2,108 research outputs found

    Earables: Wearable Computing on the Ears

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    Kopfhörer haben sich bei Verbrauchern durchgesetzt, da sie private AudiokanĂ€le anbieten, zum Beispiel zum Hören von Musik, zum Anschauen der neuesten Filme wĂ€hrend dem Pendeln oder zum freihĂ€ndigen Telefonieren. Dank diesem eindeutigen primĂ€ren Einsatzzweck haben sich Kopfhörer im Vergleich zu anderen Wearables, wie zum Beispiel Smartglasses, bereits stĂ€rker durchgesetzt. In den letzten Jahren hat sich eine neue Klasse von Wearables herausgebildet, die als "Earables" bezeichnet werden. Diese GerĂ€te sind so konzipiert, dass sie in oder um die Ohren getragen werden können. Sie enthalten verschiedene Sensoren, um die FunktionalitĂ€t von Kopfhörern zu erweitern. Die rĂ€umliche NĂ€he von Earables zu wichtigen anatomischen Strukturen des menschlichen Körpers bietet eine ausgezeichnete Plattform fĂŒr die Erfassung einer Vielzahl von Eigenschaften, Prozessen und AktivitĂ€ten. Auch wenn im Bereich der Earables-Forschung bereits einige Fortschritte erzielt wurden, wird deren Potenzial aktuell nicht vollstĂ€ndig abgeschöpft. Ziel dieser Dissertation ist es daher, neue Einblicke in die Möglichkeiten von Earables zu geben, indem fortschrittliche SensorikansĂ€tze erforscht werden, welche die Erkennung von bisher unzugĂ€nglichen PhĂ€nomenen ermöglichen. Durch die EinfĂŒhrung von neuartiger Hardware und Algorithmik zielt diese Dissertation darauf ab, die Grenzen des Erreichbaren im Bereich Earables zu verschieben und diese letztlich als vielseitige Sensorplattform zur Erweiterung menschlicher FĂ€higkeiten zu etablieren. Um eine fundierte Grundlage fĂŒr die Dissertation zu schaffen, synthetisiert die vorliegende Arbeit den Stand der Technik im Bereich der ohr-basierten Sensorik und stellt eine einzigartig umfassende Taxonomie auf der Basis von 271 relevanten Publikationen vor. Durch die Verbindung von Low-Level-Sensor-Prinzipien mit Higher-Level-PhĂ€nomenen werden in der Dissertation anschließ-end Arbeiten aus verschiedenen Bereichen zusammengefasst, darunter (i) physiologische Überwachung und Gesundheit, (ii) Bewegung und AktivitĂ€t, (iii) Interaktion und (iv) Authentifizierung und Identifizierung. Diese Dissertation baut auf der bestehenden Forschung im Bereich der physiologischen Überwachung und Gesundheit mit Hilfe von Earables auf und stellt fortschrittliche Algorithmen, statistische Auswertungen und empirische Studien vor, um die Machbarkeit der Messung der Atemfrequenz und der Erkennung von Episoden erhöhter Hustenfrequenz durch den Einsatz von In-Ear-Beschleunigungsmessern und Gyroskopen zu demonstrieren. Diese neuartigen Sensorfunktionen unterstreichen das Potenzial von Earables, einen gesĂŒnderen Lebensstil zu fördern und eine proaktive Gesundheitsversorgung zu ermöglichen. DarĂŒber hinaus wird in dieser Dissertation ein innovativer Eye-Tracking-Ansatz namens "earEOG" vorgestellt, welcher AktivitĂ€tserkennung erleichtern soll. Durch die systematische Auswertung von Elektrodenpotentialen, die um die Ohren herum mittels eines modifizierten Kopfhörers gemessen werden, eröffnet diese Dissertation einen neuen Weg zur Messung der Blickrichtung. Dabei ist das Verfahren weniger aufdringlich und komfortabler als bisherige AnsĂ€tze. DarĂŒber hinaus wird ein Regressionsmodell eingefĂŒhrt, um absolute Änderungen des Blickwinkels auf der Grundlage von earEOG vorherzusagen. Diese Entwicklung eröffnet neue Möglichkeiten fĂŒr Forschung, welche sich nahtlos in das tĂ€gliche Leben integrieren lĂ€sst und tiefere Einblicke in das menschliche Verhalten ermöglicht. Weiterhin zeigt diese Arbeit, wie sich die einzigarte Bauform von Earables mit Sensorik kombinieren lĂ€sst, um neuartige PhĂ€nomene zu erkennen. Um die Interaktionsmöglichkeiten von Earables zu verbessern, wird in dieser Dissertation eine diskrete Eingabetechnik namens "EarRumble" vorgestellt, die auf der freiwilligen Kontrolle des Tensor Tympani Muskels im Mittelohr beruht. Die Dissertation bietet Einblicke in die Verbreitung, die Benutzerfreundlichkeit und den Komfort von EarRumble, zusammen mit praktischen Anwendungen in zwei realen Szenarien. Der EarRumble-Ansatz erweitert das Ohr von einem rein rezeptiven Organ zu einem Organ, das nicht nur Signale empfangen, sondern auch Ausgangssignale erzeugen kann. Im Wesentlichen wird das Ohr als zusĂ€tzliches interaktives Medium eingesetzt, welches eine freihĂ€ndige und augenfreie Kommunikation zwischen Mensch und Maschine ermöglicht. EarRumble stellt eine Interaktionstechnik vor, die von den Nutzern als "magisch und fast telepathisch" beschrieben wird, und zeigt ein erhebliches ungenutztes Potenzial im Bereich der Earables auf. Aufbauend auf den vorhergehenden Ergebnissen der verschiedenen Anwendungsbereiche und Forschungserkenntnisse mĂŒndet die Dissertation in einer offenen Hard- und Software-Plattform fĂŒr Earables namens "OpenEarable". OpenEarable umfasst eine Reihe fortschrittlicher Sensorfunktionen, die fĂŒr verschiedene ohrbasierte Forschungsanwendungen geeignet sind, und ist gleichzeitig einfach herzustellen. Hierdurch werden die EinstiegshĂŒrden in die ohrbasierte Sensorforschung gesenkt und OpenEarable trĂ€gt somit dazu bei, das gesamte Potenzial von Earables auszuschöpfen. DarĂŒber hinaus trĂ€gt die Dissertation grundlegenden Designrichtlinien und Referenzarchitekturen fĂŒr Earables bei. Durch diese Forschung schließt die Dissertation die LĂŒcke zwischen der Grundlagenforschung zu ohrbasierten Sensoren und deren praktischem Einsatz in realen Szenarien. Zusammenfassend liefert die Dissertation neue Nutzungsszenarien, Algorithmen, Hardware-Prototypen, statistische Auswertungen, empirische Studien und Designrichtlinien, um das Feld des Earable Computing voranzutreiben. DarĂŒber hinaus erweitert diese Dissertation den traditionellen Anwendungsbereich von Kopfhörern, indem sie die auf Audio fokussierten GerĂ€te zu einer Plattform erweitert, welche eine Vielzahl fortschrittlicher SensorfĂ€higkeiten bietet, um Eigenschaften, Prozesse und AktivitĂ€ten zu erfassen. Diese Neuausrichtung ermöglicht es Earables sich als bedeutende Wearable Kategorie zu etablieren, und die Vision von Earables als eine vielseitige Sensorenplattform zur Erweiterung der menschlichen FĂ€higkeiten wird somit zunehmend realer

