3,032 research outputs found

    Interaction With Tilting Gestures In Ubiquitous Environments

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    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

    Review of Safety Evaluation of Thermal Wearable Power Harvesting Device

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    Thermal wearable power harvesting device is developing fast nowadays. The increasing demand on simple and easily handled devices forcing researches to find a better on improving the performance and safety of the devices. Thermal power harvesting is using the heat from the surrounding and human body to generate power. So, the safety precaution needs to be taken in order to keep it safe to use. This paper reviews the use of wearable technology, the basic concept, methods and future of power harvesting technology, ideas of thermoelectric power generators and its related work as well the safety evaluation for international standard of wearable devices

    EyeRing: A Finger-Worn Input Device for Seamless Interactions with Our Surroundings

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    Finger-worn interfaces remain a vastly unexplored space for user interfaces, despite the fact that our fingers and hands are naturally used for referencing and interacting with the environment. In this paper we present design guidelines and implementation of a finger-worn I/O device, the EyeRing, which leverages the universal and natural gesture of pointing. We present use cases of EyeRing for both visually impaired and sighted people. We discuss initial reactions from visually impaired users which suggest that EyeRing may indeed offer a more seamless solution for dealing with their immediate surroundings than the solutions they currently use. We also report on a user study that demonstrates how EyeRing reduces effort and disruption to a sighted user. We conclude that this highly promising form factor offers both audiences enhanced, seamless interaction with information related to objects in the environment.Singapore University of Technology and Design. International Design Center (IDC grant IDG31100104A)Singapore University of Technology and Design. International Design Center (IDC grant IDD41100102A

    FingerDraw: More than a Digital Paintbrush

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    Research in cognitive science shows that engaging in visual arts has great benefits for children particularly when it allows them to bond with nature [7]. In this paper, we introduce FingerDraw, a novel drawing interface that aims to keep children connected to the physical environment by letting them use their surroundings as templates and color palette. The FingerDraw system consists of (1) a finger-worn input device [13] which allows children to upload visual contents such as shapes, colors and textures that exist in the real world; (2) a tablet with touch interface that serves as a digital canvas for drawing. In addition to real-time drawing activities, children can also collect a palette of colors and textures in the input device and later feed them into the drawing interface. Initial reactions from a case study indicated that the system could keep a child engaged with their surroundings for hours to draw using the wide range of shapes, colors and patterns found in the natural environment

    !

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    This thesis uses the exclamation point to represent a way of thinking and working methodology. The exclamation point in mathematics represents a factorial function, an operation for determining all possible orders of a set. Colloquially, the meaning of the exclamation point relies entirely on context. Within a yellow triangle, it means caution or danger, but at the end of a sentence delivering good news, it means excitement. In the context of this thesis, the exclamation point represents enthusiastically and exhaustively reordering objects, words, and processes to highlight shifting meaning

    Eco battery exchange system

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    Exploring the Player Experiences of Wearable Gaming Interfaces : A User Elicitation Study

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    The design and development of playful wearable devices is a challenging and complicated problem. It entails not only multidisciplinary expertise but also a comprehensive understanding of player experience. There is a scarcity of evidence-based studies in current state-of-art literature that investigate general design practices and provide pragmatic design implications and suggestions based on solid user-centered research. To bridge the gap, we developed five experience prototypes based on the speculative design concepts from previous studies, and a Wizard of Oz experiment was conducted to elicit end users' feedback regarding general gaming experience as well as specific design themes in different gaming scenarios. The user experiment results were analyzed qualitatively following a rigorous thematic analysis, generating five major design implications as output. We believe this study will offer forward-looking insights to designers, developers and the research community, facilitating future work in this field.Peer reviewe

    Top girls: conventional costumes and a digitized stage design

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    Top Girls: Conventional Costumes and a Digitized Stage Design describes the process of designing the projected sets and traditional costumes for an intermedial production of Caryl Churchill's Top Girls. Intermediality in performance refers to a blending or fusion of differing media in a production. What this practical thesis intends to do is explore the possibility of marrying some of the new techniques of video projection mapping with the requirements of theatrical scenic and prop design, using a limited budget. The intent of this thesis is to demonstrate that a basic mapping overlay of set and props images over simple surfaces is easily attainable

    Design of an e-textile sleeve for tracking knee rehabilitation for older adults

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    The occurrence of total knee replacements is increasing in the United States for persons over the age of 45 because they are inexpensive and a very effective method for treating degenerative joint diseases. Rehabilitation requires regular access to a wide variety of resources and personnel and, as the demand for post-operative, rehabilitative care increases, the ability to marginally relieve the healthcare system by offloading resources to the patient is necessary. Tools to enable tracking a patient’s rehabilitative progress at home are an essential method to help unload the healthcare system. The purpose of this project is to design and develop a wearable home rehabilitation device for knee replacement. This thesis utilizes design ethnography tools such as expert interviews, rehabilitation observation, a participatory design workshop, iterative development, and an idea feedback study. Leveraging advancements in technology and the field of eTextiles, this study investigates the product feasibility and acceptance of discreet on-body sensors to provide a product that enables patients to better perform rehabilitation on their own, but also to allow for a feedback loop for physicians and therapists to view patient progress.M.S
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