing is a paradigm born as a response to the increasing complexity of managing computing systems. It faces the problem by introducing a series of self‐* properties (self‐configuration, self‐healing, self‐optimization, and self‐protection) into complex systems, through which such systems can be capable of performing several self‐management actions without any human intervention.
  • Activity Recognition aims to recognize the actions and goals of one or more agents from a series of observations on the agents’ actions and the environmental conditions. Since the 1980s, this research field has captured the attention of several computer science communities due to its strength in providing personalized support for many different applications and its connection to many different fields of study such as medicine, human–computer interaction, or sociology. Specifically, we are mainly interested in sensor‐based single‐user and multiuser activity recognition that integrates the emerging area of sensor networks with novel data mining and machine learning techniques to model a wide range of human activities.

Specifically, this book is organized into 12 chapters:

  • Chapter 1, Body Sensor Networks (BSNs), covers the state‐of‐the‐art about wearable sensor nodes, network architecture/protocols/standards, and applications/systems.
  • Chapter 2, BSN Programming Frameworks, analyzes the state‐of‐the‐art about the most known software frameworks (CodeBlue, Titan, RehabSPOT, and others) for programming BSN applications/systems.
  • Chapter 3, Signal Processing In‐Node Environment, describes in detail the SPINE framework (http://spine.deis.unical.it) from architectural and programming perspectives.
  • Chapter 4, Task‐Oriented Programming, discusses task‐oriented programming of BSN applications through SPINE2.
  • Chapter 5, Autonomic BSNs, illustrates how to make BSNs autonomic, by using SPINE*, an extension of SPINE2.
  • Chapter 6, Agent‐oriented BSNs, presents the use of the Agent paradigm for programming BSN systems. Specifically, the MAPS (Mobile Agent Platform for SunSPOT) framework is used to design and implement agent‐based BSNs.
  • Chapter 7, Collaborative BSNs, provides an introduction of methods and architectures to make BSNs interact with each other for supporting multiuser BSN applications.
  • Chapter 8, Integration of BSNs and Wireless Sensor Networks, covers gateway‐based solution for interoperability between BSNs and infrastructural WSNs (e.g. building indoor sensor networks). This would enable “invisible” interaction between BSN‐worn people and the surrounding environment.
  • Chapter 9, Integration of Wearable and Cloud Computing, presents an architecture for the integration of BSNs and the Cloud, called BodyCloud, based on Google App Engine. It is crucial now to move the data acquired or preprocessed on the human body to the cloud for storing and nonreal‐time analysis purposes.
  • Chapter 10, Development Methodology for BSN Systems, describes a SPINE‐based methodology for the development of BSN systems. The methodology guides the BSN system developer from requirement analysis to implementation and deployment.
  • Chapter 11, SPINE‐based BSN Applications, presents several applications developed through SPINE in different application domains (Activity Recognition: recognition of human postures and movements, Emotion Recognition: recognition of stress and fear, Handshake Detection: collaborative recognition of two people’s handshake, and Rehabilitation: real‐time computation of extension angles of elbow/knee).
  • Chapter 12, SPINE at Work, provides a quick yet effective reference for BSN programmers interested in developing their applications using the SPINE framework. The chapter provides the necessary information for setting up the SPINE environment so as to start programming as well as insights on how the framework itself can be customized and extended.

Acknowledgments

This book is the result of direct and indirect involvement of many researchers, academics, and industry professionals.

We sincerely thank all the other members of the SPINE team: Fabio Bellifemine, Roberta Giannantonio, Antonio Guerrieri, Roozbeh Jafari, and Alessia Salmeri. Our gratitude also goes to all the international researchers and internal alumni that contributed to the SPINE Project with studies, programming efforts, and novel ideas; in particular let us remind Andrea Caligiuri, Giuseppe Cristofaro, Philip Kuryloski, Vitali Loseu, Ville‐Pekka Seppa, Edmund Seto, Marco Sgroi, and Filippo Tempia.

This work has been partially carried out under the framework of INTER‐IoT, Research and Innovation action – Horizon 2020 European Project, Grant Agreement 687283, financed by the European Union.

We thank Wiley’s publication staff for handling the book project and supporting its publication.

We hope that this book will serve as a valuable text for academic researchers and particularly to commercial developers working in the wearable computing domain.