18,412 research outputs found

    Designing multi-sensory displays for abstract data

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    The rapid increase in available information has lead to many attempts to automatically locate patterns in large, abstract, multi-attributed information spaces. These techniques are often called data mining and have met with varying degrees of success. An alternative approach to automatic pattern detection is to keep the user in the exploration loop by developing displays for perceptual data mining. This approach allows a domain expert to search the data for useful relationships and can be effective when automated rules are hard to define. However, designing models of the abstract data and defining appropriate displays are critical tasks in building a useful system. Designing displays of abstract data is especially difficult when multi-sensory interaction is considered. New technology, such as Virtual Environments, enables such multi-sensory interaction. For example, interfaces can be designed that immerse the user in a 3D space and provide visual, auditory and haptic (tactile) feedback. It has been a goal of Virtual Environments to use multi-sensory interaction in an attempt to increase the human-to-computer bandwidth. This approach may assist the user to understand large information spaces and find patterns in them. However, while the motivation is simple enough, actually designing appropriate mappings between the abstract information and the human sensory channels is quite difficult. Designing intuitive multi-sensory displays of abstract data is complex and needs to carefully consider human perceptual capabilities, yet we interact with the real world everyday in a multi-sensory way. Metaphors can describe mappings between the natural world and an abstract information space. This thesis develops a division of the multi-sensory design space called the MS-Taxonomy. The MS-Taxonomy provides a concept map of the design space based on temporal, spatial and direct metaphors. The detailed concepts within the taxonomy allow for discussion of low level design issues. Furthermore the concepts abstract to higher levels, allowing general design issues to be compared and discussed across the different senses. The MS-Taxonomy provides a categorisation of multi-sensory design options. However, to design effective multi-sensory displays requires more than a thorough understanding of design options. It is also useful to have guidelines to follow, and a process to describe the design steps. This thesis uses the structure of the MS-Taxonomy to develop the MS-Guidelines and the MS-Process. The MS-Guidelines capture design recommendations and the problems associated with different design choices. The MS-Process integrates the MS-Guidelines into a methodology for developing and evaluating multi-sensory displays. A detailed case study is used to validate the MS-Taxonomy, the MS-Guidelines and the MS-Process. The case study explores the design of multi-sensory displays within a domain where users wish to explore abstract data for patterns. This area is called Technical Analysis and involves the interpretation of patterns in stock market data. Following the MS-Process and using the MS-Guidelines some new multi-sensory displays are designed for pattern detection in stock market data. The outcome from the case study includes some novel haptic-visual and auditory-visual designs that are prototyped and evaluated

    Human experience in the natural and built environment : implications for research policy and practice

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    22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3

    Architecting system of systems: artificial life analysis of financial market behavior

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    This research study focuses on developing a framework that can be utilized by system architects to understand the emergent behavior of system architectures. The objective is to design a framework that is modular and flexible in providing different ways of modeling sub-systems of System of Systems. At the same time, the framework should capture the adaptive behavior of the system since evolution is one of the key characteristics of System of Systems. Another objective is to design the framework so that humans can be incorporated into the analysis. The framework should help system architects understand the behavior as well as promoters or inhibitors of change in human systems. Computational intelligence tools have been successfully used in analysis of Complex Adaptive Systems. Since a System of Systems is a collection of Complex Adaptive Systems, a framework utilizing combination of these tools can be developed. Financial markets are selected to demonstrate the various architectures developed from the analysis framework --Introduction, page 3

    The selection and evaluation of a sensory technology for interaction in a warehouse environment

