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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Ontology-Driven Elderly People Home Mobilization Approach?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Karagiorgou Sophia</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ntalaperas Dimitrios</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vafeiadis Georgios</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexandrou Dimitrios</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Perakis Konstantinos</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Baltas Dimitrios</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Amza Claudiu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wanka Anna</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Freitag Hermine</string-name>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Blok Marije</string-name>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kampel Martin</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Veerle de Rond</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Munzer Thomas</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Planinc Rainer</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Bluepoint Consulting Srl</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>CogVis Software and Consulting GmbH</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Computer Vision Lab, Vienna University of Technology</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Department of Sociology, University of Vienna</institution>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Geriatrische Klinik St. Gallen</institution>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>National Foundation for the Elderly</institution>
        </aff>
        <aff id="aff6">
          <label>6</label>
          <institution>Samariterbund Wien</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>The use of virtual reality games, known as \exergaming", is gaining more and more interest as a mobilization tool and as a key piece in the delivery of quality health, especially in elderly people. Mobility tracking of elderly people facilitates the extraction of useful spatiotemporal characteristics regarding their activities and behavior at home. Currently, the analysis of human mobility is based on expensive technologies. In this paper, we propose a semantic interoperability agent which exploits mobility tracking and spatiotemporal characteristics to extract human pro ling and give incentives for mobilization at home. The agent exploits an extended ontology which facilitates the collation of evidence for the e ects of exergaming on the movement control of older adults. In order to provide personalized monitoring services, a number of rules are individually de ned to generate incentives. To evaluate the proposed semantic interoperability agent, human mobility data are collected and analyzed based on daily activities, their duration and mobility patterns. We show that the proposed agent is robust enough for activity classi cation, and that the recommendations for mobilization are accurate. We further demonstrate the agent's potential in useful knowledge inference regarding personalized elderly people home care.</p>
      </abstract>
      <kwd-group>
        <kwd>sensor and health data integration ontologies and data models health semantics recommendations knowledge management</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The increasing trend in the number of elderly people is a major public health
challenge. Home support is an important preoccupation for the elderly and their
families. It is known that physical activity is important for older adults at any
age and health status, i.e. from a 50-year-old up to a 80-year-old.</p>
      <p>
        However the home is not a place without risk for the older adults. The means
to enhance the health and quality of life by motivating them for physical training
in an entertaining way with real-time interventions are very limited. A
nowadays popular solution for enhancing the physical activity of older adults is to
provide them with computer games which are played via body movement and
thus have the inherent e ect of unobtrusive physical exercise, i.e. the so-called
\exergaming" [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. These games are based on common sensors that track the
user's movement such as the Microsoft Kinect [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] and can therefore easily be
played at home. The core idea of exergaming is that they persuade older adults
to exercise more simply because they enjoy to play, but there are known barriers
to be overcome.
      </p>
      <p>The game must be designed for non-skilled users in order to be accepted by
older adults. This includes clear user interfaces, suitable game topics, avoidance
of small objects and the encouragement by visual and auditive feedback. Also
the social factor and personal preferences, e.g. by providing multi-user games,
variety, etc., have to be considered. A very crucial requirement is to mind the
mobility of the individual user, as many age-related processes have an impact
on the ability to move which may di er from the skills needed to play a game.
