472 research outputs found

    Exploring the Use of Wearables to develop Assistive Technology for Visually Impaired People

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    This thesis explores the usage of two prominent wearable devices to develop assistive technology for users who are visually impaired. Specifically, the work in this thesis aims at improving the quality of life of users who are visually impaired by improving their mobility and ability to socially interact with others. We explore the use of a smart watch for creating low-cost spatial haptic applications. This app explores the use of haptic feedback provided using a smartwatch and smartphone to provide navigation instructions that let visually impaired people safely traverse a large open space. This spatial feedback guides them to walk on a straight path from source to destination by avoiding veering. Exploring the paired interaction between a Smartphone and a Smartwatch, helped to overcome the limitation that smart devices have only single haptic actuator.We explore the use of a head-mounted display to enhance social interaction by helping people with visual impairments align their head towards a conversation partner as well as maintain personal space during a conversation. Audio feedback is provided to the users guiding them to achieve effective face-to-face communication. A qualitative study of this method shows the effectiveness of the application and explains how it helps visually impaired people to perceive non-verbal cues and feel more engaged and assertive in social interactions

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    WearPut : Designing Dexterous Wearable Input based on the Characteristics of Human Finger Motions

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    Department of Biomedical Engineering (Human Factors Engineering)Powerful microchips for computing and networking allow a wide range of wearable devices to be miniaturized with high fidelity and availability. In particular, the commercially successful smartwatches placed on the wrist drive market growth by sharing the role of smartphones and health management. The emerging Head Mounted Displays (HMDs) for Augmented Reality (AR) and Virtual Reality (VR) also impact various application areas in video games, education, simulation, and productivity tools. However, these powerful wearables have challenges in interaction with the inevitably limited space for input and output due to the specialized form factors for fitting the body parts. To complement the constrained interaction experience, many wearable devices still rely on other large form factor devices (e.g., smartphones or hand-held controllers). Despite their usefulness, the additional devices for interaction can constrain the viability of wearable devices in many usage scenarios by tethering users' hands to the physical devices. This thesis argues that developing novel Human-Computer interaction techniques for the specialized wearable form factors is vital for wearables to be reliable standalone products. This thesis seeks to address the issue of constrained interaction experience with novel interaction techniques by exploring finger motions during input for the specialized form factors of wearable devices. The several characteristics of the finger input motions are promising to enable increases in the expressiveness of input on the physically limited input space of wearable devices. First, the input techniques with fingers are prevalent on many large form factor devices (e.g., touchscreen or physical keyboard) due to fast and accurate performance and high familiarity. Second, many commercial wearable products provide built-in sensors (e.g., touchscreen or hand tracking system) to detect finger motions. This enables the implementation of novel interaction systems without any additional sensors or devices. Third, the specialized form factors of wearable devices can create unique input contexts while the fingers approach their locations, shapes, and components. Finally, the dexterity of fingers with a distinctive appearance, high degrees of freedom, and high sensitivity of joint angle perception have the potential to widen the range of input available with various movement features on the surface and in the air. Accordingly, the general claim of this thesis is that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. This thesis demonstrates the general claim by providing evidence in various wearable scenarios with smartwatches and HMDs. First, this thesis explored the comfort range of static and dynamic touch input with angles on the touchscreen of smartwatches. The results showed the specific comfort ranges on variations in fingers, finger regions, and poses due to the unique input context that the touching hand approaches a small and fixed touchscreen with a limited range of angles. Then, finger region-aware systems that recognize the flat and side of the finger were constructed based on the contact areas on the touchscreen to enhance the expressiveness of angle-based touch input. In the second scenario, this thesis revealed distinctive touch profiles of different fingers caused by the unique input context for the touchscreen of smartwatches. The results led to the implementation of finger identification systems for distinguishing two or three fingers. Two virtual keyboards with 12 and 16 keys showed the feasibility of touch-based finger identification that enables increases in the expressiveness of touch input techniques. In addition, this thesis supports the general claim with a range of wearable scenarios by exploring the finger input motions in the air. In the third scenario, this thesis investigated the motions of in-air finger stroking during unconstrained in-air typing for HMDs. The results of the observation study revealed details of in-air finger motions during fast sequential input, such as strategies, kinematics, correlated movements, inter-fingerstroke relationship, and individual in-air keys. The in-depth analysis led to a practical guideline for developing robust in-air typing systems with finger stroking. Lastly, this thesis examined the viable locations of in-air thumb touch input to the virtual targets above the palm. It was confirmed that fast and accurate sequential thumb touch can be achieved at a total of 8 key locations with the built-in hand tracking system in a commercial HMD. Final typing studies with a novel in-air thumb typing system verified increases in the expressiveness of virtual target selection on HMDs. This thesis argues that the objective and subjective results and novel interaction techniques in various wearable scenarios support the general claim that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. Finally, this thesis concludes with thesis contributions, design considerations, and the scope of future research works, for future researchers and developers to implement robust finger-based interaction systems on various types of wearable devices.ope

