3,810 research outputs found

    Sonic City: Prototyping a wearable experience

    Get PDF
    Sonic City is a project exploring mobile interaction and wearable technology for everyday music creation. A wearable system has been developed that creates electronic music in real-time based on sensing bodily and environmental factors - thus, a personal soundscape is co-produced by physical movement, local activity, and urban ambiance simply by walking through the city. Applying multi-disciplinary methods, we have developed the wearable from a scenario-driven, aesthetic and lifestyle perspective. A garment has been crafted for 'trying on' interaction and wearabilty options with users on-site in the city. With this prototype, we have been able to expore and rapidly iterate context and content, social and human factors of the wearable application

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

    Get PDF
    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    Adding generic contextual capabilities to wearable computers

    Get PDF
    Context-awareness has an increasingly important role to play in the development of wearable computing systems. In order to better define this role we have identified four generic contextual capabilities: sensing, adaptation, resource discovery, and augmentation. A prototype application has been constructed to explore how some of these capabilities could be deployed in a wearable system designed to aid an ecologist's observations of giraffe in a Kenyan game reserve. However, despite the benefits of context-awareness demonstrated in this prototype, widespread innovation of these capabilities is currently stifled by the difficulty in obtaining the contextual data. To remedy this situation the Contextual Information Service (CIS) is introduced. Installed on the user's wearable computer, the CIS provides a common point of access for clients to obtain, manipulate and model contextual information independently of the underlying plethora of data formats and sensor interface mechanisms

    Wearable payment for young women - Utilizing rapid prototyping in iterative conceptual design

    Get PDF
    This is a production-based thesis work made aside my work as a 3d-printing specialist in Microsoft Mobile`s Design Department`s 3d-lab. The topic is designing a jewelry-like payment device for young women. A production-based thesis work was made to discover the process of designing for wearable technology and the practical issues related to it. The main process-guiding assumption in this thesis is that familiar, jewelry-like form would be more acceptable for young women in context of everyday wearable device. Important goal for 3d-lab is to knit rapid prototyping as an integral part of design process, so I utilized rapid prototyping as my main methodology for studying the subject. The goals for thesis work were to learn more about wearable devices field and practical design issues relevant to it. For author the goal was to improve my skills both in iterative design concept -creation and prototyping. The goal for the concept-creation was to prototype an idea for acceptable, wearable, contactless alternative for traditional debit card in small everyday purchases, targeting to young women. The methods used in this thesis work are literature research, benchmarking, rapid prototyping, expert interview and user-centered design methods. The process consisted of background research, making re-brief, technical concept creation, making several product design ideas, testing and reviewing the ideas, selecting one design for further development and finally testing and reviewing the appearance model and interaction prototype with potential end users. The project`s end result is a design concept depicted by prototypes and pictures, and a written thesis report about the design process and philosophy behind the design work. The main focus of this written report is in product design, the minor focus areas are designing interaction and concept creation. Concentrating deeply to all product development areas was not purposeful in thesis framework, so I decided to put most effort on describing the product design development

    Teaching the Electronic Design and Embedded System Course with Body Sensor Nodes

    Get PDF
    The body sensor nodes armed with a MSP430 microcontroller, a IEEE 802.15.4 radio chip, a memory flash and an electronic amplifier circuits is proposed as an educational platform for electronic design and embedded system courses. The body sensor nodes are designed based on a commercial wireless sensor network (WSN) device that contains the microcontroller, radio chip and memory flash in a single platform. The WSN device also supplies the connection pins for I/O signals, ADC, SPI and UART functionalities, to control an electronic amplifier circuit. For electronic design courses, the ease of creating the body sensor node, will be hard to resist by the students. An electronic amplifier is designed and fabricated by the students in the laboratory in the electronic design courses. The WSN device is stacked on the top of the electronic amplifier circuit to prototype a new body sensor node. For the embedded system course students, the unique properties of TinyOS used as the operating system for the body sensor node allowed the students see the effects of the software in short time

    Research on Wearable Technologies for Learning: A Systematic Review

    Full text link
    A good amount of research has explored the use of wearables for educational or learning purposes. We have now reached a point when much literature can be found on that topic, but few attempts have been made to make sense of that literature from a holistic perspective. This paper presents a systematic review of the literature on wearables for learning. Literature was sourced from conferences and journals pertaining to technology and education, and through an ad hoc search. Our review focuses on identifying the ways that wearables have been used to support learning and provides perspectives on that issue from a historical dimension, and with regards to the types of wearables used, the populations targeted, and the settings addressed. Seven different ways of how wearables have been used to support learning were identified. We propose a framework identifying five main components that have been addressed in existing research on how wearables can support learning and present our interpretations of unaddressed research directions based on our review results

    Multi-Sensor Context-Awareness in Mobile Devices and Smart Artefacts

    Get PDF
    The use of context in mobile devices is receiving increasing attention in mobile and ubiquitous computing research. In this article we consider how to augment mobile devices with awareness of their environment and situation as context. Most work to date has been based on integration of generic context sensors, in particular for location and visual context. We propose a different approach based on integration of multiple diverse sensors for awareness of situational context that can not be inferred from location, and targeted at mobile device platforms that typically do not permit processing of visual context. We have investigated multi-sensor context-awareness in a series of projects, and report experience from development of a number of device prototypes. These include development of an awareness module for augmentation of a mobile phone, of the Mediacup exemplifying context-enabled everyday artifacts, and of the Smart-Its platform for aware mobile devices. The prototypes have been explored in various applications to validate the multi-sensor approach to awareness, and to develop new perspectives of how embedded context-awareness can be applied in mobile and ubiquitous computing
    • 

    corecore