680,727 research outputs found

    Carbon-nanotube-based FR-4 patch antenna as a bio-material sensor

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    This paper presents the development and design of proximity coupled feed patch antenna as a bio-sensor. This sensor system consists of a two-layer Flame Retardant (FR-4) patch antenna coated with Multi Walled Carbon Nanotubes (MWCNTs) for absorbing bio-molecules. The best design of patch antenna is chosen based on simulation results using Computer Simulation Technology (CST) microwave studio software. After adding bio-material on the top of antenna and interaction with MWCNTs based on the changes in the effective dielectric constant, the resonant frequency of patch antenna is changed. Experimental results have shown 1 MHz change in resonant frequency of patch antenna upon exposure to ethanol. Based on operating frequency (5 GHz) this technique can be used in network sensor systems to measure bio-materials in future research

    Tactor devices : using tactile interface designs for mobile digital appliances : a practice-based research thesis for the fulfilment of a Master of Design degree, College of Design, Fine Arts, and Music, Massey University, Wellington

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    This Thesis focuses the potential of communication interfaces that use tactors (tactile actuators) to improve user interactions with mobile digital devices which are currently based on audio and visual technologies. It presents two product concepts, which use tactile signals to enable new ways in tele-operations, such as tactile telecommunication and tactile navigation. Tactor interfaces, although still in its infancy as elements of modern digital communication and technology, have considerable potential for the future as designers attempt to maximise the use of all human senses in people's interaction with technology. Only the military and a few entertainment companies have introduced tactile signals into Human-Computer Interactions (HCI). Human touch perception uses the hands as the main sensing organs. They perceive tactile signals while handling, typing or navigating with digital devices and receive direct confirmation of physical actions. In contrast to other senses, touch perceptions are based on interactions with the sensed objects. The study analyses, experiments and evaluates if these interactions are useful in interface designs and recommends how tactile stimulations can be introduced to interface designs besides images and sounds that dominate the control of current digital appliances. Tactile actuators and sensors enable devices to use tactile signals, such as impulses and vibrations, to communicate with the users. Users and tactor devices will be able to communicate in a physical and direct way. Touch reflective interfaces, could react like living creatures that respond to touch, for example a cat that starts purring when touched. Digital product design is always challenged to create human-computer interactions that meet people's needs. Designing digital devices is difficult because they are not necessarily three-dimensional objects. They are stimulator of the human senses and can be as small as the sensing nerve endings that detect sensations. By miniaturisation, form and function become invisible and Product Design is increasingly incorporating Process Design that explores and enables new interactions between users and products to work interactively and efficiently. The study is divided into four chapters: Chapter 1 gives an introduction to the thesis. Chapter 2 presents a survey on current literature which examines the five human senses to define the limits and possibilities in interface design. It reviews current research on materials and technologies as well as the psychology and physiology of touch as a potential sense in human-computer interactions. It evaluates the technical feasibilty of tactile signal performances and how they could be used as tele-touch codes in navigation and telecommunication. Chapter 3 is focused on primary research undertaken to extend the knowledge in tactile sensing. It includes experiments, questionnaires, and concepts that give examples how tactor interfaces can be used in tele-operations. This section focuses on specific user groups, that may primarily benefit from tactile signal transmissions, such as sight and hearing-impaired people or professionals who have to deal with limited perceptions like fire fighters, for example. These case studies are aimed at exploring and expanding a wider range of possibilities in tactile device innovations in the networked society. Chapter 4 gives a conclusion of the research

    Altering One's Body-Perception Through E-Textiles and Haptic Metaphors

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    Technologies change rapidly our perception of reality, moving from augmented to virtual to magical. While e-textiles are a key component in exergame or space suits, the transformative potential of the internal side of garments to create embodied experiences still remains largely unexplored. This paper is the result from an art-science collaborative project that combines recent neuroscience findings, body-centered design principles and 2D vibrotactile array-based fabrics to alter one's body perception. We describe an iterative design process intertwined with two user studies on the effects on body-perceptions and emotional responses of various vibration patterns within textile that were designed as spatial haptic metaphors. Our results show potential in considering materials (e.g., rocks) as sensations to design for body perceptions (e.g., being heavy, strong) and emotional responses. We discuss these results in terms of sensory effects on body perception and synergetic impact to research on embodiment in virtual environments, human-computer interaction, and e-textile design. The work brings a new perspective to the sensorial design of embodied experiences which is based on “material perception” and haptic metaphors, and highlights potential opportunities opened by haptic clothing to change body-perception

