SONOPA
project
AAL Call 5
List of participants:
|
Participant organisation name |
Organisation type |
Country |
1 |
Docobo Limited (Coordinator) |
SME and End-user |
UK |
2 |
University of Twente |
University |
NL |
3 |
Smart Signs
|
SME |
NL |
4 |
University of Deusto |
University |
ES |
5 |
SpringTechno |
SME |
GE |
6 |
Abotic |
SME |
AU |
7 |
E-seniors |
End-user |
FR |
8 |
Camera-Contact |
SME and End-user |
FR |
9 |
IBBT/Ghent
University |
Research Organization |
BE |
10 |
CM |
SME and End-user |
BE |
SOcial Networks for Older adults to Promote an Active Life (SONOPA) aims to employ a
set of available ICT technologies to develop an end-to-end solution for
stimulating and supporting activities at home. SONOPA aims to achieve its
objective through a data collection and fusion structure which merges real
measurements of the user’s activities in order to encourage activities with
their peers. Reminders and recommendations come through personalized
easy-to-use wall displays placed at the user home. SONOPA will employ data
analysis techniques to derive a model for the wellness of the user along four
dimensions: social, eating, leisure habits and mobility. This model will enable
the system to track variations in the daily activities over time in order to detect
the right time to provide a recommendation. This allows for timely access to
quantitative data from the user and allows the activation of individual and
social recommendations. Technologies include: (i)
measurement systems which monitor and register the activities of the user at
home and with their peers, (ii) behavior modeling and user profiling
techniques, which produce a pattern of user’s activities over time by analyzing
and summarizing the large sensory data and registered logs; and (iii) a user interface
which provides personalized recommendations and reminders encouraging
activities to the user. The offered recommendations can be in the form of
suggesting individual activities at home, such as preparing meals or social
interactions with peers, such as setting up a board game at home. The SONOPA
consortium consists of selected partners, with complementary expertise and
skill sets, which provide a comprehensive coverage of the end-to-end
needs to develop and deploy the system and test its performance, as well as
investigate the benefits and user acceptance issues.
1.1 A short summary description of the overall idea and implementation
of the proposal in relation to AAL technology and the end-user(s).
It is estimated that Europeans aged 65 years and older will increase by
a percentage of 79%, namely from 84.6 million to 151 million. The population of
Europeans older than 80 years of age is estimated to increase with a percentage
of 181%, namely from 21.8 to 61.4 million [1]. In some EU countries, for
instance in the UK, more than 80% of people aged between 65 and 74 years do not
meet the recommended level of physical activity as is reported in [2].
Promoting the physical activity of elderly people is one of the key elements
for them to gain confidence and maintain autonomy [3].
ICT technologies may play a key role to keep elderly people active
longer in a personal and social sense and to improve their wellness. Since
people like to remain in their home as long as possible is important to be
happy and active at home. An elderly person living alone at their home commonly
suffer from depression and loneliness feelings and is often difficult to
motivate themselves to stay active. Social networking can help seniors stay in
touch with relatives and friends, making new friends, and thus overcome social
isolation. They are also a powerful tool to stimulate Activities of Daily
Living (ADL) to the users since the participation in a community life can
stimulate elderly stay longer active and independent. This project
focuses on the creation of a social network application targeting the needs for
elderly people with the goal to sustain older adults to continuously managing
their activities as long as possible.
Modern social networking applications provide some
opportunities to meet others in their neighborhood. But, these applications are
often too complicated to use as they do not consider increasing the
disabilities of elderly people. Common disabilities are decreasing mobility,
memory loss, hearing loss and the decrease of vision. Adequate social networks
have to provide simple user interfaces, personalize them to their disability
characteristics, suggest and stimulate appropriate activities and finally preserve
the user from complex management and configuration tasks by exploiting
knowledge about their behavior routines as much as possible. The idea of this
project is to develop an easy-to-use social network for elderly people which
stimulates, encourages, arranges and promotes ADL. We propose to combine social
networks with a smart home environment making heavy use of motion sensors, door
openers, smart signs and video conferencing, thus moving virtual activities
closer to the real world of the elderly people.
The main innovative aspects of this project, relative
to other existing solutions, are the automatic and proactive
recommendation module that suggests an activity to the user. This module
continuously monitors indoor mobility of elderly people and suggests activities
to them when their activity level is decreasing, with the aim of maintaining
their well-being and health. This will be done by adopting a user-centric
approach which means that in parallel to developing the system to assist the
elderly in promoting activities in their daily life, we will also study user
acceptance issues and implement field trials to understand the preferences of
the users and improve the system according to their needs. The planned field
tests and user studies in two countries in Europe will offer an insight into
the variations of use cases across a diverse set of European geographic and
social demography.
In particular, our target groups are those old adults
living alone at home which perform daily activities on their own but they are
starting to report some problems. Regarding the type of ADL, we are going to
focus on the ability to prepare adequate meals and to carry out leisure
activities.