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    In recent years, Human-Computer Interaction (HCI) has become a significant part of modern life as it has improved human performance in the completion of daily tasks in using computerised systems. The increase in the variety of bio-sensing and wearable technologies on the market has propelled designers towards designing more efficient, effective and fully natural User-Interfaces (UI), such as the Brain-Computer Interface (BCI) and the Muscle-Computer Interface (MCI). BCI and MCI have been used for various purposes, such as controlling wheelchairs, piloting drones, providing alphanumeric inputs into a system and improving sports performance. Various challenges are experienced by workers in a warehouse environment. Because they often have to carry objects (referred to as hands-full) it is difficult to interact with traditional devices. Noise undeniably exists in some industrial environments and it is known as a major factor that causes communication problems. This has reduced the popularity of using verbal interfaces with computer applications, such as Warehouse Management Systems. Another factor that effects the performance of workers are action slips caused by a lack of concentration during, for example, routine picking activities. This can have a negative impact on job performance and allow a worker to incorrectly execute a task in a warehouse environment. This research project investigated the current challenges workers experience in a warehouse environment and the technologies utilised in this environment. The latest automation and identification systems and technologies are identified and discussed, specifically the technologies which have addressed known problems. Sensory technologies were identified that enable interaction between a human and a computerised warehouse environment. Biological and natural behaviours of humans which are applicable in the interaction with a computerised environment were described and discussed. The interactive behaviours included the visionary, auditory, speech production and physiological movement where other natural human behaviours such paying attention, action slips and the action of counting items were investigated. A number of modern sensory technologies, devices and techniques for HCI were identified with the aim of selecting and evaluating an appropriate sensory technology for MCI. iii MCI technologies enable a computer system to recognise hand and other gestures of a user, creating means of direct interaction between a user and a computer as they are able to detect specific features extracted from a specific biological or physiological activity. Thereafter, Machine Learning (ML) is applied in order to train a computer system to detect these features and convert them to a computer interface. An application of biomedical signals (bio-signals) in HCI using a MYO Armband for MCI is presented. An MCI prototype (MCIp) was developed and implemented to allow a user to provide input to an HCI, in a hands-free and hands-full situation. The MCIp was designed and developed to recognise the hand-finger gestures of a person when both hands are free or when holding an object, such a cardboard box. The MCIp applies an Artificial Neural Network (ANN) to classify features extracted from the surface Electromyography signals acquired by the MYO Armband around the forearm muscle. The MCIp provided the results of data classification for gesture recognition to an accuracy level of 34.87% with a hands-free situation. This was done by employing the ANN. The MCIp, furthermore, enabled users to provide numeric inputs to the MCIp system hands-full with an accuracy of 59.7% after a training session for each gesture of only 10 seconds. The results were obtained using eight participants. Similar experimentation with the MYO Armband has not been found to be reported in any literature at submission of this document. Based on this novel experimentation, the main contribution of this research study is a suggestion that the application of a MYO Armband, as a commercially available muscle-sensing device on the market, has the potential as an MCI to recognise the finger gestures hands-free and hands-full. An accurate MCI can increase the efficiency and effectiveness of an HCI tool when it is applied to different applications in a warehouse where noise and hands-full activities pose a challenge. Future work to improve its accuracy is proposed

    Utilizing repurposed denim to create apparel for those with Cerebral Palsy

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    Cerebral Palsy (CP) is the most common motor disability in children. In the U.S alone one million children and adults live with a diagnosis of cerebral palsy. Due to the increasing life expectancy of individuals with CP, the number of adults with this disorder is increasing, thus their medical and social care needs are changing (Moreno-De-Luca et al., 2012). For years children and adults who live with CP struggle in finding clothing that works for them and their needs. Currently the market for adaptable clothing is small. For people with CP, the lack of adaptive clothing creates large barriers whether it be mechanical, functional, cultural, or sensory related (Kabel, et al., 2017). The topic of sustainability is a pressing issue in the textile industry. The findings identified address the challenges associated with sustainable clothing practices, the negative impact of denim production, consumer consumption and product disposal on the environment. Methods of upcycling denim apparel that are both adaptable and eco-friendly are not only beneficial to the environment but for those with CP. Therefore, the study focused on identifying apparel needs of people living with CP and addressed these needs by creating two prototype garments using repurposed denim and altering the garments to be more functional. The prototypes were evaluated and modified, in order to ensure fit, comfort and functionality suited for people with CP

    Emerging Technology Adoption and Use : Consolidated Assignments from Spring 2020

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    Digitalization changes the world. Information systems, software applications and other technologies are in a central role in this change. They enable new work practices and processes, new business models and opportunities, initiate changes in how technologies are used, perceived and interpreted, and ultimately force individuals, organizations, and even societies at large to respond to those changes. Individuals, organizations, and societies have to somehow transform and adjust their old ways of doing things. Yet, not only technologies drive digital transformation. Increasing amounts of data that is produced by numerous sensors, applications, and systems account for the transformation as well. Such data is gathered and collected, merged together, and analyzed by different methods and tools; by using artificial intelligence, data analytics, or data science. The sense-making of such versatile data is of importance because not only can it be used to improve decision-making at workplaces but also, it can be utilized for the benefit of individuals and societies, in organizational and non-work settings. These views, transformation and smartness, pose several questions for information system (IS) research. In general, we might ask what actually is the smartness of individuals, organizations, or a society. We can even ask whether stakeholders possess the required abilities, skills and competences to enable and support the change. These, and other related questions arise due to fast evolving landscape of information technology, and information and technology. The nuanced understanding of Smart Transformation in IS has become even more critical due to governmental and organizational programs that foster smartness. This report summarizes research reports of students attending ā€œEmerging Technology Adoption and Useā€ course in Tampere University. During the course, we focused on three emerging technologies. Extended Reality Blockchain Artificial Intelligence Each group collaborated on finding a common topic of interest. They focused on the adoption and/or use of a particular emerging technology in a setting of their own choosing. As you are about to see, the findings of each group emphasize different perspectives. These range from the negative effects of technology use to the opportunities and delights of information systems
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