3,327 research outputs found

    Head-mounted displays and dynamic text presentation to aid reading in macular disease

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    The majority of individuals living with significant sight loss have residual vision which can be enhanced using low vision aids. Smart glasses and smartphone-based headsets, both increasing in prevalence, are proposed as a low vision aid platform. Three novel tests for measuring the visibility of displays to partially sighted users are described, along with a questionnaire for assessing subjective preference. Most individuals tested, save those with the weakest vision, were able to see and read from both a smart glasses screen and a smartphone screen mounted in a headset. The scheme for biomimetic scrolling, a text presentation strategy which translates natural eye movement into text movement, is described. It is found to enable the normally sighted to read at a rate five times that of continuous scrolling and is faster than rapid serial visual presentation for individuals with macular disease. With text presentation on the smart glasses optimised to the user, individuals with macular disease read on average 65% faster than when using their habitual optical aid. It is concluded that this aid demonstrates clear benefit over the commonly used devices and is thus recommended for further development towards widespread availability

    Pixels, bits and urban space. Observing the intersection of the space of information with actual physical space in augmented reality smartphone applications and peripheral vision displays

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    Today the urban environment can be seen as a mix of technically mediated elements and actual physical locations — the city is techno–synthetically composed. The method of observing the production of space, as asserted by Lefebvre, must take into account physical and non–physical spaces, produced out of the coexistence of everyday life and activities with the space of information. This paper explores the merging of bits and bytes with the urban environment and uses augmented reality applications for the smartphone and peripheral vision displays as case studies to illustrate how the method of visually layering digital graphics on to the image of actual space produces a new kind of spatial commodification

    Pixels, bits and urban space. Observing the intersection of the space of information with actual physical space in augmented reality smartphone applications and peripheral vision displays

    Get PDF
    Today the urban environment can be seen as a mix of technically mediated elements and actual physical locations — the city is techno–synthetically composed. The method of observing the production of space, as asserted by Lefebvre, must take into account physical and non–physical spaces, produced out of the coexistence of everyday life and activities with the space of information. This paper explores the merging of bits and bytes with the urban environment and uses augmented reality applications for the smartphone and peripheral vision displays as case studies to illustrate how the method of visually layering digital graphics on to the image of actual space produces a new kind of spatial commodification

    Cyborgs as Frontline Service Employees: A Research Agenda

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose This paper identifies and explores potential applications of cyborgian technologies within service contexts and how service providers may leverage the integration of cyborgian service actors into their service proposition. In doing so, the paper proposes a new category of ‘melded’ frontline service employees (FLEs), where advanced technologies become embodied within human actors. The paper presents potential opportunities and challenges that may arise through cyborg technological advancements and proposes a future research agenda related to these. Design/methodology This study draws on literature in the fields of services management, Artificial Intelligence [AI], robotics, Intelligence Augmentation [IA] and Human Intelligence [HIs] to conceptualise potential cyborgian applications. Findings The paper examines how cyborg bio- and psychophysical characteristics may significantly differentiate the nature of service interactions from traditional ‘unenhanced’ service interactions. In doing so, we propose ‘melding’ as a conceptual category of technological impact on FLEs. This category reflects the embodiment of emergent technologies not previously captured within existing literature on cyborgs. We examine how traditional roles of FLEs will be potentially impacted by the integration of emergent cyborg technologies, such as neural interfaces and implants, into service contexts before outlining future research directions related to these, specifically highlighting the range of ethical considerations. Originality/Value Service interactions with cyborg FLEs represent a new context for examining the potential impact of cyborgs. This paper explores how technological advancements will alter the individual capacities of humans to enable such employees to intuitively and empathetically create solutions to complex service challenges. In doing so, we augment the extant literature on cyborgs, such as the body hacking movement. The paper also outlines a research agenda to address the potential consequences of cyborgian integration

    Eye vision system using programmable micro-optics and micro-electronics

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    Proposed is a novel eye vision system that combines the use of advanced micro-optic and microelectronic technologies that includes programmable micro-optic devices, pico-projectors, Radio Frequency (RF) and optical wireless communication and control links, energy harvesting and storage devices and remote wireless energy transfer capabilities. This portable light weight system can measure eye refractive powers, optimize light conditions for the eye under test, conduct color-blindness tests, and implement eye strain relief and eye muscle exercises via time sequenced imaging. Described is the basic design of the proposed system and its first stage system experimental results for vision spherical lens refractive error correction

