Josef Hallberg

Prof. Josef Hallberg

orcid

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 July 2013 in Sensors
Verified
Journal Article
Open access
PDF file
Ian ClelandIan Cleland
Ian Cleland
BKBasel Kikhia
Basel Kikhia
Chris NugentChris Nugent
Chris Nugent
ABAndrey Boytsov
Andrey Boytsov
JHJosef Hallberg
Josef Hallberg
Dewar FinlayDewar Finlay
Dewar Finlay
This article describes an investigation to determine the optimal placement of accelerometers for the purpose of detecting a range of everyday activities. The paper investigates the effect of combining data from accelerometers placed at various bodily locations on the accuracy of activity detection. Eight healthy males participated within the study. Data were collected from six wireless tri-axial accelerometers placed at the chest, wrist, lower back, hip, thigh and foot. Activities included walking, running on a motorized treadmill, sitting, lying, standing and walking up and down stairs. The Support Vector Machine provided the most accurate detection of activities of all the machine learning algorithms investigated. Although data from all locations provided similar levels of accuracy, the hip was the best single location to record data for activity detection using a Support Vector Machine, providing small but significantly better accuracy than the other investigated locations. Increasing the number of sensing locations from one to two or more statistically increased the accuracy of classification. There was no significant difference in accuracy when using two or more sensors. It was noted, however, that the difference in activity detection using single or multiple accelerometers may be more pronounced when trying to detect finer grain activities. Future work shall therefore investigate the effects of accelerometer placement on a larger range of these activities.

1 January 2003
Verified
Conference Paper
Closed access
JHJosef Hallberg
Josef Hallberg
MNM. Nilsson
M. Nilsson
KSK. Synnes
K. Synnes
This paper presents an evaluation of Bluetooth positioning in a general positioning platform. Proceeding the evaluation a Bluetooth based positioning system was implemented in order to complement the theoretical evaluation with empirical tests. Three different ways of positioning with Bluetooth have been developed. With a registered positioning service a Bluetooth device has an active role in the positioning task as it sends a position on request. A Bluetooth device can also take a more passive role in a positioning task, where the unique address of the device is used by a connected device to look up respective position in a database. It is also possible to forward a position gained from the positioning platform using the peer to peer characteristics in Bluetooth. This paper does also contain a discussion on the theoretical time requirements for a positioning system based on Bluetooth. Empirical tests show that these requirements hold.Godkänd; 2003; 20060918 (ysko

9 July 2018 in Sensors
Verified
Journal Article
Open access
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FCFederico Cruciani
Federico Cruciani
Ian ClelandIan Cleland
Ian Cleland
Chris NugentChris Nugent
Chris Nugent
PMPaul Mccullagh
Paul Mccullagh
KSKåre Synnes
Kåre Synnes
JHJosef Hallberg
Josef Hallberg
Data annotation is a time-consuming process posing major limitations to the development of Human Activity Recognition (HAR) systems. The availability of a large amount of labeled data is required for supervised Machine Learning (ML) approaches, especially in the case of online and personalized approaches requiring user specific datasets to be labeled. The availability of such datasets has the potential to help address common problems of smartphone-based HAR, such as inter-person variability. In this work, we present (i) an automatic labeling method facilitating the collection of labeled datasets in free-living conditions using the smartphone, and (ii) we investigate the robustness of common supervised classification approaches under instances of noisy data. We evaluated the results with a dataset consisting of 38 days of manually labeled data collected in free living. The comparison between the manually and the automatically labeled ground truth demonstrated that it was possible to obtain labels automatically with an 80–85% average precision rate. Results obtained also show how a supervised approach trained using automatically generated labels achieved an 84% f-score (using Neural Networks and Random Forests); however, results also demonstrated how the presence of label noise could lower the f-score up to 64–74% depending on the classification approach (Nearest Centroid and Multi-Class Support Vector Machine).

