710 research outputs found

    A software toolkit for web-based virtual environments based on a shared database

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    We propose a software toolkit for developing complex web-based user interfaces, incorporating such things as multi-user facilities, virtual environments (VEs), and interface agents. The toolkit is based on a novel software architecture that combines ideas from multi-agent platforms and user interface (UI) architectures. It provides a distributed shared database with publish-subscribe facilities. This enables UI components to observe the state and activities of any other components in the system easily. The system runs in a web-based environment. The toolkit is comprised of several programming and other specification languages, providing a complete suite of systems design languages. We illustrate the toolkit by means of a couple of examples

    Scientists in the MIST: Simplifying Interface Design for End Users

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    We are building a Malleable Interactive Software Toolkit (MIST), a tool set and infrastructure to simplify the design and construction of dynamically-reconfigurable (malleable) interactive software. Malleable software offers the end-user powerful tools to reshape their interactive environment on the fly. We aim to make the construction of such software straightforward, and to make reconfiguration of the resulting systems approachable and manageable to an educated, but non-specialist, user. To do so, we draw on a diverse body of existing research on alternative approaches to user interface (UI) and interactive software construction, including declarative UI languages, constraint-based programming and UI management, reflection and data-driven programming, and visual programming techniques

    Design of the user-friendly touch screen GUI and a physical connection to an existing simulation hardware device

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    Práce uvádí základní informace o průmyslové sběrnici AS-Interface a popisuje její funkce. Dále se zabývá rozšířením stávajícího FTZ AS-Interface Slave Simulátoru o dotykový display, který značně usnadní ovládání tohoto simulačního nástroje. Je zde nastíněn návrh a řešení uživatelského dotykového rozhraní k tomuto simulátoru s použitím Amulet LCD modulu STK 480272C. Vývoj tohoto rozhraní je proveden pomocí GEMstudia, softwaru firmy Amulet Technologies a grafických programů. Dále tato studie pojednává o softwarové úpravě FTZ AS-i Slave Smilulátoru. Jedná se o úpravu řídícího FPGA v jazyce VHDL zajišťující komunikaci s dotykovým displejem. Poslední kapitola se týká problematiky spojené s návrhem uživatelsky přívětivé aplikace.This master’s thesis deals with fundamental principles of the industrial bus AS- Interface as well as with an extension of the FTZ AS-Interface Slave Simulator by touch panel which makes it incomparably easy to control this device. Progress and solution of the touch communication interface for this Slave Simulator have been sketched out by using Amulet LCD module STK-480272C. The design of this communication interface has been created by GEMstudio, software of Amulet Technologies and graphics programs. Further this study deals with software adjustment of FTZ AS-i Slave Simulator. The modification of controlling FPGA in VHDL programming language has been described which ensures the communication with the touch screen. Last chapter deals with questions concerning a user-friendly design of the application.

    Wearable performance

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    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

    Trustworthy Wireless Personal Area Networks

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    In the Internet of Things (IoT), everyday objects are equipped with the ability to compute and communicate. These smart things have invaded the lives of everyday people, being constantly carried or worn on our bodies, and entering into our homes, our healthcare, and beyond. This has given rise to wireless networks of smart, connected, always-on, personal things that are constantly around us, and have unfettered access to our most personal data as well as all of the other devices that we own and encounter throughout our day. It should, therefore, come as no surprise that our personal devices and data are frequent targets of ever-present threats. Securing these devices and networks, however, is challenging. In this dissertation, we outline three critical problems in the context of Wireless Personal Area Networks (WPANs) and present our solutions to these problems. First, I present our Trusted I/O solution (BASTION-SGX) for protecting sensitive user data transferred between wirelessly connected (Bluetooth) devices. This work shows how in-transit data can be protected from privileged threats, such as a compromised OS, on commodity systems. I present insights into the Bluetooth architecture, Intel’s Software Guard Extensions (SGX), and how a Trusted I/O solution can be engineered on commodity devices equipped with SGX. Second, I present our work on AMULET and how we successfully built a wearable health hub that can run multiple health applications, provide strong security properties, and operate on a single charge for weeks or even months at a time. I present the design and evaluation of our highly efficient event-driven programming model, the design of our low-power operating system, and developer tools for profiling ultra-low-power applications at compile time. Third, I present a new approach (VIA) that helps devices at the center of WPANs (e.g., smartphones) to verify the authenticity of interactions with other devices. This work builds on past work in anomaly detection techniques and shows how these techniques can be applied to Bluetooth network traffic. Specifically, we show how to create normality models based on fine- and course-grained insights from network traffic, which can be used to verify the authenticity of future interactions

    Learning to communicate computationally with Flip: a bi-modal programming language for game creation

