5 research outputs found

    Indutivo: Contact-Based, Object-Driven Interactions with Inductive Sensing

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    We present Indutivo, a contact-based inductive sensing technique for contextual interactions. Our technique recognizes conductive objects (metallic primarily) that are commonly found in households and daily environments, as well as their individual movements when placed against the sensor. These movements include sliding, hinging, and rotation. We describe our sensing principle and how we designed the size, shape, and layout of our sensor coils to optimize sensitivity, sensing range, recognition and tracking accuracy. Through several studies, we also demonstrated the performance of our proposed sensing technique in environments with varying levels of noise and interference conditions. We conclude by presenting demo applications on a smartwatch, as well as insights and lessons we learned from our experience

    Enhancing Mobile Capacity through Generic and Efficient Resource Sharing

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    Mobile computing devices are becoming indispensable in every aspect of human life, but diverse hardware limits make current mobile devices far from ideal for satisfying the performance requirements of modern mobile applications and being used anytime, anywhere. Mobile Cloud Computing (MCC) could be a viable solution to bypass these limits which enhances the mobile capacity through cooperative resource sharing, but is challenging due to the heterogeneity of mobile devices in both hardware and software aspects. Traditional schemes either restrict to share a specific type of hardware resource within individual applications, which requires tremendous reprogramming efforts; or disregard the runtime execution pattern and transmit too much unnecessary data, resulting in bandwidth and energy waste.To address the aforementioned challenges, we present three novel designs of resource sharing frameworks which utilize the various system resources from a remote or personal cloud to enhance the mobile capacity in a generic and efficient manner. First, we propose a novel method-level offloading methodology to run the mobile computational workload on the remote cloud CPU. Minimized data transmission is achieved during such offloading by identifying and selectively migrating the memory contexts which are necessary to the method execution. Second, we present a systematic framework to maximize the mobile performance of graphics rendering with the remote cloud GPU, during which the redundant pixels across consecutive frames are reused to reduce the transmitted frame data. Last, we propose to exploit the unified mobile OS services and generically interconnect heterogeneous mobile devices towards a personal mobile cloud, which complement and flexibly share mobile peripherals (e.g., sensors, camera) with each other

