191 research outputs found

    Use of an energy harvesting smart floor for indoor localization of people

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    The development of \u201cintelligent\u201d floors is a growing interest, but often the ensuing solutions involve high production costs as well as complicated installation and management. Aim of this paper is to propose a novel smart floor that makes use of an energy harvesting system in order to allow people localization and to track their movements in an indoor environment. The contribution starts from reviewing the state of the art of smart floor solutions, which are categorized according to the different applications they are addressed to. The system developed in this research is based on capacitive sensors that are mounted on a polymeric support and embedded between a bulk wooden base and floating parquet flooring. The paper outlines the detailed architecture of the proposed apparatus and reports the results of the preliminary test phase. The proposed solution is part of HDOMO, an Ambient Assisted Living (AAL) project aiming at the development of smart solutions for active aging

    The feet in human--computer interaction: a survey of foot-based interaction

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    Foot-operated computer interfaces have been studied since the inception of human--computer interaction. Thanks to the miniaturisation and decreasing cost of sensing technology, there is an increasing interest exploring this alternative input modality, but no comprehensive overview of its research landscape. In this survey, we review the literature on interfaces operated by the lower limbs. We investigate the characteristics of users and how they affect the design of such interfaces. Next, we describe and analyse foot-based research prototypes and commercial systems in how they capture input and provide feedback. We then analyse the interactions between users and systems from the perspective of the actions performed in these interactions. Finally, we discuss our findings and use them to identify open questions and directions for future research

    New generation of interactive platforms based on novel printed smart materials

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    Programa doutoral em Engenharia Eletrónica e de Computadores (área de Instrumentação e Microssistemas Eletrónicos)The last decade was marked by the computer-paradigm changing with other digital devices suddenly becoming available to the general public, such as tablets and smartphones. A shift in perspective from computer to materials as the centerpiece of digital interaction is leading to a diversification of interaction contexts, objects and applications, recurring to intuitive commands and dynamic content that can proportionate more interesting and satisfying experiences. In parallel, polymer-based sensors and actuators, and their integration in different substrates or devices is an area of increasing scientific and technological interest, which current state of the art starts to permit the use of smart sensors and actuators embodied within the objects seamlessly. Electronics is no longer a rigid board with plenty of chips. New technological advances and perspectives now turned into printed electronics in polymers, textiles or paper. We are assisting to the actual scaling down of computational power into everyday use objects, a fusion of the computer with the material. Interactivity is being transposed to objects erstwhile inanimate. In this work, strain and deformation sensors and actuators were developed recurring to functional polymer composites with metallic and carbonaceous nanoparticles (NPs) inks, leading to capacitive, piezoresistive and piezoelectric effects, envisioning the creation of tangible user interfaces (TUIs). Based on smart polymer substrates such as polyvinylidene fluoride (PVDF) or polyethylene terephthalate (PET), among others, prototypes were prepared using piezoelectric and dielectric technologies. Piezoresistive prototypes were prepared with resistive inks and restive functional polymers. Materials were printed by screen printing, inkjet printing and doctor blade coating. Finally, a case study of the integration of the different materials and technologies developed is presented in a book-form factor.A última década foi marcada por uma alteração do paradigma de computador pelo súbito aparecimento dos tablets e smartphones para o público geral. A alteração de perspetiva do computador para os materiais como parte central de interação digital levou a uma diversificação dos contextos de interação, objetos e aplicações, recorrendo a comandos intuitivos e conteúdos dinâmicos capazes de tornarem a experiência mais interessante e satisfatória. Em simultâneo, sensores e atuadores de base polimérica, e a sua integração em diferentes substratos ou dispositivos é uma área de crescente interesse científico e tecnológico, e o atual estado da arte começa a permitir o uso de sensores e atuadores inteligentes perfeitamente integrados nos objetos. Eletrónica já não é sinónimo de placas rígidas cheias de componentes. Novas perspetivas e avanços tecnológicos transformaram-se em eletrónica impressa em polímeros, têxteis ou papel. Neste momento estamos a assistir à redução da computação a objetos do dia a dia, uma fusão do computador com a matéria. A interatividade está a ser transposta para objetos outrora inanimados. Neste trabalho foram desenvolvidos atuadores e sensores e de pressão e de deformação com recurso a compostos poliméricos funcionais com tintas com nanopartículas (NPs) metálicas ou de base carbónica, recorrendo aos efeitos capacitivo, piezoresistivo e piezoelétrico, com vista à criação de interfaces de usuário tangíveis (TUIs). Usando substratos poliméricos inteligentes tais como fluoreto de polivinilideno (PVDF) ou politereftalato de etileno (PET), entre outos, foi possível a preparação de protótipos de tecnologia piezoelétrica ou dielétrica. Os protótipos de tecnologia piezoresistiva foram feitos com tintas resistivas e polímeros funcionais resistivos. Os materiais foram impressos por serigrafia, jato de tinta, impressão por aerossol e revestimento de lâmina doctor blade. Para terminar, é apresentado um caso de estudo da integração dos diferentes materiais e tecnologias desenvolvidos sob o formato de um livro.This project was supported by FCT – Fundação para a Ciência e a Tecnologia, within the doctorate grant with reference SFRH/BD/110622/2015, by POCH – Programa Operacional Capital Humano, and by EU – European Union