Common age-related changes are decrements in balance, gait, strength, impacts
on visual and hearing senses as well as impairment of memory, attention and
vigilance. Additional aspects to be addressed are the longer reaction, the overall
movement times and the increased risk of falling. The high importance of this
personalization aspect is given by its high correlation with the older adult's
motivation to play and hence with the acceptability of exergaming, i.e. if a frail
80-year-old is confronted with games that require unachievable movements, she
will feel over strained and soon lose interest. On the other hand, if a healthy
65-year-old is confronted with unchallenging game tasks, she will feel bored and
will lose interest as well.</p>
      <p>The required personalization can be achieved by manually con guring the
exergaming platform based on the supposed mobility of the older adult, but this
has many drawbacks, e.g it is hard to assess the mobility beforehand, mobility
can change over time, and the individual preferences are not considered. Hence,
what is needed is a platform that automatically and continuously adapts to the
user's preferences, skills and mobility. Despite the ongoing research and
development in the area of exergaming, performed both by industry and the research
community, the problem of personalized recommendations are not properly
addressed.</p>
      <p>
        The goal of this work is to contribute towards the personalization of elderly
people home care [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] by developing an ontology-driven semantic
interoperability [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] agent that facilitates diverse human mobility activities to be captured
and monitored for motivating further incentives and recommendations. More
particularly, the main contributions of our work are as follows:
1. We introduce a semantic interoperability agent that incrementally builds a
knowledge base and autonomously learns from the individual playing habits,
what kind of games are preferred by the user, as well as her playing skills from
the game performance, and utilizes this information to provide personalized
and inspiring incentives for future mobilization;
2. We extend a data model described by a standardized ontology which is
familiar to domain experts and expose data in a standardized format by
supporting interoperability with existing systems and other services;
3. We evaluate the semantic interoperability agent using real-world datasets
demonstrating its e ectiveness and e ciency. The outcome is a personalized
mobility model that is used to provide recommendations and incentives to
the end-user.
Various approaches have been proposed for using mobility tracking data to
facilitate semantic-aware health care services. In the following, we present a review
of the literature by using a categorization of the methods according to their
applied use and the type of the devised techniques.
      </p>
      <p>
        Several works present literature reviews of data-driven health care systems.
Zenunia et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] explore several repositories for ontology and semantic data
management for health services, conduct a survey on most representative
applications in semantic health care and analyze the data mining and data analytics
approaches currently used to nd useful patterns and extract knowledge in these
repositories. Chao et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] present a literature review which summarizes and
synthesizes the impact of using the Nintendo Wii exergaming [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] in older adults
by concluding that it is not a very promising intervention means to improve
physical function, cognition and psychosocial outcomes but it is instead a safe and
feasible tool to engage them in exercise. Sara anos et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] review the recent
advances in 3D human pose estimation from image sequences. A taxonomy of the
current approaches is proposed based on the input and their key characteristics.
      </p>
      <p>
        Other approaches consider spatiotemporal data analysis, information and
images collected from wearables and other monitoring devices. Temporal aspects
to model behavior are considered by Floeck et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], where activity data are
obtained from di erent sensors within a at by learning an inactivity pro le from
sensorial data in order to model the temporal behavior, but does not consider
spatial aspects. Another approach introduced by Felzenszwalb et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] focuses
either on temporal or spatial aspects of the scene. Hence, the combination of both
spatial and temporal knowledge was recently introduced by Planinc et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and
resulted in a solid foundation for a behavior model. Their spatiotemporal
behavior model analyses the scene in order to provide spatial knowledge about
regions of interest as well as functional areas within a room (i.e. walking and
sitting areas). The behavior over time is modeled within each area separately by
Planinc et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], by using activity histograms or inactivity pro les and modeling
activity throughout the day.
      </p>
      <p>
        Another category, to which the present work most closely relates, involves
ontology-driven approaches for health care services. A HealthIoT ontology is
proposed by Rhayem et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] to overcome the problem of both medical connected
objects and their data to achieve e cient semantic representation to facilitate
patient monitoring, diagnosis and decision making. A hybrid framework which
supports knowledge-driven and probabilistic-driven methods for event
recognition is presented by Crispim-Junior et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The framework separates
semantic modeling from raw sensor data by using an intermediate level of semantic
representation, introduces an algorithm for sensor alignment that uses concept
similarity to address the inaccurate temporal information and proposes a
combined use of an ontology language, to overcome the issues arising at the model
de nition. Lasierra et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] developed an ontology-driven solution that enables
a wide range of remote chronic patients to be monitored at home. Rian~o et
al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] introduce an ontology for the care of chronically ill patients and
implement personalization processes which facilitate the support of a decision making
tool targeted at health care professionals.