    An Investigation On The Use Of Strategy - Based Game To Learn Bidayuh Culture

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    An Investigation on the use of Strategy-Based Game to learn Bidayuh Culture. Online computer game is an effective edutainment tool to educate game players on contents namely culture and history. Unlike the generation of the yesteryears, today's young generation of users are techies and device oriented. This gradually shaped their lifestyle, learning behaviour and eventually their motor-skill resulting from repetitive interaction with screen devices. Subsequently, users as such tend to display rather low tolerance on conventional learning materials like books and adopt individualistic lifestyle. This research stemmed from the problem that is the absence of documentation on Bidayuh culture in computer game. The research focuses on designing a strategy-based game, which narrate the story of a Bidayuh warrior as case study. The objective is to propose and design online game to engage young generation of gamers to learn Bidayuh culture and to investigate its viability as a tool in documenting and learning this culture. The research methodology comprises of quantitative research, experimental research and online survey. The experimental research were conducted by developing the prototype and tested among the online respondents via the email link that was distributed to the

    Diachronic and Synchronic Analysis for Knowledge Creation: Architectural Representation Geared to XR Building Archaeology (Claudius-Anio Novus Aqueduct in Tor Fiscale, the Appia Antica Archaeological Park)

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    This study summarises research progress to identify appropriate quality methodologies for representing, interpreting, and modelling complex contexts such as the Claudian Aqueduct in the Appian Way Archaeological Park. The goal is to intrinsically integrate (embed) geometric survey (Laser scanning and photogrammetric) with the materials and construction techniques (Stratigraphic Units-SU), semantic models in order to support the design with a better understanding of the artefact considered, and also to give indications that can be implemented in the future in a continuous cognitive process. Volume stratigraphic units in the form of architectural drawings, heritage building information modelling (HBIM) and extended reality (XR) environments have been oriented to comparative analyses based on the research case study's complex morphology. Analysis of geometries' intersection, construction techniques and materials open up new cognitive scenarios, self-feeding a progressive knowledge and making different studies correlatable, avoiding diaspora or incommunicability. Finally, an extended reality (XR) platform aims to enhance tangible and intangible values through new human-computer interaction and information sharing levels

    The adult literacy evaluator: An intelligent computer-aided training system for diagnosing adult illiterates

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    An important part of NASA's mission involves the secondary application of its technologies in the public and private sectors. One current application being developed is The Adult Literacy Evaluator, a simulation-based diagnostic tool designed to assess the operant literacy abilities of adults having difficulties in learning to read and write. Using ICAT system technology in addition to speech recognition, closed-captioned television (CCTV), live video and other state-of-the art graphics and storage capabilities, this project attempts to overcome the negative effects of adult literacy assessment by allowing the client to interact with an intelligent computer system which simulates real-life literacy activities and materials and which measures literacy performance in the actual context of its use. The specific objectives of the project are as follows: (1) To develop a simulation-based diagnostic tool to assess adults' prior knowledge about reading and writing processes in actual contexts of application; (2) to provide a profile of readers' strengths and weaknesses; and (3) to suggest instructional strategies and materials which can be used as a beginning point for remediation. In the first and developmental phase of the project, descriptions of literacy events and environments are being written and functional literacy documents analyzed for their components. Examples of literacy events and situations being considered included interactions with environmental print (e.g., billboards, street signs, commercial marquees, storefront logos, etc.), functional literacy materials (e.g., newspapers, magazines, telephone books, bills, receipts, etc.) and employment related communication (i.e., job descriptions, application forms, technical manuals, memorandums, newsletters, etc.). Each of these situations and materials is being analyzed for its literacy requirements in terms of written display (i.e., knowledge of printed forms and conventions), meaning demands (i.e., comprehension and word knowledge) and social situation. From these descriptions, scripts are being generated which define the interaction between the student, an on-screen guide and the simulated literacy environment. The proposed outcome of the Evaluator is a diagnostic profile which will present broad classifications of literacy behaviors across the major areas of metacognitive abilities, word recognition, vocabulary knowledge, comprehension and writing. From these classifications, suggestions for materials and strategies for instruction with which to begin corrective action will be made. The focus of the Literacy Evaluator will be essentially to provide an expert diagnosis and an interpretation of that assessment which then can be used by a human tutor to further design and individualize a remedial program as needed through the use of an authoring system