    Capacitive Sensing and Communication for Ubiquitous Interaction and Environmental Perception

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    During the last decade, the functionalities of electronic devices within a living environment constantly increased. Besides the personal computer, now tablet PCs, smart household appliances, and smartwatches enriched the technology landscape. The trend towards an ever-growing number of computing systems has resulted in many highly heterogeneous human-machine interfaces. Users are forced to adapt to technology instead of having the technology adapt to them. Gathering context information about the user is a key factor for improving the interaction experience. Emerging wearable devices show the benefits of sophisticated sensors which make interaction more efficient, natural, and enjoyable. However, many technologies still lack of these desirable properties, motivating me to work towards new ways of sensing a user's actions and thus enriching the context. In my dissertation I follow a human-centric approach which ranges from sensing hand movements to recognizing whole-body interactions with objects. This goal can be approached with a vast variety of novel and existing sensing approaches. I focused on perceiving the environment with quasi-electrostatic fields by making use of capacitive coupling between devices and objects. Following this approach, it is possible to implement interfaces that are able to recognize gestures, body movements and manipulations of the environment at typical distances up to 50cm. These sensors usually have a limited resolution and can be sensitive to other conductive objects or electrical devices that affect electric fields. The technique allows for designing very energy-efficient and high-speed sensors that can be deployed unobtrusively underneath any kind of non-conductive surface. Compared to other sensing techniques, exploiting capacitive coupling also has a low impact on a user's perceived privacy. In this work, I also aim at enhancing the interaction experience with new perceptional capabilities based on capacitive coupling. I follow a bottom-up methodology and begin by presenting two low-level approaches for environmental perception. In order to perceive a user in detail, I present a rapid prototyping toolkit for capacitive proximity sensing. The prototyping toolkit shows significant advancements in terms of temporal and spatial resolution. Due to some limitations, namely the inability to determine the identity and fine-grained manipulations of objects, I contribute a generic method for communications based on capacitive coupling. The method allows for designing highly interactive systems that can exchange information through air and the human body. I furthermore show how human body parts can be recognized from capacitive proximity sensors. The method is able to extract multiple object parameters and track body parts in real-time. I conclude my thesis with contributions in the domain of context-aware devices and explicit gesture-recognition systems

    Interactive Fiction in Cinematic Virtual Reality: Epistemology, Creation and Evaluation

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    This dissertation presents the Interactive Fiction in Cinematic Virtual Reality (IFcVR), an interactive digital narrative (IDN) that brings together the cinematic virtual reality (cVR) and the creation of virtual environments through 360\ub0 video within an interactive fiction (IF) structure. This work is structured in three components: an epistemological approach to this kind of narrative and media hybrid; the creation process of IFcVR, from development to postproduction; and user evaluation of IFcVR. In order to set the foundations for the creation of interactive VR fiction films, I dissect the IFcVR by investigating the aesthetics, narratological and interactive notions that converge and diverge in it, proposing a medium-conscious narratology for this kind of artefact. This analysis led to the production of an IFcVR functional prototype: \u201cZENA\u201d, the first interactive VR film shot in Genoa. ZENA\u2019s creation process is reported proposing some guidelines for interactive and immersive film-makers. In order to evaluate the effectiveness of the IFcVR as an entertaining narrative form and a vehicle for diverse types of messages, this study also proposes a methodology to measure User Experience (UX) on IFcVR. The full evaluation protocol gathers both qualitative and quantitative data through ad hoc instruments. The proposed protocol is illustrated through its pilot application on ZENA. Findings show interactors' positive acceptance of IFcVR as an entertaining experience

