1,857 research outputs found
Interaction With Tilting Gestures In Ubiquitous Environments
In this paper, we introduce a tilting interface that controls direction based
applications in ubiquitous environments. A tilt interface is useful for
situations that require remote and quick interactions or that are executed in
public spaces. We explored the proposed tilting interface with different
application types and classified the tilting interaction techniques. Augmenting
objects with sensors can potentially address the problem of the lack of
intuitive and natural input devices in ubiquitous environments. We have
conducted an experiment to test the usability of the proposed tilting interface
to compare it with conventional input devices and hand gestures. The experiment
results showed greater improvement of the tilt gestures in comparison with hand
gestures in terms of speed, accuracy, and user satisfaction.Comment: 13 pages, 10 figure
Fingers of a Hand Oscillate Together: Phase Syncronisation of Tremor in Hover Touch Sensing
When using non-contact finger tracking, fingers can be classified
as to which hand they belong to by analysing the phase
relation of physiological tremor. In this paper, we show how
3D capacitive sensors can pick up muscle tremor in fingers
above a device. We develop a signal processing pipeline
based on nonlinear phase synchronisation that can reliably
group fingers to hands and experimentally validate our technique.
This allows significant new gestural capabilities for
3D finger sensing without additional hardware
Fall prevention intervention technologies: A conceptual framework and survey of the state of the art
In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082
PainDroid: An android-based virtual reality application for pain assessment
Earlier studies in the field of pain research suggest that little efficient intervention currently exists in response to the exponential increase in the prevalence of pain. In this paper, we present an Android application (PainDroid) with multimodal functionality that could be enhanced with Virtual Reality (VR) technology, which has been designed for the purpose of improving the assessment of this notoriously difficult medical concern. Pain- Droid has been evaluated for its usability and acceptability with a pilot group of potential users and clinicians, with initial results suggesting that it can be an effective and usable tool for improving the assessment of pain. Participant experiences indicated that the application was easy to use and the potential of the application was similarly appreciated by the clinicians involved in the evaluation. Our findings may be of considerable interest to healthcare providers, policy makers, and other parties that might be actively involved in the area of pain and VR research
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