The project includes several phases of testing the
proposed solution with real end-users, as the system is developed, in order to
study user acceptance issues and validate the performance metrics. In an early
phase of the system, user ADL data will be collected to evaluate the algorithms
of behavior modeling and wellness shift detection. In the overall validation
phase of the project the users’ acceptance of the system and the feasibility
and efficacy of the ADL recommendations and their personalization will be
investigated through interactions with end-users. This project aims to help
maintain the user's ADL level through interactions and social recommendations.
It also aims to provide quantitative data about the history of the user’s ADL
which can support informal cares to identify and help seniors who may be in the
early stage of cognitive or mental conditions such as Alzheimer’s or
depression. Such diseases are often associated with a clear lack of energy and
therefore with a decrease in the level of ADL. This solution will have a direct
impact on the user’s everyday life and empowers the elderly to conduct an
autonomous and active life at their own home.
1.2 An example scenario
In the following two example scenarios we illustrate
the benefit of integrating social networks for elderly people with an smart home environment and an intelligent behavior
analysis.
Example 1: Monitoring of user activities
Mr. Smith who is 77, lives alone in his home, is a
little depressed because his friends live far away and he seldom has the
opportunity to meet them, because of his increasing disabilities. Fortunately,
his family told him about the new social network for elderly people named
SONOPA, which encourages better contacts between elderly in the close
neighborhood, i.e. it is a location-aware social network for elderly people.
After installing the smart home infrastructure, Mr. Smith provides some basic
user information about him including a zip code as a simple location indicator.
Since Mr Smith requires a walking stick he is very
pleased that the door openers ease the access to the rooms everywhere in the
house. In addition, door openers function together with furniture sensors e.g.
table sensors. SONOPA fuses these data together to construct daily behavior
profiles of the elderly person(s) living in the home. From these behavior
profiles SONOPA is able to identify task preferences (based on the overall time
spent with the task) or time intervals when the user is actually bored e.g.
spending endless time in front of the television. SONOPA compares user and
behavior profiles with other elderly people in the neighborhood and introduces
Mr. Willson to Mr. Smith, who has similar interests.
Mr. Smith is happy to see the profile of Ms. Willson
as they both enjoy TV documentaries and brain games like memory. Both confirm
their interest in meeting and the system adds them to their personal buddy
lists. Based on the calculated free time detected in their behavior profiles,
the system suggests them to meet for some memory games available in the SONOPA
system. By meeting each other online Mr. Smith and Ms. Willson
become better acquainted and share even more activities online and offline
together.
Example 2: Sharing and supporting of daily activities
Elderly people like Mr. Smith enjoy support in their
daily activities, as their capabilities become unfortunately more limited with
increasing age. An important aspect of any support system is however, that it
tries to keep interruptions of current activities as small as possible. The
door openers with their mobility sensors and furniture sensors play hereby an
important role. With them, SONOPA knows always the current activity of the user
since the location (room + furniture) of the user is closely related with his
activity. Because of this system capability, the human-computer interface of
SONOPA can always follow the user. For Mr. Smith. who enters the kitchen to prepare lunch this is an important
key feature.
The smart sign of the kitchen switches on when he
enters the kitchen. SONOPA also starts the shared cooking app recommending him
with some basic recipes and if needed a step-by-step guide for cooking. The
social network infrastructure also starts the buddy lists of his friends in the
neighborhood who are also in the kitchen at that moment. This allows Mr. Smith,
for instance, to ask Ms. Willson through the video
conferencing unit who happens to be also in the kitchen at that moment to ask
for some advice for preparing some seafood. Both enjoy cooking together and
decide to prepare further meals and meet later in one of the other homes.
After the friends meeting, SONOPA asks to select some
pictures from the event and comment on it. This information is shared within
the social network as a nice memorization together with some photographs taken
during the event. Showing this information other elderly persons get aware of
this event and may join in future events. Altogether, Mrs. Willson
is very happy that the local authority has recommended her SONOPA. This social
network is simpler to use than conventional social networks systems as is
developed taking into account elderly users requirements. Thanks to SONOPA, Mr.
Smith starts enjoying cooking again.
Figure Mrs. Wilson and Mr.Thompson during the shared cooking activity
Summary of key benefits derived from scenario
·
Human
computer interaction adapted to the needs of elderly people:
The interaction with SONOPA is proactive (evaluating behavior profiles) and can
be controlled by the user through pressing a button that trigger required steps
to perform an ADL such as cooking a cake, playing a memory game, watching
television, going to bed or leaving the house.
·
Behavior
awareness enables relevant and timely matchmaking between elderly people:
the monitoring system is aware of the user level activity on real-time.
·
Smart home
environment based on door openers (the sensor platform) and telepresence, which enable comfortable life and allow
anywhere at any time contact with informal cares.
·
Assistive
technologies based on suggestions, reminders and task guidance allow
old adults to stay longer independent and participate in community life.
·
Integrated
video conference system, smart signs and shared apps enable rich user
experiences: By providing a cloud computing application system we
can deploy the latest applications to user.
·
Help old
adults to meet their neighbors and new friends through
automatic introduction systems, online meeting services and shared
applications.
Kickoff in Gand
Meeting in Paris
Meeting in Bilbao