      </p>
      <p>
        Several methods address health care services from an applied perspective
based on gami cation and applications. An application for mobile devices,
developed for the Android platform in the JAVA programming language and XML
markup to identify the frailty phenotype among the elderly was proposed by
Silva dos Santos et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] which allows the monitoring of the clinical status
and prognosis of the patient. Harris et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] studied the e ects of exergaming
on the balance and postural control of older adults and people with idiopathic
Parkinson's disease. Their ndings suggest that exergaming can be an
appropriate therapeutic tool for improving balance and postural control. Dubois and
Charpillet [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] proposed a low-cost ambient system for helping elderly to stay at
home. The system recognizes the activity of the person based on Hidden Markov
Models and measures gait parameters from the analysis of simple features
extracted from depth images. Vernon et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] examined the reliability of using
the Microsoft Kinect Timed Up and Go component and whether it helps to
improve patient's performance and physical conditions following a stroke.
      </p>
      <p>
        From the point of sociology view, Wanka and Gallistl [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] suggest that the
study of aging and technologies can pro t from a comprehensive integration
of theories from the sociology of aging, critical gerontology and
science-andtechnology o erings to facilitate active living.
      </p>
      <p>Although the current approaches of data-driven health care systems use
monitoring devices, ambiguous semantics and data curation from diverse sources,
each individual work merely focuses on a single one of them. Compared to
the aforementioned approaches, the proposed method di ers in that it exploits
user-driven behavioral characteristics using spatiotemporal information to
provide concrete and targeted recommendations. It also infers useful personalized
knowledge which is built incrementally from individual users movements and
behavior at home and is delivered back to the end-user in the form of
recommendations and incentives for exercise. This work introduces a semantic
interoperability agent which promotes easy data exchange with existing and other
systems and e ciently blends data-driven and semantic-aware health services to
fuel personalized interventions which improve the self-esteem and the quality of
elderly people life. A fringe bene t of the agent is that in this way, it supports
several frameworks as it is based on standardized data format and provides the
exibility to be built on top existing and future systems.
3</p>
    </sec>
    <sec id="sec-2">
      <title>Semantic Interoperability Agent</title>
      <p>The semantic interoperability agent proposed in this paper consists of 4
components: the Ontology, the Data Alignment, the Personalized Recommendations
and the Interfaces. The framework is realized by means of a knowledge base
which is built incrementally from user-driven behavioral characteristics and is
used to store information that corresponds to the movement sequences, along
with interfaces that provide mechanisms for accessing and updating this
information.</p>
      <p>The Ontology contains the entities and relations describing the movement
sequences and the type of movements. The Data Alignment consists of a set
of classes which model the Ontology and specify the conditions which trigger
recommendations. The Personalized Recommendations consist of a set of
methods which provide a rule based mechanism that generates interventions and
incentives for elderly mobilization according to their mobility conditions and a
knowledge base which is built incrementally from their behavioral
characteristics. The Interfaces consist of a set of methods and REST APIs which provide
the means to retrieve and update entities of the Ontology and expose the
movement sequences as they have been processed by the other components of the
agent.</p>
      <p>This semantic interoperability agent automatically serves as a middleware
which provides knowledge gained during the execution history through the REST
APIs. If, for example, a set of movement patterns have been observed, these
sequences are stored to a centralized database and shared through all the