    Smartdevices development for visual impairment and colour vision deficiency

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    The research concerns with the development of an app-based system to assist those with vision impairment to better interact with mobile phones and computers achieving maximum advantages. In particular, the system helps to detect colour deficiency and can automatically adjust view screens to increase contrast and arrive at optimal view result. Preliminary results when asking observers to evaluate the system demonstrate the advantages of the developed software system

    Augmented Reality to Support On-Field Post-Impact Maintenance Operations on Thin Structures

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    This paper proposes an augmented reality (AR) strategy in which a Lamb waves based impact detection methodology dynamically interacts with a head portable visualization device allowing the inspector to see the estimated impact position (with its uncertainty) and impact energy directly on the plate-like structure. The impact detection methodology uses a network of piezosensors bonded on the structure to be monitored and a signal processing algorithm (the Warped Frequency Transform) able to compensate for dispersion the acquired waveforms. The compensated waveforms yield to a robust estimation of Lamb waves difference in distance of propagation (DDOP), used to feed hyperbolic algorithms for impact location determination, and allow an estimation of the uncertainty of the impact positioning as well as of the impact energy. The outputs of the impact methodology are passed to a visualization technology that yielding their representation in Augmented Reality (AR) is meant to support the inspector during the on-field inspection/diagnosis as well as the maintenance operations. The inspector, in fact, can see interactively in real time the impact data directly on the surface of the structure. To validate the proposed approach, tests on an aluminum plate are presented. Results confirm the feasibility of the method and its exploitability in maintenance practice

    Internet of things: why we are not there yet

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    Twenty-one years past since Weiser’s vision of ubiquitous computing (UbiComp) has been written, and it is yet to be fully fulfilled despite of almost all the needed technologies already available. Still, the widespread interest in UbiComp and the results in some of its fields pose a question: why we are not there yet? It seems we miss the ‘octopus’ head. In this paper, we will try to depict the reasons why we are not there yet, from three different points of view: interaction media, device integration and applications

    CURRENT SITUATION INVESTIGATION AND COUNTERMEASURE RESEARCH OF STUDENTS’ ONLINE LEARNING DURING THE EPIDEMIC PERIOD: A CASE STUDY OF ZHEJIANG PROVINCE, CHINA

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    A survey of 538 students in 6 primary and secondary schools and colleges in Hangzhou, Ningbo and Jiaxing, Zhejiang Province, China has found: (1) Chinese schools suspended offline teaching in February-May, 2020 due to the novel coronavirus outbreak. All students studied online at home and 93% of them studied 2-7 hours a day online on average. Among all of them, students in primary schools spent least time online and college students spent most time. The science courses in middle school accounted for 46% of total studied courses, English accounted for 17%, and university major courses accounted for 21%. Furthermore, students spent 1-7 hours per day on watching TV and playing video games, and 1-4 hours on homework to review lessons. (2) After the end of the epidemic in China, more than 51% of students are still studying online for 1-4 hours a day, the epidemic situation has made online teaching in China popularized 10-20 years in advance, and students' online learning has become normal. (3) 32% of students like to study online, and they think that online class has the following advantages: numerous high-quality courseware that can be learned at any time anywhere, easy to communicate, save the time to go and from school, high learning efficiency, and online tutoring class charges are cheaper than offline ones. (4) The proportion of students who feel neutral and dislike the online study account for 56% and 9% respectively; they think online learning has the following problems: the online courses provided by schools are boring but they were forced to learn, and also have to clock in, which cannot bring the advantages of online education; the price of online tutoring course is very high; communication is not as easy as offline; the submission and correction of homework is more complicated than offline, and the learning effect is not good; students’ eyesight is decreased rapidly; online examination is not allowed. (5) 21% of parents are very supportive of online teaching, 62% of parents think it is acceptable, 17% of parents do not support or oppose, the reason for opposition is that their children do not have enough self-control, online learning effect is more difficult to ensure, eyesight loss is faster and so on. Therefore, the following countermeasures are put forward: (1) students are ought to be guided to pay attention to online learning; (2) to strengthen the reform of teaching methods, improve courseware quality, control teaching time, and leave students time for notes to ensure recess; (3) reduce video and broadcast courses, advocate live courses, strengthen the communication and interaction between teachers and students; (4) reform to simplify the online homework submission method, explore a reasonable online examination model; (5) strengthens the home-school cooperation, encourages the supervision function of parents, and strengthens the online teaching results. Article visualizations
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