    Grasp-sensitive surfaces

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    Grasping objects with our hands allows us to skillfully move and manipulate them. Hand-held tools further extend our capabilities by adapting precision, power, and shape of our hands to the task at hand. Some of these tools, such as mobile phones or computer mice, already incorporate information processing capabilities. Many other tools may be augmented with small, energy-efficient digital sensors and processors. This allows for graspable objects to learn about the user grasping them - and supporting the user's goals. For example, the way we grasp a mobile phone might indicate whether we want to take a photo or call a friend with it - and thus serve as a shortcut to that action. A power drill might sense whether the user is grasping it firmly enough and refuse to turn on if this is not the case. And a computer mouse could distinguish between intentional and unintentional movement and ignore the latter. This dissertation gives an overview of grasp sensing for human-computer interaction, focusing on technologies for building grasp-sensitive surfaces and challenges in designing grasp-sensitive user interfaces. It comprises three major contributions: a comprehensive review of existing research on human grasping and grasp sensing, a detailed description of three novel prototyping tools for grasp-sensitive surfaces, and a framework for analyzing and designing grasp interaction: For nearly a century, scientists have analyzed human grasping. My literature review gives an overview of definitions, classifications, and models of human grasping. A small number of studies have investigated grasping in everyday situations. They found a much greater diversity of grasps than described by existing taxonomies. This diversity makes it difficult to directly associate certain grasps with users' goals. In order to structure related work and own research, I formalize a generic workflow for grasp sensing. It comprises *capturing* of sensor values, *identifying* the associated grasp, and *interpreting* the meaning of the grasp. A comprehensive overview of related work shows that implementation of grasp-sensitive surfaces is still hard, researchers often are not aware of related work from other disciplines, and intuitive grasp interaction has not yet received much attention. In order to address the first issue, I developed three novel sensor technologies designed for grasp-sensitive surfaces. These mitigate one or more limitations of traditional sensing techniques: **HandSense** uses four strategically positioned capacitive sensors for detecting and classifying grasp patterns on mobile phones. The use of custom-built high-resolution sensors allows detecting proximity and avoids the need to cover the whole device surface with sensors. User tests showed a recognition rate of 81%, comparable to that of a system with 72 binary sensors. **FlyEye** uses optical fiber bundles connected to a camera for detecting touch and proximity on arbitrarily shaped surfaces. It allows rapid prototyping of touch- and grasp-sensitive objects and requires only very limited electronics knowledge. For FlyEye I developed a *relative calibration* algorithm that allows determining the locations of groups of sensors whose arrangement is not known. **TDRtouch** extends Time Domain Reflectometry (TDR), a technique traditionally used for inspecting cable faults, for touch and grasp sensing. TDRtouch is able to locate touches along a wire, allowing designers to rapidly prototype and implement modular, extremely thin, and flexible grasp-sensitive surfaces. I summarize how these technologies cater to different requirements and significantly expand the design space for grasp-sensitive objects. Furthermore, I discuss challenges for making sense of raw grasp information and categorize interactions. Traditional application scenarios for grasp sensing use only the grasp sensor's data, and only for mode-switching. I argue that data from grasp sensors is part of the general usage context and should be only used in combination with other context information. For analyzing and discussing the possible meanings of grasp types, I created the GRASP model. It describes five categories of influencing factors that determine how we grasp an object: *Goal* -- what we want to do with the object, *Relationship* -- what we know and feel about the object we want to grasp, *Anatomy* -- hand shape and learned movement patterns, *Setting* -- surrounding and environmental conditions, and *Properties* -- texture, shape, weight, and other intrinsics of the object I conclude the dissertation with a discussion of upcoming challenges in grasp sensing and grasp interaction, and provide suggestions for implementing robust and usable grasp interaction.Die FĂ€higkeit, GegenstĂ€nde mit unseren HĂ€nden zu greifen, erlaubt uns, diese vielfĂ€ltig zu manipulieren. Werkzeuge erweitern unsere FĂ€higkeiten noch, indem sie Genauigkeit, Kraft und Form unserer HĂ€nde an die Aufgabe anpassen. Digitale Werkzeuge, beispielsweise Mobiltelefone oder ComputermĂ€use, erlauben uns auch, die FĂ€higkeiten unseres Gehirns und unserer Sinnesorgane zu erweitern. Diese GerĂ€te verfĂŒgen bereits ĂŒber Sensoren und