713 research outputs found

    Graphene textiles towards soft wearable interfaces for electroocular remote control of objects

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    Study of eye movements (EMs) and measurement of the resulting biopotentials, referred to as electrooculography (EOG), may find increasing use in applications within the domain of activity recognition, context awareness, mobile human-computer interaction (HCI) applications, and personalized medicine provided that the limitations of conventional “wet” electrodes are addressed. To overcome the limitations of conventional electrodes, this work, reports for the first time the use and characterization of graphene-based electroconductive textile electrodes for EOG acquisition using a custom-designed embedded eye tracker. This self-contained wearable device consists of a headband with integrated textile electrodes and a small, pocket-worn, battery-powered hardware with real-time signal processing which can stream data to a remote device over Bluetooth. The feasibility of the developed gel-free, flexible, dry textile electrodes was experimentally authenticated through side-by-side comparison with pre-gelled, wet, silver/silver chloride (Ag/AgCl) electrodes, where the simultaneously and asynchronous recorded signals displayed correlation of up to ~87% and ~91% respectively over durations reaching hundred seconds and repeated on several participants. Additionally, an automatic EM detection algorithm is developed and the performance of the graphene-embedded “all-textile” EM sensor and its application as a control element toward HCI is experimentally demonstrated. The excellent success rate ranging from 85% up to 100% for eleven different EM patterns demonstrates the applicability of the proposed algorithm in wearable EOG-based sensing and HCI applications with graphene textiles. The system-level integration and the holistic design approach presented herein which starts from fundamental materials level up to the architecture and algorithm stage is highlighted and will be instrumental to advance the state-of-the-art in wearable electronic devices based on sensing and processing of electrooculograms

    Pattern changing clothing

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    People\u27s styles and characters are changed by their environment and their relationship throughout their lifetime. However, the garment that we wear has just one look without accessories because once we wear clothing its appearance doesn\u27t change, even though it is an essential medium to express ourselves. This thesis project\u27s main goal is to make a piece of responsive clothing and to provide users the pleasure of creating their own style. When the clothing is an active medium through interactive communication between a wearer and a garment, it will be a responsive living object for a user. By the use of the developing display technology of E ink, which is thin, rugged, flexible, and segmented, a wearer can change various styles that he/she wants anytime and anyplace. When this E ink clothing displays different pattern, users will be able to make various styles with just one garment. In addition, Pattern Changing Clothing will help wearers enjoy expressing their individuality through the activity of changing or creating styles and patterns as individual customization

    Wear and Care Feminisms at a Long Maker Table

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    Although there is a deep history of feminist engagement with technology, the FemTechNet initiative (a feminist collective of which we are both a part) argues that such history is often hidden and that feminist thinkers are frequently siloed. At the same time, initiatives to promote critical making, acts of “shared construction” in which makers work to understand both the technologies and their social environments, often exclude women and girls from hacker/makerspaces that require both explicit permissions and access to implicit reserves of tacit knowledge. Even attempts to provide superficial hospitality can inflict microagressions on those who feel excluded from the sites of technology. When these bastions for tinkering under the hood promote “pinkification” with hyper-feminized projects and materials empha - sizing servility, consumerism, or beauty culture, the results are often counterproductive. Take, for example, Google’s recent “Made with Code” effort, which emphasized accessories and selfies as projects appropriate for girls. Even the otherwise admirable “Girls Who Code” site tends to rely on the default design schemes of stereotypical gender typing, including a curling cursive script for section heads, a color palette dominated by a rose-pink, and the iconography of sisterhood and empowerment in the graphics and scrolling images.https://scholarworks.wm.edu/asbookchapters/1004/thumbnail.jp

    Hanshagata hikari sensagun o umekonda sumāto aiwea ni yoru hyƍjƍ shikibetsu

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    Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction

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    As Human-Computer Interaction (HCI) engages with technologies that sense and actuate the body, there is a need to reconsider the human bodily experience. We present three case studies that each involve different forms of bodily experience: a breath-controlled amusement ride, a brain-controlled film, and an interactive musical duet with a physically actuated piano. We introduce a conceptual framework to describe how control becomes contested between human and computer in such experiences, using the three dimensions of: surrender of control, self-awareness of control, and looseness of control. We reveal how our experiences took users on journeys through control that traversed the space of these dimensions. We propose that our framework is not only relevant to playful cultural experiences, such as those charted in our case studies, but can also inform the design of embodied interaction more widely by emphasising the human experience of control when engaging with autonomous and bodily-focused systems, from future robots and vehicles to today’s gaze, speech and gestural interfaces

    Auxilio: A Sensor-Based Wireless Head-Mounted Mouse for People with Upper Limb Disability

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    Upper limb disability may be caused either due to accidents, neurological disorders, or even birth defects, imposing limitations and restrictions on the interaction with a computer for the concerned individuals using a generic optical mouse. Our work proposes the design and development of a working prototype of a sensor-based wireless head-mounted Assistive Mouse Controller (AMC), Auxilio, facilitating interaction with a computer for people with upper limb disability. Combining commercially available, low-cost motion and infrared sensors, Auxilio solely utilizes head and cheek movements for mouse control. Its performance has been juxtaposed with that of a generic optical mouse in different pointing tasks as well as in typing tasks, using a virtual keyboard. Furthermore, our work also analyzes the usability of Auxilio, featuring the System Usability Scale. The results of different experiments reveal the practicality and effectiveness of Auxilio as a head-mounted AMC for empowering the upper limb disabled community.Comment: 28 pages, 9 figures, 5 table

    THE HYBRONAUT AND THE UMWELT: WEARABLE TECHNOLOGY AS ARTISTIC STRATEGY

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    This dissertation explores the use of irony in networked wearable technology art as a strategy to emphasise the complexity of conjunction between techno-organic human and the techno-organic world. The research addresses the relationship between technologically enhanced human and networked hybrid environment, and speculates on the impact of technological enhancements to the subjective construction of Umwelt through ironic interventions. The project employs both artistic practice and critical theory. The practice-based part of the dissertation is comprised of three wearable technology artworks produced during the study. These concrete artefacts employ irony as a means to expose the techno-organic relationship between humans and their environment under scrutiny. The works highlight the significance of technological modifications of the human for the formation of subjective worldview in an everyday hybrid environment. The theoretical part navigates between the fields of art, design, technology, science and cultural studies concerning the impact of technology and networks on human experience and perception of the world. In the background of this research is biologist Jakob von Uexküll’s concept of the Umwelt, which is a subjective perception created by an organism through its active engagement with the everyday living environment. This dissertation focuses on the Umwelt that is formed in an interaction between hybrid environment and the technologically enhanced human, the Hybronaut. 4 Hybrid environment is a physical reality merged with technologically enabled virtual reality. The Hybronaut is an artistic strategy developed during the research based on four elements: wearable technology, network ability, irony and contextualised experience for the public. Irony is one of the prominent characteristics of the Hybronaut. Irony functions as a way to produce multiple paradoxical perspectives that enable a critical inquiry into our subjective construction of Umwelt. The research indicates that ironic networked wearable technology art presents an opportunity to re-examine our perception concerning the human and his environment
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