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    Teaching basic computational concepts and skills to school children is currently a curricular focus in many countries. Running parallel to this trend are advances in programming environments and teaching methods which aim to make computer science more accessible, and more motivating. In this paper, we describe the design and evaluation of Flip, a programming language that aims to help 11–15 year olds develop computational skills through creating their own 3D role-playing games. Flip has two main components: 1) a visual language (based on an interlocking blocks design common to many current visual languages), and 2) a dynamically updating natural language version of the script under creation. This programming-language/natural-language pairing is a unique feature of Flip, designed to allow learners to draw upon their familiarity with natural language to “decode the code”. Flip aims to support young people in developing an understanding of computational concepts as well as the skills to use and communicate these concepts effectively. This paper investigates the extent to which Flip can be used by young people to create working scripts, and examines improvements in their expression of computational rules and concepts after using the tool. We provide an overview of the design and implementation of Flip before describing an evaluation study carried out with 12–13 year olds in a naturalistic setting. Over the course of 8 weeks, the majority of students were able to use Flip to write small programs to bring about interactive behaviours in the games they created. Furthermore, there was a significant improvement in their computational communication after using Flip (as measured by a pre/post-test). An additional finding was that girls wrote more, and more complex, scripts than did boys, and there was a trend for girls to show greater learning gains relative to the boys

    Amulet: An Energy-Efficient, Multi-Application Wearable Platform

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    Wearable technology enables a range of exciting new applications in health, commerce, and beyond. For many important applications, wearables must have battery life measured in weeks or months, not hours and days as in most current devices. Our vision of wearable platforms aims for long battery life but with the flexibility and security to support multiple applications. To achieve long battery life with a workload comprising apps from multiple developers, these platforms must have robust mechanisms for app isolation and developer tools for optimizing resource usage.\r\n\r\nWe introduce the Amulet Platform for constrained wearable devices, which includes an ultra-low-power hardware architecture and a companion software framework, including a highly efficient event-driven programming model, low-power operating system, and developer tools for profiling ultra-low-power applications at compile time. We present the design and evaluation of our prototype Amulet hardware and software, and show how the framework enables developers to write energy-efficient applications. Our prototype has battery lifetime lasting weeks or even months, depending on the application, and our interactive resource-profiling tool predicts battery lifetime within 6-10% of the measured lifetime

    Development and Usability Assessment of a Connected Resistance Exercise Band Application for Strength-Monitoring

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    Resistance exercise bands are a core component of any physical activity strengthening program. Strength training can mitigate the development of sarcopenia, the loss of muscle mass or strength and function with aging. Yet, the adherence of such behavioral exercise strategies in a home-based setting are fraught with issues of monitoring and compliance. Our group developed a Bluetooth-enabled resistance exercise band capable of transmitting data to an open-source platform. In this work, we developed an application to capture this information in real-time, and conducted three usability studies in two mixed-aged groups of participants (n=6 each) and a group of older adults with obesity participating in a weight-loss intervention (n=20). The system was favorable, acceptable and provided iterative information that could assist in future deployment on ubiquitous platforms. Our formative work provides the foundation to deliver home-based monitoring interventions in a high-risk, older adult population

    The Amulet Wearable Platform: Demo Abstract

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    In this demonstration we present the Amulet Platform; a hardware and software platform for developing energy- and resource-efficient applications on multi-application wearable devices. This platform, which includes the Amulet Firmware Toolchain, the Amulet Runtime, the ARP-View graphical tool, and open reference hardware, efficiently protects applications from each other without MMU support, allows developers to interactively explore how their implementation decisions impact battery life without the need for hardware modeling and additional software development, and represents a new approach to developing long-lived wearable applications. We envision the Amulet Platform enabling long-duration experiments on human subjects in a wide variety of studies

    Experience: Design, Development and Evaluation of a Wearable Device for mHealth Applications

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    Wrist-worn devices hold great potential as a platform for mobile health (mHealth) applications because they comprise a familiar, convenient form factor and can embed sensors in proximity to the human body. Despite this potential, however, they are severely limited in battery life, storage, bandwidth, computing power, and screen size. In this paper, we describe the experience of the research and development team designing, implementing and evaluating Amulet – an open-hardware, open-software wrist-worn computing device – and its experience using Amulet to deploy mHealth apps in the field. In the past five years the team conducted 11 studies in the lab and in the field, involving 204 participants and collecting over 77,780 hours of sensor data. We describe the technical issues the team encountered and the lessons they learned, and conclude with a set of recommendations. We anticipate the experience described herein will be useful for the development of other research-oriented computing platforms. It should also be useful for researchers interested in developing and deploying mHealth applications, whether with the Amulet system or with other wearable platforms
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