3 January 2018 in JMIR Serious Games
Verified
Journal Article
Open access
ALAnna-Karin Lindqvist
Anna-Karin Lindqvist
Darla CastelliDarla Castelli
Darla Castelli
JHJosef Hallberg
Josef Hallberg
SRStina Rutberg
Stina Rutberg
Physical activity has multiple health benefits; however, the majority of children around the world do not attain the recommended levels of daily physical activity. Research has shown that the game Pokémon GO has increased the amount of physical activity of players and that the game has the potential to reach populations that traditionally have low levels of physical activity. Therefore, there is a need to understand which game components can promote initial and sustained physical activity. By using a qualitative research approach, it is possible to achieve rich descriptions and enhance a deep understanding of the components promoting physical activity among children in a game such as Pokémon GO. The objective of this study was to explore children's and parents' experiences playing Pokémon GO. Eight families comprising 13 children (aged 7-12 years) and 9 parents were selected using purposeful sampling. Data collected using focus groups were analyzed using qualitative latent content analysis. The following three themes were revealed: (1) exciting and enjoyable exploration; (2) dangers and disadvantages; and (3) cooperation conquers competition. The first centers around the present and possible future aspects of Pokémon GO that promote physical activity. The second focuses on unwanted aspects and specific threats to safety when playing the game. The third shows that cooperation and togetherness are highly valued by the participants and that competition is fun but less important. Components from Pokémon GO could enhance the efficacy of physical activity interventions. Cooperation and exploration are aspects of the game that preferably could be transferred into interventions aimed at promoting children's physical activity.

29 July 2020 in Sensors
Verified
Journal Article
Open access
PDF file
Andres Sanchez-ComasAndres Sanchez-Comas
Andres Sanchez-Comas
KSKåre Synnes
Kåre Synnes
JHJosef Hallberg
Josef Hallberg
Activity recognition (AR) from an applied perspective of ambient assisted living (AAL) and smart homes (SH) has become a subject of great interest. Promising a better quality of life, AR applied in contexts such as health, security, and energy consumption can lead to solutions capable of reaching even the people most in need. This study was strongly motivated because levels of development, deployment, and technology of AR solutions transferred to society and industry are based on software development, but also depend on the hardware devices used. The current paper identifies contributions to hardware uses for activity recognition through a scientific literature review in the Web of Science (WoS) database. This work found four dominant groups of technologies used for AR in SH and AAL—smartphones, wearables, video, and electronic components—and two emerging technologies: Wi-Fi and assistive robots. Many of these technologies overlap across many research works. Through bibliometric networks analysis, the present review identified some gaps and new potential combinations of technologies for advances in this emerging worldwide field and their uses. The review also relates the use of these six technologies in health conditions, health care, emotion recognition, occupancy, mobility, posture recognition, localization, fall detection, and generic activity recognition applications. The above can serve as a road map that allows readers to execute approachable projects and deploy applications in different socioeconomic contexts, and the possibility to establish networks with the community involved in this topic. This analysis shows that the research field in activity recognition accepts that specific goals cannot be achieved using one single hardware technology, but can be using joint solutions, this paper shows how such technology works in this regard.

10 March 2018 in Journal of Ambient Intelligence and Humanized Computing
Verified
Journal Article
Open access
PDF file
Macarena EspinillaMacarena Espinilla
Macarena Espinilla
JMJavier Medina
Javier Medina
JHJosef Hallberg
Josef Hallberg
CNChris Nugent
Chris Nugent
Usually, approaches driven by data proposed in literature for sensor-based activity recognition use the begin label and the end label of each activity in the dataset, fixing a temporal window with sensor data events to identify the activity carried out in this window. This type of approach cannot be carried out in real time because it is not possible to predict the start time of an activity, i.e., the class of the future activity that an inhabitant will perform, neither when he/she will begin to carry out this activity. However, an activity can be marked as finished in real time only with the previous observations. Therefore, there is a need of online activity recognition approaches that classify activities using only the end label of the activity. In this paper, we propose and evaluate a new approach for online activity recognition with three temporal sub-windows that uses only the end label of the activity. The advantage of our approach is that the temporal sub-windows keep a partial order in the sensor data stream from the end time of the activity in a short-term, medium-term, long-term. The experiments conducted to evaluate our approach suggest the importance of the use of temporal sub-windows versus a single temporal window in terms of accuracy, using only the end time of the activity. The use of temporal sub-windows has improved the accuracy in the 98.95% of experiments carried out.