    Low Cost Open Source Modal Virtual Environment Interfaces Using Full Body Motion Tracking and Hand Gesture Recognition

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    Virtual environments provide insightful and meaningful ways to explore data sets through immersive experiences. One of the ways immersion is achieved is through natural interaction methods instead of only a keyboard and mouse. Intuitive tracking systems for natural interfaces suitable for such environments are often expensive. Recently however, devices such as gesture tracking gloves and skeletal tracking systems have emerged in the consumer market. This project integrates gestural interfaces into an open source virtual reality toolkit using consumer grade input devices and generates a set of tools to enable multimodal gestural interface creation. The AnthroTronix AcceleGlove is used to augment body tracking data from a Microsoft Kinect with fine grained hand gesture data. The tools are found to be useful as a sample gestural interface is implemented using them. The project concludes by suggesting studies targeting gestural interfaces using such devices as well as other areas for further research

    Low Cost Open Source Modal Virtual Environment Interfaces Using Full Body Motion Tracking and Hand Gesture Recognition

    Get PDF
    Virtual environments provide insightful and meaningful ways to explore data sets through immersive experiences. One of the ways immersion is achieved is through natural interaction methods instead of only a keyboard and mouse. Intuitive tracking systems for natural interfaces suitable for such environments are often expensive. Recently however, devices such as gesture tracking gloves and skeletal tracking systems have emerged in the consumer market. This project integrates gestural interfaces into an open source virtual reality toolkit using consumer grade input devices and generates a set of tools to enable multimodal gestural interface creation. The AnthroTronix AcceleGlove is used to augment body tracking data from a Microsoft Kinect with fine grained hand gesture data. The tools are found to be useful as a sample gestural interface is implemented using them. The project concludes by suggesting studies targeting gestural interfaces using such devices as well as other areas for further research

    Designing Restaurant Digital Menus to Enhance User Experience

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    Menu is a primary marketing and communication tools in the restaurants industry. Business-to-consumer digital devices are widely used in both daily life and business, especially the hospitality industry. Menus have a history of 260 years and now more restaurants are revising menus and starting to use digital menus. Marketing research and reports from Nation\u27s Restaurant and New York Times show that digital menu helps restaurants to increase profit by making food more accessible, selling more and requiring less labor in comparison to the traditional printed paper menu. The design principles and user interface are different in print menu and digital menus and we need design guidelines for new generation of digital menus. Digital menus also offer great opportunities of customization and personalization for using interaction to enhance user experience.There is little research that has been done in the graphic design and human computer interaction field for digital menu design. It seems that digital menus create a more effective and flexible way of reading and ordering while at the same time people have different experiences and expectations for using digital menus with interaction, not to mention personalization and customization will create better user experience. Currently no specific research shows how typography, orientation, layout and columns work for digital menus; what the efficient ways of arranging all the elements in digital menus are, and how images, graphic elements and descriptions would help to communicate with viewers

