This edition first published 2018
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Library of Congress Cataloging‐in‐Publication Data
Names: Fortino, Giancarlo, 1971– author. | Gravina, Raffaele, 1982– author. | Galzarano, Stefano, 1984– author.
Title: Wearable computing : from modeling to implementation of wearable systems based on body sensor networks / Giancarlo Fortino, Raffaele Gravina, Stefano Galzarano.
Description: 1st edition. | Hoboken, NJ : John Wiley & Sons, 2018. | Includes bibliographical references and index. |
Identifiers: LCCN 2017053912 (print) | LCCN 2017059016 (ebook) | ISBN 9781119078821 (pdf) | ISBN 9781119078838 (epub) | ISBN 9781118864579 (cloth)
Subjects: LCSH: Wearable computers. | Sensor networks.
Classification: LCC QA76.592 (ebook) | LCC QA76.592 .F67 2018 (print) | DDC 004.167–dc23
LC record available at https://lccn.loc.gov/2017053912
Cover design by Wiley
Cover images: © nopporn/Shutterstock; © Sergey Nivens/Shutterstock
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:
The main topics of the book are the following:
Specifically, this book is organized into 12 chapters:
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.