    Body as instrument : an exploration of gestural interface design

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    University of Technology Sydney. Faculty of Arts and Social Sciences.The research supporting materials can be viewed on the author's website http://www.mainsbridge.com/ -----Gestural interfaces broaden musicians’ scope for physical expression and offer possibilities for creating more engaging and dynamic performances with digital technology. Increasing affordability and accessibility of motion-based sensing hardware has prompted a recent rise in the use of gestural interfaces and multimodal interfaces for musical performance. Despite this, few performers adopt these systems as their main instrument. The lack of widespread adoption outside academic and research contexts raises questions about the relevance and viability of existing systems. This research identifies and addresses key challenges that musicians face when navigating technological developments in the field of gestural performance. Through a series of performances utilising a customised gestural system and an expert user case study, I have combined autoethnographic insights as a performer/designer with feedback from professional musicians to gain a deeper understanding of how musicians engage with gestural interfaces. Interviews and video recordings have been analysed within a phenomenological framework, resulting in a set of design criteria and strategies informed by creative practitioner perspectives. This thesis argues that developing the sensorimotor skills of musicians is integral to enhancing the potential of current gestural systems. Refined proprioceptive skills and kinaesthetic awareness are particularly important when controlling non-tactile gestural interfaces, which lack the haptic feedback afforded by traditional acoustic instruments. However, approaches in the field of gestural system design for music tend to favour technical and functional imperatives over the development of the kinaesthetic sense. Building on a growing body of gestural interface design and human–computer interaction (HCI) literature, this research offers practice-based insights that acknowledge the changing face of musicianship in response to interaction with gestural sensing technologies. To encourage enhanced physical aptitude and more nuanced movement control amongst musicians, I have applied embodied interaction design and dance-based perspectives to musical contexts, developing a multimodal environment that provides a range of design strategies for musicians to explore relationships between sound and movement while developing an awareness of their own movement potential

    An Assessment of Contextual Design and Its Applicability to the Design of Educational Technologies

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    Thesis (PhD) - Indiana University, School of Education, 2008Increased use of computing technology in support of learning necessitates the collaboration of instructional designers with technology designers. Yet the instructional designer portrayed in current instructional design textbooks does not participate in technology design but instead designs instructional strategies and materials that are implemented by others. For instructional systems design as a field to move towards the kinds of collaborative work required for the development of effective, innovative educational technologies, there is a need for methods that can integrate the concerns and activities of both instructional and technology designers. This research critically examines a human-computer interaction design method, contextual design (CD), assessing how practitioners employ and characterize it as a method and explores its potential utility in instructional systems design. CD is briefly described and available evaluative studies are summarized. Next, three studies are presented: a case study of CD usage in the design of a digital music library, a case study of CD integrating with another design approach called PRInCiPleS, and a learning-oriented analysis of CD work models. Based on the findings of the literature review and these three studies, a practitioner survey and interview guide were developed. Results from 106 survey respondents and 16 interviews characterized CD as a guiding framework and a collection of useful techniques. However, because of its resource requirements and other limitations, the method is rarely used in full or exclusively. Respondents reported valuing the ability of CD to uncover and communicate user needs but also suggested CD did not provide a means of resolving conflicts between user needs and organizational objectives. Implications of these results are explored for three constituencies: developer-designers of instructional places or interactive materials, educators of instructional designers who will work with software developers, and educational researchers and their graduate students

    Repurposed Interface, Repurposed Medium, Repurposed Content

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    This physical computing project proposes a circle of re-purposing, in which both the interface and content are repurposed, and portions of the content are updated according to geographical location of its exhibition. The artefact employed is a repurposed bicycle intended to navigate computer-based environments. There is a history of cycle repurposing for this intention, from Jeffrey Shaw’s Media Art project The Legible City to commercial sports cycle simulators such as Tacx; however, very few projects propose a repurposing of a cycle interface along with the content, as well as a geographically-specific repurposing. The main research concern continues a 25-year project by the author into the formal and material uses of ‘found, sampled and stolen’ (Media N, 2012) objects. While this concept has been explored in extensive terms in relation to Sound and Media Art, in Interaction Design the uses of repurposed materials has yet to be extensively theorised. This paper proposes a provocation in the form of a repurposed artefact, not merely for the purpose of denying originality, but as a means of illustrating how repurposing can create a skewed version of the original(s) and therefore create new meaning. In the face of limited resources, repurposing also serves as a potentially advantageous option for Interaction Designers
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