    Sensing with Earables: A Systematic Literature Review and Taxonomy of Phenomena

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    Earables have emerged as a unique platform for ubiquitous computing by augmenting ear-worn devices with state-of-the-art sensing. This new platform has spurred a wealth of new research exploring what can be detected on a wearable, small form factor. As a sensing platform, the ears are less susceptible to motion artifacts and are located in close proximity to a number of important anatomical structures including the brain, blood vessels, and facial muscles which reveal a wealth of information. They can be easily reached by the hands and the ear canal itself is affected by mouth, face, and head movements. We have conducted a systematic literature review of 271 earable publications from the ACM and IEEE libraries. These were synthesized into an open-ended taxonomy of 47 different phenomena that can be sensed in, on, or around the ear. Through analysis, we identify 13 fundamental phenomena from which all other phenomena can be derived, and discuss the different sensors and sensing principles used to detect them. We comprehensively review the phenomena in four main areas of (i) physiological monitoring and health, (ii) movement and activity, (iii) interaction, and (iv) authentication and identification. This breadth highlights the potential that earables have to offer as a ubiquitous, general-purpose platform

    Crafting a tooling idea into a new domestic landscape re.visited

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    Crafting a tooling idea into a new domestic landscape re.visited: This document pretends to establish sensible paths that converge for a more sustainable world. In this sense the emphases is in verifying and characterize the user’s ways of life and there real needs in finding sustainable regenerative definitions. The requirement to interpret different contexts of new social and peripheral life-styles, developing adaptative crafty tools that promote forms, services, products and systems that do not compromise well being but to establish a symbiotic relation between ambient and the new and necessary technologies. Design criteria will allow an interpenetreural emphasis in this domestic living landscape, and their relations for a flexible and fluid system. The idea of one unlimited progress and unlimited growing process of product systems (classical and cycle point of view: production, consumer and economic development) has been an issue for arguing the simplicity models that today have a no more recognizable path for sustainability (Perejaume, 2000). The technological innovation and design need a new kind of dialogue between science and society as the origin of the creative process of mankind and there interdisciplinary, systemic and plural ways of thinking (Bonsiepe, 1985) .The project is a process, an attitude before being a trade (Mari, 1997) the sustainable ways of thinking needs to understand the responsibility of the designer and the role that he represents in the management system of a product industry (Papanek, 1971). The awareness of thinking in new products as open source design practice for a radical proceeding inside ecological times (Manzini, 2001). The ‘new’ scenarios, define mobility, as a main factor in household strategy by researches in series of self-packaging and do-it yourselfer modular systems that promote an itinerant portable well-being. This perspective demands a scenario where there is the possibility of including in-services into this modular products and self-assembly condition items for operative/functional regenerative potential tooling. This process has is origin into one empiric mobile research representing two parts of the same problems: adaptable living household into one semi-sphere of an incessant mobility and a research for the knowledge into one unsustainable dwelling. This issue includes the study of itinerant life-styles, especially students, teachers or other mobile users promoting sensibilities for craft or the ability for incorporate reacting tools for acting into self recognition and memory identification. The necessary interpretation of different and plural habitats put together ‘new’ forms of living objects but also their simple ephemeral edifications in their frequent migrations. This represents a total alienation with this life-cycle-products criteria’s and quality in a sustainable society, also represents a full system that needs eco-instruments to transform a low material and energy intensity. These special users are active part of the solution and their convenience in the development of the promising scenarios and their relations

    Today’s voice-based user interfaces:analysis of six paradoxes

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    Abstract. This master’s thesis was about voice-based user interfaces, including the history of voice as an interactive medium, acceptance of the medium among users, and modern implementations of the interfaces. Initial problems of early implementations of voice-based user interfaces were about human-machine communication, as natural language of humans is ambiguous and highly interpretable, causing difficulties to machines when interpreting the given queries. Other topics of interest with the interfaces included implementing human-like cues to machines in order to make them more appealing to users, and how humans see inanimate objects when communicating with them. The problems of machines’ understanding of humans have been reduced greatly, and modern voice-based conversational virtual assistants emerged in the early 2010s. These assistants were examined: what they are, what they have achieved and what does the future hold for them. To evaluate voice as an interactive medium and the assistants, conceptual framework of six distinct paradoxes was used. Prior research, from history to today’s issues, was used to reflect against the conducted research

    Ubiquitous computing and natural interfaces for environmental information

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    Dissertação apresentada na Faculdade de CiĂȘncias e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em Engenharia do Ambiente, perfil GestĂŁo e Sistemas AmbientaisThe next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm. This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information
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