307 research outputs found

    Designing indoor tangible games based on fuzzy localisation

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    International audienceWe present in this paper the development of an easy-to-adapt architecture for radio based, indoor geolocation; and the new opportunities it brings for game design. The weak precision of such systems, usually regarded as a problem, is considered here as a source of innovation for the design of pervasive games

    Smart Sensing Technologies for Personalised Coaching

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    People living in both developed and developing countries face serious health challenges related to sedentary lifestyles. It is therefore essential to find new ways to improve health so that people can live longer and can age well. With an ever-growing number of smart sensing systems developed and deployed across the globe, experts are primed to help coach people toward healthier behaviors. The increasing accountability associated with app- and device-based behavior tracking not only provides timely and personalized information and support but also gives us an incentive to set goals and to do more. This book presents some of the recent efforts made towards automatic and autonomous identification and coaching of troublesome behaviors to procure lasting, beneficial behavioral changes

    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

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    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Skyler and Bliss

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    Hong Kong remains the backdrop to the science fiction movies of my youth. The city reminds me of my former training in the financial sector. It is a city in which I could have succeeded in finance, but as far as art goes it is a young city, and I am a young artist. A frustration emerges; much like the mould, the artist also had to develop new skills by killing off his former desires and manipulating technology. My new series entitled HONG KONG surface project shows a new direction in my artistic research in which my technique becomes ever simpler, reducing the traces of pixelation until objects appear almost as they were found and photographed. Skyler and Bliss presents tectonic plates based on satellite images of the Arctic. Working in a hot and humid Hong Kong where mushrooms grow ferociously, a city artificially refrigerated by climate control, this series provides a conceptual image of a imaginary typographic map for survival. (Laurent Segretier

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 2: Living, Making, Value

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 2 includes papers from Living, Making and Value tracks of the conference

    Autonomous wheelchair with a smart driving mode and a Wi-Fi positioning system

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    Wheelchairs are an important aid that enhances the mobility of people with several types of disabilities. Therefore, there has been considerable research and development on wheelchairs to meet the needs of the disabled. Since the early manual wheelchairs to their more recent electric powered counterparts, advancements have focused on improving autonomy in mobility. Other developments, such as Internet advancements, have developed the concept of the Internet of Things (IoT). This is a promising area that has been studied to enhance the independent operation of the electrical wheelchairs by enabling autonomous navigation and obstacle avoidance. This dissertation describes shortly the design of an autonomous wheelchair of the IPL/IT (Instituto Politécnico de Leiria/Instituto de Telecomunicações) with smart driving features for persons with visual impairments. The objective is to improve the prototype of an intelligent wheelchair. The first prototype of the wheelchair was built to control it by voice, ocular movements, and GPS (Global Positioning System). Furthermore, the IPL/IT wheelchair acquired a remote control feature which could prove useful for persons with low levels of visual impairment. This tele-assistance mode will be helpful to the family of the wheelchair user or, simply, to a health care assistant. Indoor and outdoor positioning systems, with printed directional Wi-Fi antennas, have been deployed to enable a precise location of our wheelchair. The underlying framework for the wheelchair system is the IPL/IT low cost autonomous wheelchair prototype that is based on IoT technology for improved affordability

    Smart Assistive Technology for People with Visual Field Loss

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    Visual field loss results in the lack of ability to clearly see objects in the surrounding environment, which affects the ability to determine potential hazards. In visual field loss, parts of the visual field are impaired to varying degrees, while other parts may remain healthy. This defect can be debilitating, making daily life activities very stressful. Unlike blind people, people with visual field loss retain some functional vision. It would be beneficial to intelligently augment this vision by adding computer-generated information to increase the users' awareness of possible hazards by providing early notifications. This thesis introduces a smart hazard attention system to help visual field impaired people with their navigation using smart glasses and a real-time hazard classification system. This takes the form of a novel, customised, machine learning-based hazard classification system that can be integrated into wearable assistive technology such as smart glasses. The proposed solution provides early notifications based on (1) the visual status of the user and (2) the motion status of the detected object. The presented technology can detect multiple objects at the same time and classify them into different hazard types. The system design in this work consists of four modules: (1) a deep learning-based object detector to recognise static and moving objects in real-time, (2) a Kalman Filter-based multi-object tracker to track the detected objects over time to determine their motion model, (3) a Neural Network-based classifier to determine the level of danger for each hazard using its motion features extracted while the object is in the user's field of vision, and (4) a feedback generation module to translate the hazard level into a smart notification to increase user's cognitive perception using the healthy vision within the visual field. For qualitative system testing, normal and personalised defected vision models were implemented. The personalised defected vision model was created to synthesise the visual function for the people with visual field defects. Actual central and full-field test results were used to create a personalised model that is used in the feedback generation stage of this system, where the visual notifications are displayed in the user's healthy visual area. The proposed solution will enhance the quality of life for people suffering from visual field loss conditions. This non-intrusive, wearable hazard detection technology can provide obstacle avoidance solution, and prevent falls and collisions early with minimal information

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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