instantiations of the entire framework by the respective API. The semantic
interoperability is realized through the Ontology, Data Alignment and Interfaces
that are combined in order to turn domain speci c data into domain
agnostic across di erent services. Figure 2 shows the functionality of the semantic
interoperability agent, how it interacts with the mobility tracking module and
how it produces recommendations for personalized exercises and incentives for
mobilization through the Interfaces. Therefore, knowledge incrementally gained
information is derived by semantic-aware movement sequences, stored in the
database and exposed by the Interfaces.</p>
      <p>Fig. 2. The Semantic Interoperability Agent.</p>
      <sec id="sec-2-1">
        <title>3.1 Preliminaries</title>
        <p>The input to the semantic interoperability agent comprises sparse mobility
tracking data in the form of spatiotemporal sequences. Using linear interpolation
between consecutive samples, we derive the mobility tracks of each person. A
mobility track is modeled as a list of spatiotemporal points M = fp0; : : : ; png
with pi = hxi; yi; tii and xi; yi 2 R; ti 2 R+ for i = 0; 1; : : : ; n and t0 &lt; t1 &lt; t2 &lt;
: : : &lt; tn. These tracks are susceptible to noise, as they are a ected by a
measurement error and a sampling error due to the variable sampling rate. The output
of the semantic interoperability agent is a set of recommendations R, modeled
as a set R = fid; ActivityT ypeg, where id corresponds to a user identi er and
ActivityT ype corresponds to the category of the personalized activity proposed
each time to her. This activity may result in a walking game or a mind game
having as a sequence either a light mobilization or a mental exercise in the form
of recommendations to elderly people.</p>
      </sec>
      <sec id="sec-2-2">
        <title>3.2 Mobility Tracking Model</title>
        <p>The tracking of the user is realized by 3D sensors, happens throughout the day
and covers individual tracks. The individual tracks are stored and periodically
sent to the semantic interoperability agent for further analysis to gain
information of the user's mobility by extracting whenever the person is moving within
the room, the duration, distance, type and velocity of her movement. End-users
data have been anonymized by removing their personal and identi able
information. The following information is extracted from the stored tracks and is
taken into account in the rules de nition and enforcement for the provision of
recommendations in each individual person:
{ The Active Time in Room (ATR). The duration of every track is summed
up and divided through the estimated time that the user has actually been
in the room during the day. This leads to a relative amount of active time
within the observed room by also capturing the distance and duration.
{ The Active Time of Day (ATD). The observed tracks are divided into
timeslots of one hour to give a statistical overview of the user's most active/inactive
times during the day in the form of a histogram.
{ The Average Gait Velocity (AGV). The observed tracks are segmented and
ltered into straight parts to calculate the average gait velocity on straight
paths.
{ The Average Stand up Time (AST). When the person stands up (i.e. a track
is recognized from within the scene) the time from sitting to standing is
measured.
{ The Average Walking Time (AWT). When the person walks (i.e. a track is
recognized from within the scene) the duration of her walking is measured.</p>
        <p>This mobility tracking information is analyzed to create a spatiotemporal
behavior model which shows where in the room the user stays most of the time.
This is analyzed over a long time period (i.e. 3 months) and is compared to
previous behavior recordings to determine changes in the user's behavior.</p>
      </sec>
      <sec id="sec-2-3">
        <title>3.3 Ontology</title>
        <p>
          UniversAAL [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] is an open source platform that enables seamless
interoperability of devices, services and applications on a large scale. It provides an e cient
framework for communication in an ensemble of networking-enabled nodes by
hiding distribution and heterogeneity, acting as a broker between the
communicating services. It supports the integration of software components distributed
on di erent nodes and the collaborative communication among them. In this
work, we extend the ont.handgestures ontology which describes concepts related
with person's gestures.
