3,507 research outputs found
Investigating User Needs for Bio-sensing and Affective Wearables
Bio-sensing wearables are currently advancing to provide users with a lot of information about their physiological and affective states. However, relatively little is known about users' interest in acquiring, sharing and receiving this information and through which channels and modalities. To close this gap, we report on the results of an online survey (N=109) exploring principle aspects of the design space of wearables such as data types, contexts, feedback modalities and sharing behaviors. Results show that users are interested in obtaining physiological, emotional and cognitive data through modalities beyond traditional touchscreen output. Valence of the information, whether positive or negative affects the sharing behaviors
Wearable performance
This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment
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Atmospheres of choreographic design
The artistic and technical investigations of the Design and Performance Lab, based at Brunel University in London (UK) and co-directed by Johannes Birringer and Michèle Danjoux, have encompassed research into how costumes and specially designed body-worn technologies affect movement expression. They have also addressed the question of designing costumes for use in performative or proactive environments which themselves are conceived as formative, not built or constructed in a stable form.https://metabody.eu/wp-content/uploads/2020/11/METABODY-JOURNAL-1.pd
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The telematic dress: Evolving garments and distributed proprioception in streaming media and fashion performance
Centered around several short films from streaming performances created in 2005, this paper
explores new ideas for movement technologies and garment design in an arts and digital research
context. The "telematic dress" project, developed at the DAP Lab in Nottingham, involves
transdisciplinary intersections between fashion and live performance, interactive system architecture,
electronic textiles, wearable technologies, choreography, and anthropology.
The concept on an evolving garment design that is materialized (moved) in live performance
originates from DAP Lab's experimentation with telematics and distributed media (http://art.ntu.ac.
uk/performance_research/birringer/dap.htm] addressing "connective tissues" through a study of
perception/proprioception in the wearer (tactile sensory processing) and the dancer/designer/viewer
relationship. This study is conducted as cross-cultural communication with online performance
partners in Europe, the US, Brazil and Japan. The inter-active space is predicated on transcultural
questions: how does the movement with an evolving design and wearable interactive sensors travel,
how does movement - and capturing of movement - allow the design to emerge toward a garment
statement, and how are bodies-in-relation-to sensory fabrics affected by the multidimensional
kinesthetics of a media-rich, responsive environment
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
VIF: Virtual Interactive Fiction (with a twist)
Nowadays computer science can create digital worlds that deeply immerse
users; it can also process in real time brain activity to infer their inner
states. What marvels can we achieve with such technologies? Go back to
displaying text. And unfold a story that follows and molds users as never
before.Comment: Pervasive Play - CHI '16 Workshop, May 2016, San Jose, United State
TOBE: Tangible Out-of-Body Experience
We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing
the inner states of users using physiological signals such as heart rate or
brain activity. Tobe can take the form of a tangible avatar displaying live
physiological readings to reflect on ourselves and others. Such a toolkit could
be used by researchers and designers to create a multitude of potential
tangible applications, including (but not limited to) educational tools about
Science Technologies Engineering and Mathematics (STEM) and cognitive science,
medical applications or entertainment and social experiences with one or
several users or Tobes involved. Through a co-design approach, we investigated
how everyday people picture their physiology and we validated the acceptability
of Tobe in a scientific museum. We also give a practical example where two
users relax together, with insights on how Tobe helped them to synchronize
their signals and share a moment
A solution to fashion textile un-sustainability
Today, polarisation of the fashion textile industry has already begun as smart, intelligent and conscientious fashion emerges as a backlash to the experience of choice fatigue, poor quality, dumb design and greenwash. But the process, development and manufacture of fashion textiles is complex. And the demand, both customer and industry driven, for new integrated product policies,2 designed to minimise environmental impacts by looking at all phases of a product's life cycle, is problematic due to complexity and a lack of networking tools. This article explores these issues through the construct of the department store of the future
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