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Glossary

Affective Computing:Affective Computing is computing that relates to, arises from, or deliberately influences emotions. Affective systems have the ability to detect and process, and appropriately respond to human emotions, relative to visual, textual and auditory sources.
Cutaneous:The cutaneous sense provides awareness of stimulation of the outer surface of the body by means of receptors within the skin and the associated nervous system.
J. M. Loomis and S. J. Lederman. Tactual perception. In K. R. Boff, L. Kaufman, and J. P. Thomas, (eds.), Cognitive Processes and Performance, Volume 2 of Handbook of Perception and Human Performance, Chapter 31, pages 31.1–31.41. John Wiley & Sons, New York, 1986
Cutaneous Perception:Cutis is Latin for skin. Cutaneous Perception refers to perception by means of receptors within the skin and the associated nervous system.
Deafblindness:Deafblindness is the combination of both sight and hearing impairments, where the level of impairments in either of these senses is too severe to allow compensation on the other.
Dimensionality Reduction:Dimensionality Reduction refers to the algorithmic/mathematical process of converting a set of data having vast dimensions into data with lesser dimensions ensuring that the new data set conveys similar information concisely. For instance, an image of thousands of pixels (thousands dimensions) could be compressed (reduce dimensionality) and be represented by a vector of reduced dimensionality.
Gamification:Gamification uses game design elements and mechanisms (e.g. rewards, social completion) in non-game contexts. It has been successfully employed to enhance, among others, user engagement, productivity, and learning.
Haptic Perception:Haptic Perception refers to tactual perception in which both cutaneous perception and kinesthetic perception contribute.
Kinesthetic:The kinesthetic sense provides the observer with an awareness of static and dynamic body posture.
M. Loomis and S. J. Lederman. Tactual perception. In K. R. Boff, L. Kaufman, and J. P. Thomas, (eds.), Cognitive Processes and Performance, Volume 2 of Handbook of Perception and Human Performance, Chapter 31, pages 31.1–31.41. John Wiley & Sons, New York, 1986.
Knowledge Representation & Reasoning:Knowledge Representation and Reasoning (KR) is the field of artificial intelligence dedicated to representing information about the world in a form that a computer system can utilize to solve complex tasks, such as diagnosing a medical condition or having a dialog in a natural language. Knowledge Representation and Reasoning also incorporates findings from logic to automate various kinds of reasoning, such as the application of rules or the relations of sets and subsets. Examples of knowledge representation formalisms include semantic nets, systems architecture, frames, rules, and ontologies. Examples of automated reasoning engines include inference engines, theorem provers, and classifiers.
Modality:Modality is a particular way in which information is to be encoded for presentation to humans. In this project non-visual and non-audial modalities are of special concern: vibro-tactile, thermal, olfactory, gustatory, kinesthetic, etc. A suggestion is to call these NANV modalities (i.e. modalities that are Non-Audial, Non-Visual).
Ontologies:In computer science and information science, an ontology is a formal naming and definition of the types, properties, and interrelationships of the entities that exist in a domain of discourse. Various fields (systems engineering, software engineering, biomedical informatics, library science, enterprise bookmarking, and information architecture) all create ontologies to limit complexity and organize information. The ontology can then be applied to consistency checking and problem solving.
Perception:Perception is the process of receiving, recognizing and interpreting changes in one’s surrounding environment (i.e. sensory stimulus).
Platform:A Platform is a collection of hardware and software that can be used as a basis for developing other devices or applications.
Psychophysics:Psychophysics quantitatively investigates the relationship between physical stimuli and the sensations and perceptions they produce.
Raspberry Pi:A Raspberry Pi is a low cost, credit-card sized computer developed by the Raspberry Pi foundation. Unlike microcontrollers such as the Arduino, the Raspberry Pi is a functioning personal computer, and can run a variety of Operating Systems (most, but not all, Linux-based) with a desktop environment and graphical user interface.
Sensor:Sensors are pieces of hardware that measures some property of the environment around it (temperature, force, distance, acceleration, etc.).
Smart Textiles: Smart Textiles are a class of artefacts that incorporate technologies from many different disciplines, besides textiles, by this offering many functionalities (where the last embrace esthetical, social, comfort performance, monitoring, sensing, actuation). There are many definitions of Smart Textiles around, such as Smart Textiles are defined as textiles that interact with their surroundings putting forward the factor of being interactive, they are responding to an external stimulus putting forward the factor of being responsive; and more elaborate textiles that are able to sense stimuli from the environment, to react to them and adapt to them by integration of functionalities in the textile structure. They are all problematic as everything is interacting and responding to an external stimulus and functionalities are mixed up with aesthetical and technical aspects.
Tactile Perception:Tactile perception refers to perception mediated solely by variations in cutaneous stimulation.
M. Loomis and S. J. Lederman. Tactual perception. In K. R. Boff, L. Kaufman, and J. P. Thomas, (eds.), Cognitive Processes and Performance, Volume 2 of Handbook of Perception and Human Performance, Chapter 31, pages 31.1–31.41. John Wiley & Sons, New York, 1986.
Tactual Perception:Tactual Perception refers to all instances of cutaneous and/or kinesthetic perception.
Textilification:Textilification is a term used when functions from a certain technology are transferred into textiles either by realizing the functionality, such as an antenna, by textile processes like weaving or by integrating the technological component, such as a LED, into the textile while simultaneously taking care of the special textile requirements such as pliability, comfort, and need for washing.
Nils-Krister Persson, José Martinez, Ali Maziz, Edwin W.H. Jager Actuating Textiles - next generation of smart textiles Advanced Materials Technologies 2018.
Visual Analysis:The analysis and processing of visual data consist of the algorithms that try to understand and translate the visual world to machine language. Input can be acquired from several kind of optical sensors such as: surveillance cameras (CCTV), satellites, UAVs (aerial images), wearable cameras, etc. For SUITCEYES purposes, we plan to use wearable cameras and in this case the tasks that can be fulfilled using visual analysis entails the: a) Recognition of camera’s surroundings: What objects, how many persons and who are within the camera’s point of view; b) Interaction that a person can have with his surroundings (both with objects and people) and what actions he may perform during the day in order to build his behavioural pattern; c) Crisis analysis with the detection of suspicious events, such as fall, flood and fire; d) scene recognition so that the user could know the room that he stands.