        </p>
        <p>As an outcome of this stage, a formal conceptual model to de ne individual
elderly pro les is achieved in which data provided by the di erent sources
participating in the mobility tracking process can be mapped. This is achieved through
a exible and extendable model for both data-in-motion and data-at-rest, which
can be further exploited across multiple processing components.</p>
        <p>The main purpose of the Ontology is to model all possible movement
sequences that are of interest to the semantic interoperability agent and thus
the entire framework. The ontology is developed in order to cover sequences of
movements and has been designed in such a way to allow easy extension, thus
facilitating easy future modeling of di erent movement sequences, that are needed
due to the discovery of new e cient movement patterns.</p>
        <p>
          All the implemented classes follow the hierarchical structure proposed by
UniversAAL [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Each movement sequence is modeled after the class
MovementSequence. An instance of MovementSequence consists of set of Movements
(e.g. walking, stand up, etc.) which are considered important to be captured by
the agent based on some criteria (e.g. the person is alone in the room). Each one
of these movements is an instance of the class Movement. A Movement can be a
Walking, a Stand up or an Active movement. In addition to MovementSequence
and Movement, the entities of Game and GameCategory are included in the
ontology; these entities are used to encode information that is based on data stored
in the movement entities (e.g. proposed games based on the movement history
of the user). PeoplePresence class is de ned for facilitating the proposition of
interesting incentives for mobilization. More speci cally, it represents how many
persons are actually in the room (e.g. physiotherapists, care-givers, etc.), so that
the agent can use this information to determine when the user's movements
should be tracked. Figure 3 illustrates the main classes and properties of the
Ontology and the relations among the entities.
        </p>
        <p>
          The OWL-DL language (an OWL { Ontology Web Language { sublanguage)
was chosen to describe the ontology model [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. OWL is a vocabulary extension
of RDF (Resource Description Framework) [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. It describes the structure of
a domain in terms of classes and properties and provides a set of axioms to
express assumptions or equivalences with respect to classes and properties. In
our case, OWL-DL provides the maximum expressivity that can be o ered while
guaranteeing total computational capacity. The ontology was implemented by
using the Protege-OWL v.5.2.0 ontology editor and its consistency was checked
using the Pellet reasoner [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>3.4 Data Alignment</title>
        <p>The main purpose of the Data Alignment is to map the mobility tracking data
provided as input to each class of the Ontology and nally to JAVA objects of
the semantic interoperability agent. The JAVA objects contain the relevant elds
and methods needed for representing the corresponding classes and some helper
methods. They are all serializable, so that they can be promptly converted to
JSON format and communicated via the endpoints of the Interfaces. Except
from the mapping of Ontology classes to JAVA objects the mapping of JAVA
objects to database tables is needed as well, in order to store all the required
information into the centralized database. A JAVA API serves as consumer which
acquires data that are generated by a scheduler and stores them in the centralized
database for further process and usage by the facets of the Interfaces. Mapping
JAVA objects to database tables is implemented via the JAVA Persistence API
(JPA). The JPA API allows to map, store, update and retrieve data from the
centralized database to JAVA objects and vice versa.</p>
      </sec>
      <sec id="sec-2-5">
        <title>3.5 Personalized Recommendations</title>
        <p>
          In order to provide personalized recommendations, apart from an instance of the
elderly movement ontology, a number of rules are individually de ned for each
person. These rules take into account the duration, the distance, the velocity
and the kind of elderlies activity extracted from the stored tracks (i.e. active
time, gait velocity, stand-up or walking time), as presented in Section 3.2. By
using these rules, the behavior of individuals are expressed inside the domain
and thus can be used to express individual recommendations according to their
movement conditions. In fact, rule-based systems have been extensively used
in applications that require personalized services [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Speci cally, the SPARQL
(SPARQL Protocol and RDF Query Language) language was selected to
express rules to be applied over the elderly pro le instances. Although SPARQL
is a query language, it o ers substantial power to lter individuals with speci c
characteristics. Then, SPARQL rules are used to de ne personalized care tasks
according to elderly movement conditions.