    On making web accessibility more accessible: strategy and tools for social good

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    The world currently faces a paradox in terms of accessibility for people with disabilities. While digital technologies hold immense potential to improve their quality of life, the majority of web content still exhibits critical accessibility issues. This PhD thesis addresses this challenge by proposing two interconnected research branches. The first introduces a groundbreaking approach to improving web accessibility by rethinking how it is approached, making it more accessible itself. It involves the development of: 1. AX, a declarative framework of web components that enforces the generation of accessible markup by means of static analysis. 2. An innovative accessibility testing and evaluation methodology, which communicates test results by exploiting concepts that developers are already familiar with (visual rendering and mouse operability) to convey the accessibility of a page. This methodology is implemented through the SAHARIAN browser extension. 3. A11A, a categorized and structured collection of curated accessibility resources aimed at facilitating their intended audiences discover and use them. The second branch focuses on unleashing the full potential of digital technologies to improve accessibility in the physical world. The thesis proposes the SCAMP methodology to make scientific artifacts accessible to blind, visually impaired individuals, and the general public. It enhances the natural characteristics of objects, making them more accessible through interactive, multimodal, and multisensory experiences. Additionally, the prototype of \gls{a11yvt}, a system supporting accessible virtual tours, is presented. It provides blind and visually impaired individuals with features necessary to explore unfamiliar indoor environments, while maintaining universal design principles that makes it suitable for usage by the general public. The thesis extensively discusses the theoretical foundations, design, development, and unique characteristics of these innovative tools. Usability tests with the intended target audiences demonstrate the effectiveness of the proposed artifacts, suggesting their potential to significantly improve the current state of accessibility

    Novel Technologies and Their Application for Protected Area Management: A Supporting Approach in Biodiversity Monitoring

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    State-of-the-art tools are revolutionizing protected area (PA) manager approaches to biodiversity monitoring. Effective strategies are available for test site establishment, data collection, archiving, analysis, and presentation. In PAs, use of new technologies will support a shift from primarily expert-based to automated monitoring procedures, allowing increasingly efficient data collection and facilitating adherence to conservation requirements. Selection and application of appropriate tools increasingly improve options for adaptive management. In this chapter, modern biodiversity monitoring techniques are introduced and discussed in relation to previous standard approaches for their applicability in diverse habitats and for different groups of organisms. A review of some of today’s most exciting technologies is presented, including environmental DNA analysis for species identification; automated optical, olfactory, and auditory devices; remote sensing applications relaying site conditions in real-time; and uses of unmanned aerial systems technology for observation and mapping. An overview is given in the context of applicability of monitoring tools in different ecosystems, providing a theoretical basis from conceptualization to implementation of novel tools in a monitoring program. Practical examples from real-world PAs are provided

    Modeling and experimental validation of a parallel microrobot for biomanipulation

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    The main purpose of this project is the development of a commercial micropositioner's (SmarPod 115.25, SmarAct GmbH) geometrical model. SmarPod is characterized by parallel kinematics and is employed for precise and accurate sample's positioning under SEM microscope, being vacuum-compatible, for various applications. Geometrical modeling represents the preliminar step to fully understand, and possibly improve, robot's closed loop behaviour in terms of task's quality precision, when enterprises does not provide sufficient documentation. The robotic system, in fact, represents in this case a "black box" from which it's possible to extract information. This step is essential in order to improve, consequently, the reliability of bio-microsystem manipulation and characterization. Disposing of a detailed microrobot's model becomes essential to deal with the typical lack of sensing at microscale, as it allows a 3D precise and adequate reconstruction, realized through proper softwares, of the manipulation set-up. The roles of Virtual Reality (VR) and of simulations, carried out, in this case, in Blender environment, are asserted as well as an essential helping tool in mycrosystem's task planning. Blender is a professional free and open-source 3D computer graphics software and it is proven to be a basic instrument to validate microrobot's model, even to simplify it in case of complex system's geometries

    61st Annual Rocky Mountain Conference on Magnetic Resonance

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    Final program, abstracts, and information about the 61st annual meeting of the Rocky Mountain Conference on Magnetic Resonance, co-endorsed by the Colorado Section of the American Chemical Society and the Society for Applied Spectroscopy. Held in Copper Mountain, Colorado, July 25-29, 2022

    Self-* properties of multi sensing entities in smart environments

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (p. 78-87).Computers and sensors are more and more often embedded into everyday objects, woven into garments, "painted" on architecture or deployed directly into the environment. They monitor the environment, process the information and extract knowledge that their designed and programmers hope will be interesting. As the number and variety of these sensors and their connections increase, so does the complexity of the networks in which they operate. Deployment, management, and repair become difficult to perform manually. It is, then, particularly appealing to design a software architecture that can achieve the necessary organizational structures without requiring human intervention. Focusing on image sensing and machine vision techniques, we propose to investigate how small, unspecialized, low-processing sensing entities can self-organize to create a scalable, fault tolerant, decentralized, and easily reconfigurable system for smart environments and how these entities self-adapt to optimize their contribution in the presence of constraints inherent to sensor networks.by Arnaud Pilpré.S.M
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