Devices and technologies

Version 2.11 by Sarantis Dimitriadis on 2023/05/30 18:15

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
   Definition
Categories of devices for data monitoring and collectionEnvironmental 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 monitoringBiometricsBiological measurements — or physical characteristics — that can be used to identify individuals and their unique characteristics such as fingerprint scanning or voice recognition
Electrical Biosignals and physiological monitoring measuresElectrical biosignals, or bioelectrical time signals, usually refers to the change in electric current produced by the sum of an electrical potential difference across a specialized tissue, organ or cell system like the nervous system
(Primary) Vital signsA group of the six most important medical signs that indicate the status of the body’s vital function according to HL7 standard
Body size and compositionMeasurement of a person's body, used as qualifying elements for vital signs
Cognitive ability and mental processesMeasuring 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 monitoringMonitoring the individuals' physical activities and tracking their performance. Monitoring behavior and activities of daily living (ADLs)
Categories of technologies for interventionsAssistive 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
Serious Games All the digital games that are used as interventions for health and wellbeing not including XR

 

Table: Devices and technologies - Categories and Subcategories

Category

Subcategory

Environment monitoring

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

Technical alerts (Flood)

Technical alerts (Smoke)

Environmental Temperature (air or water temperature)

Luminosity

Indoor movements

Biometrics

Face recognition

Voice recognition

Biosignals and physiological monitoring (excluding vital signs)

Physiological and behavioural biomarkers

Electrophysiological timeseries

EEG

ECG

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

Memory

Attention

Activity and behavioral monitoring and tracking

Body positιon

Orientation

Walking speed

Gait

Human balance

Inverse kinematics data

Movement measurement

Physical activity

Physical performance

Sleep

Steps

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

 

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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