Recheneinheiten. Aber auch viele andere Werkzeuge und Objekte lassen sich mit winzigen, effizienten Sensoren und Recheneinheiten erweitern. Dies erlaubt greifbaren Objekten, mehr ĂŒber den Benutzer zu erfahren, der sie greift - und ermöglicht es, ihn bei der Erreichung seines Ziels zu unterstĂŒtzen. Zum Beispiel könnte die Art und Weise, in der wir ein Mobiltelefon halten, verraten, ob wir ein Foto aufnehmen oder einen Freund anrufen wollen - und damit als Shortcut fĂŒr diese Aktionen dienen. Eine Bohrmaschine könnte erkennen, ob der Benutzer sie auch wirklich sicher hĂ€lt und den Dienst verweigern, falls dem nicht so ist. Und eine Computermaus könnte zwischen absichtlichen und unabsichtlichen Mausbewegungen unterscheiden und letztere ignorieren. Diese Dissertation gibt einen Überblick ĂŒber Grifferkennung (*grasp sensing*) fĂŒr die Mensch-Maschine-Interaktion, mit einem Fokus auf Technologien zur Implementierung griffempfindlicher OberflĂ€chen und auf Herausforderungen beim Design griffempfindlicher Benutzerschnittstellen. Sie umfasst drei primĂ€re BeitrĂ€ge zum wissenschaftlichen Forschungsstand: einen umfassenden Überblick ĂŒber die bisherige Forschung zu menschlichem Greifen und Grifferkennung, eine detaillierte Beschreibung dreier neuer Prototyping-Werkzeuge fĂŒr griffempfindliche OberflĂ€chen und ein Framework fĂŒr Analyse und Design von griff-basierter Interaktion (*grasp interaction*). Seit nahezu einem Jahrhundert erforschen Wissenschaftler menschliches Greifen. Mein Überblick ĂŒber den Forschungsstand beschreibt Definitionen, Klassifikationen und Modelle menschlichen Greifens. In einigen wenigen Studien wurde bisher Greifen in alltĂ€glichen Situationen untersucht. Diese fanden eine deutlich grĂ¶ĂŸere DiversitĂ€t in den Griffmuster als in existierenden Taxonomien beschreibbar. Diese DiversitĂ€t erschwert es, bestimmten Griffmustern eine Absicht des Benutzers zuzuordnen. Um verwandte Arbeiten und eigene Forschungsergebnisse zu strukturieren, formalisiere ich einen allgemeinen Ablauf der Grifferkennung. Dieser besteht aus dem *Erfassen* von Sensorwerten, der *Identifizierung* der damit verknĂŒpften Griffe und der *Interpretation* der Bedeutung des Griffes. In einem umfassenden Überblick ĂŒber verwandte Arbeiten zeige ich, dass die Implementierung von griffempfindlichen OberflĂ€chen immer noch ein herausforderndes Problem ist, dass Forscher regelmĂ€ĂŸig keine Ahnung von verwandten Arbeiten in benachbarten Forschungsfeldern haben, und dass intuitive Griffinteraktion bislang wenig Aufmerksamkeit erhalten hat. Um das erstgenannte Problem zu lösen, habe ich drei neuartige Sensortechniken fĂŒr griffempfindliche OberflĂ€chen entwickelt. Diese mindern jeweils eine oder mehrere SchwĂ€chen traditioneller Sensortechniken: **HandSense** verwendet vier strategisch positionierte kapazitive Sensoren um Griffmuster zu erkennen. Durch die Verwendung von selbst entwickelten, hochauflösenden Sensoren ist es möglich, schon die AnnĂ€herung an das Objekt zu erkennen. Außerdem muss nicht die komplette OberflĂ€che des Objekts mit Sensoren bedeckt werden. Benutzertests ergaben eine Erkennungsrate, die vergleichbar mit einem System mit 72 binĂ€ren Sensoren ist. **FlyEye** verwendet LichtwellenleiterbĂŒndel, die an eine Kamera angeschlossen werden, um AnnĂ€herung und BerĂŒhrung auf beliebig geformten OberflĂ€chen zu erkennen. Es ermöglicht auch Designern mit begrenzter Elektronikerfahrung das Rapid Prototyping von berĂŒhrungs- und griffempfindlichen Objekten. FĂŒr FlyEye entwickelte ich einen *relative-calibration*-Algorithmus, der verwendet werden kann um Gruppen von Sensoren, deren Anordnung unbekannt ist, semi-automatisch anzuordnen. **TDRtouch** erweitert Time Domain Reflectometry (TDR), eine Technik die ĂŒblicherweise zur Analyse von KabelbeschĂ€digungen eingesetzt wird. TDRtouch erlaubt es, BerĂŒhrungen entlang eines Drahtes zu lokalisieren. Dies ermöglicht es, schnell modulare, extrem dĂŒnne und flexible griffempfindliche OberflĂ€chen zu entwickeln. Ich beschreibe, wie diese Techniken verschiedene Anforderungen erfĂŒllen und den *design space* fĂŒr griffempfindliche Objekte deutlich erweitern. Desweiteren bespreche ich die Herausforderungen beim Verstehen von Griffinformationen und stelle eine Einteilung von Interaktionsmöglichkeiten vor. Bisherige Anwendungsbeispiele fĂŒr die Grifferkennung nutzen nur Daten der Griffsensoren und beschrĂ€nken sich auf Moduswechsel. Ich argumentiere, dass diese Sensordaten Teil des allgemeinen Benutzungskontexts sind und nur in Kombination mit anderer Kontextinformation verwendet werden sollten. Um die möglichen Bedeutungen von Griffarten analysieren und diskutieren zu können, entwickelte ich das GRASP-Modell. Dieses beschreibt fĂŒnf Kategorien von Einflussfaktoren, die bestimmen wie wir ein Objekt greifen: *Goal* -- das Ziel, das wir mit dem Griff erreichen wollen, *Relationship* -- das VerhĂ€ltnis zum Objekt, *Anatomy* -- Handform und Bewegungsmuster, *Setting* -- Umgebungsfaktoren und *Properties* -- Eigenschaften des Objekts, wie OberflĂ€chenbeschaffenheit, Form oder Gewicht. Ich schließe mit einer Besprechung neuer Herausforderungen bei der Grifferkennung und Griffinteraktion und mache VorschlĂ€ge zur Entwicklung von zuverlĂ€ssiger und benutzbarer Griffinteraktion