        </p>
        <p>The steps of the algorithm are listed in Algorithm 1. Speci cally, the Semantic
Interoperability Agent takes as input Mobility Tracks M and gives as output a
set of Personalized Recommendations R. For each mobility track (Lines 3 - 18),
the algorithm looks for people's presence in a room and a set of movements by
using speci c temporal criteria (e.g. dates) (Lines 4 - 7). Then, the algorithm
records in the M ovingSequence the set of walking movement, dates and types
(Line 8). If the set of M ovingSequence is empty, the algorithm returns a set of
personalized recommendations regarding games which include walking exercises
in order to mobilize the elderly people (Line 13). On the contrary, if the set
of M ovingSequence is not empty, the algorithm returns a set of personalized
recommendations regarding mind games (Line 16).</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4 Experimental Evaluation</title>
      <p>As interoperability and personalized services are one of the primary design and
evaluation goals, we need to ensure that the Semantic Interoperability Agent
achieves abundant communication and interfaces among sensors, software and
tools. This is related with all the data needed to support the respective decision
support systems. Also, it achieves interoperability of the solution with external
services as the data are made available in a standardized format that can be
read and used by other systems.</p>
      <p>The e ciency of the Semantic Interoperability Agent has been evaluated in
terms of technology acceptance and incentives for exergaming. We conducted a
survey interviewing end-users by both using quantitative and qualitative
questions. In this section, we focus on the respective questions which concern the
Semantic Interoperability Agent and especially the technology use and
acceptance, their attitude towards exergaming, the accuracy of personalized
recommendations and the e ciency of motives for physical activities. We also denote
some evaluation criteria regarding mental, functional and general health of
endusers. Mental health refers to psychological and social well-being condition of
end-users, functional health refers to the ability of end-users to do the
activities they need to do and general health refers to end-users who are generally
healthy. We interviewed 201 end-users who are coming from Austria (i.e 100)
and Netherlands (i.e. 101). Their average age is approximately around 77 years
old where 33% of them are men and 67% of them are women. Also, 55% of
end-users live in single households. All the end-users gave their consent for the
participation in the survey and no personal data were collected. We used a
5points scale questionnaire in which we either measured and evaluated end-users
agreement (from 1 to 5, e.g. ranging from strongly disagree to strongly agree),
or satisfaction (from 1 to 5, e.g. ranging from very dissatis ed to very satis ed).</p>
      <p>Fig. 4. Quantitative and Qualitative Results.</p>
      <p>Figure 4 shows that the end-users exhibit wide acceptance (more than 68.5%)
of the system and believe that its use has signi cantly contributed in their
mental, functional and general health (more than 72%). However, the greater
incentives have been received by persons who do not exercise in their real life, so the
agent demonstrates a better potential in the elderly people of 75 years old or
more (30%). At the same time, the end-users who would not adopt exergaming
are either too t and already prefer a more active way of life or too sick and thus
an alternative option should be taken into account. Besides, the end-users who
proved not be such motivated (i.e. not interested, too boring) by exergaming
concern a small part of the interviewed of about 3%.</p>
    </sec>
    <sec id="sec-4">
      <title>5 Conclusions and Future Directions</title>
      <p>The purpose of this work is to o er an interoperability solution which is
easily accessible and stores meaningful information driven by ontologies to provide
personalized recommendations to elderly people in exergaming. We extended a
data model described by a standardized ontology which is familiar to domain
experts. Having a clear model contributed to identify rules and provide
personalized interventions.</p>
      <p>In a nutshell, the semantic interoperability agent exposes data in a
standardized format and supports interoperability with existing AAL systems and
external services. The agent serves as middleware by taking into consideration
mobility behaviors. It drives personalized recommendations to the end-users in
their private homes by increasing their self-esteem and thus their quality of life.</p>
      <p>In the near future, we plan to experiment with the proposed agent in the
context of online methods. As it is becoming increasingly easier to gain access
to mobility data sources, such an agent could improve the process of enhancing,
combining and enriching disparate data sources and optimize the every day
life of elderly people through interactive interventions. To this e ect, we are
investigating automatic methods to infer useful semantic knowledge from diverse
data sources with variable characteristics.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This work was supported by EnterTrain project which received fund under the
AAL Programme (Project No. AAL-2015-056).</p>
      <p>Karagiorgou et al.</p>
    </sec>
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