This Part presents a taxonomy for identifying and classifying the data that are collected in Living Lab environments and consequently link the devices that are used for collecting each data category. The aim of the taxonomy is to help finding the appropriate digital data collection tools for living lab research and/or expand understanding about available tools and their possibilities. Furthermore, the taxonomy aims to facilitate data collection by driving a unified representation schema of the collected datasets enabling the the cross-organizational collaboration and the accessibility of Living Labs to external stakeholders.

Table: Devices and technologies provided by Living Labs





Categories of devices for data monitoring and collection

Environmental monitoring


characterize and monitor the environment, establish environmental parameters and conditions. As environment we refer to the person's surroundings either indoors or outdoors.

Human monitoring


biological measurements — or physical characteristics — that can be used to identify individuals and their unique characteristics such as fingerprint scanning or voice recognition

Biosignals and physiological monitoring

physiological and physical measures of the human body's functions, in individuals. This can occur in a resting condition or in response to certrain bodily or environmental conditions. It includes also fitness related metrics

(Primary) Vital signs

a group of the six most important medical signs that indicate the status of the body’s vital function (diastolic/systolic blood pressure, body temperature, heart rate, respiratory rate, oxygen saturation, body height, body weight, BMI, head circumference)

Cognitive ability and mental processes

Measuring the processes involved in the acquisition of knowledge, reasoning and management of information and the brain-based skills we need to carry out any task

Activity and behavioral monitoring

monitoring the individuals' physical activities and tracking their performance. Monitoring behavior and activities of daily living (ADLs)

Categories of technologies for interventions

Assistive Technology


technologies used to increase, maintain, or improve the functional capabilities of individuals, the feeling of autonomy, safety and general wellbeing or also supporting participation.

Extended reality - XR (VR & AR)


allows for a two-way flow of information through an interface between the user and the technology through a simulated experience that can be similar to or completely different from the real world

Mobile and Computer Games


all the digital games that are used as interventions for health and wellbeing not including XR


Table: Devices and technologies - Categories and Subcategories



Environment monitoring

Concentration levels (air pollution levels, humidity, atmospheric pressure, air quality)

Technical alerts (Flood)

Technical alerts (Smoke)

Environmental Temperature (air or water temperature)


Indoor movements


Face recognition

Voice recognition

Biosignals and physiological monitoring (excluding vital signs)

Physiological and behavioural biomarkers

Electrophysiological timeseries



EMG (electromyography)

GSR (galvanic skin response)

Vo2 (maximal oxygen consumption)

Blood oxygen

Blood sugar level

(Primary) Vital signs

Diastolic blood pressure

Systolic blood pressure

Heart rate

Body temperature

Respiratory rate

Oxygen saturation

Body height

Body length

Body weight

Body Mass Index

Cognitive ability and mental processes

Questionnaires of cognitive function

Cognitive tasks and paradigms



Activity and behavioral monitoring and tracking

Body positιon


Walking speed


Human balance

Inverse kinematics data

Movement measurement

Physical activity

Physical performance



Stress level

Physical performance

Digital questionnaires and surveys

Video stream

Fall detection

Gesture detection

Audio stream

Assistive Technology

Cognitive training

Supporting bathroom usage

Walk assistance

Mobile apps

Alarm system

Natural language understanding

Virtual reality/interactive technology

Alternative and augmentative Interaction

Intuitive user interface

Mobile and Computer Games

Mobile games

Computer games



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This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 101007990

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