    Capacitive Near-field Communication for Ubiquitous Interaction and Perception

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    Smart objects within instrumented environments offer an always available and intuitive way of interacting with a system. Connecting these objects to other objects in range or even to smartphones and computers, enables substantially innovative interaction and sensing approaches. In this paper, we investigate the concept of Capacitive Near-Field Communication to enable ubiquitous interaction with everyday objects in a short-range spatial context. Our central contribution is a generic framework describing and evaluating this communication method in Ubiquitous Computing. We prove the relevance of our approach by an open-source implementation of a low-cost object tag and a transceiver offering a high-quality communication link at typical distances up to 15 cm. Moreover, we present three case studies considering tangible interaction for the visually impaired, natural interaction with everyday objects, and sleeping behavior analysis

    Capacitive Sensing and Communication for Ubiquitous Interaction and Environmental Perception

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    During the last decade, the functionalities of electronic devices within a living environment constantly increased. Besides the personal computer, now tablet PCs, smart household appliances, and smartwatches enriched the technology landscape. The trend towards an ever-growing number of computing systems has resulted in many highly heterogeneous human-machine interfaces. Users are forced to adapt to technology instead of having the technology adapt to them. Gathering context information about the user is a key factor for improving the interaction experience. Emerging wearable devices show the benefits of sophisticated sensors which make interaction more efficient, natural, and enjoyable. However, many technologies still lack of these desirable properties, motivating me to work towards new ways of sensing a user's actions and thus enriching the context. In my dissertation I follow a human-centric approach which ranges from sensing hand movements to recognizing whole-body interactions with objects. This goal can be approached with a vast variety of novel and existing sensing approaches. I focused on perceiving the environment with quasi-electrostatic fields by making use of capacitive coupling between devices and objects. Following this approach, it is possible to implement interfaces that are able to recognize gestures, body movements and manipulations of the environment at typical distances up to 50cm. These sensors usually have a limited resolution and can be sensitive to other conductive objects or electrical devices that affect electric fields. The technique allows for designing very energy-efficient and high-speed sensors that can be deployed unobtrusively underneath any kind of non-conductive surface. Compared to other sensing techniques, exploiting capacitive coupling also has a low impact on a user's perceived privacy. In this work, I also aim at enhancing the interaction experience with new perceptional capabilities based on capacitive coupling. I follow a bottom-up methodology and begin by presenting two low-level approaches for environmental perception. In order to perceive a user in detail, I present a rapid prototyping toolkit for capacitive proximity sensing. The prototyping toolkit shows significant advancements in terms of temporal and spatial resolution. Due to some limitations, namely the inability to determine the identity and fine-grained manipulations of objects, I contribute a generic method for communications based on capacitive coupling. The method allows for designing highly interactive systems that can exchange information through air and the human body. I furthermore show how human body parts can be recognized from capacitive proximity sensors. The method is able to extract multiple object parameters and track body parts in real-time. I conclude my thesis with contributions in the domain of context-aware devices and explicit gesture-recognition systems
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