    DESIGNING AND IMPLEMENTING ACCESSIBLE WEARABLE INTERACTIONS FOR PEOPLE WITH MOTOR IMPAIRMENTS

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    Emerging wearable technologies like fitness bands, smartwatches, and head-mounted displays (HMDs) are entering the mainstream market. Unlike smartphones and tablets, these wearables, worn on the body or clothing, are always available and have the potential to provide quick access to information [7]. For instance, HMDs can provide relatively hands-free interaction compared to smartphones, and smartwatches and activity trackers can collect continuous health and fitness-related information of their wearer. However, there are over 20 million people in the U.S. with upper body motor impairments [133], who may not be able to gain from the potential benefits of these wearables. For example, the small interaction spaces of smartwatches may present accessibility challenges. Yet, few studies have explored the potential impacts or evaluated the accessibility of these wearables or investigated ways to design accessible wearable interactions for people with motor impairments. To inform the design of future wearable technologies, my dissertation investigates three threads of research: (1) assessing the accessibility of wearable technologies like HMDs, smartwatches and fitness trackers; (2) understanding the potential impacts of sharing automatically tracked fitness-related information for people with mobility impairments; and (3) implementing and evaluating accessible interactions for HMDs and smartwatches. As part of my first research thread, I conducted two formative studies investigating the accessibility of HMDs and fitness trackers and found that people with motor impairments experienced accessibility challenges like problematic form factors, irrelevant data tracking and difficulty with existing input. For my second research thread, I investigated the potential impacts of sharing automatically tracked data from fitness trackers with peers with similar impairments and therapists and presented design opportunities to build tools to support sharing. Towards my third research thread, I addressed the earlier issues identified with HMD accessibility by building custom wearable touchpads to control a commercial HMD. Next, I explored the touchscreen and non-touchscreen areas (bezel, wristband and user’s body) of smartwatches for accessible interaction. And, lastly, I built and compared bezel input with touchscreen input for accessible smartwatch interaction. The techniques implemented and evaluated in this dissertation will enable more equitable and independent use of wearable technologies for people with motor impairments

    Body-Area Capacitive or Electric Field Sensing for Human Activity Recognition and Human-Computer Interaction: A Comprehensive Survey

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    Due to the fact that roughly sixty percent of the human body is essentially composed of water, the human body is inherently a conductive object, being able to, firstly, form an inherent electric field from the body to the surroundings and secondly, deform the distribution of an existing electric field near the body. Body-area capacitive sensing, also called body-area electric field sensing, is becoming a promising alternative for wearable devices to accomplish certain tasks in human activity recognition and human-computer interaction. Over the last decade, researchers have explored plentiful novel sensing systems backed by the body-area electric field. On the other hand, despite the pervasive exploration of the body-area electric field, a comprehensive survey does not exist for an enlightening guideline. Moreover, the various hardware implementations, applied algorithms, and targeted applications result in a challenging task to achieve a systematic overview of the subject. This paper aims to fill in the gap by comprehensively summarizing the existing works on body-area capacitive sensing so that researchers can have a better view of the current exploration status. To this end, we first sorted the explorations into three domains according to the involved body forms: body-part electric field, whole-body electric field, and body-to-body electric field, and enumerated the state-of-art works in the domains with a detailed survey of the backed sensing tricks and targeted applications. We then summarized the three types of sensing frontends in circuit design, which is the most critical part in body-area capacitive sensing, and analyzed the data processing pipeline categorized into three kinds of approaches. Finally, we described the challenges and outlooks of body-area electric sensing

    Earables: Wearable Computing on the Ears

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    Kopfhörer haben sich bei Verbrauchern durchgesetzt, da sie private Audiokanäle anbieten, zum Beispiel zum Hören von Musik, zum Anschauen der neuesten Filme während dem Pendeln oder zum freihändigen Telefonieren. Dank diesem eindeutigen primären Einsatzzweck haben sich Kopfhörer im Vergleich zu anderen Wearables, wie zum Beispiel Smartglasses, bereits stärker durchgesetzt. In den letzten Jahren hat sich eine neue Klasse von Wearables herausgebildet, die als "Earables" bezeichnet werden. Diese Geräte sind so konzipiert, dass sie in oder um die Ohren getragen werden können. Sie enthalten verschiedene Sensoren, um die Funktionalität von Kopfhörern zu erweitern. Die räumliche Nähe von Earables zu wichtigen anatomischen Strukturen des menschlichen Körpers bietet eine ausgezeichnete Plattform für die Erfassung einer Vielzahl von Eigenschaften, Prozessen und Aktivitäten. Auch wenn im Bereich der Earables-Forschung bereits einige Fortschritte erzielt wurden, wird deren Potenzial aktuell nicht vollständig abgeschöpft. Ziel dieser Dissertation ist es daher, neue Einblicke in die Möglichkeiten von Earables zu geben, indem fortschrittliche Sensorikansätze erforscht werden, welche die Erkennung von bisher unzugänglichen Phänomenen ermöglichen. Durch die Einführung 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 Fähigkeiten zu etablieren. Um eine fundierte Grundlage für 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-Phänomenen werden in der Dissertation anschließ-end Arbeiten aus verschiedenen Bereichen zusammengefasst, darunter (i) physiologische Überwachung und Gesundheit, (ii) Bewegung und Aktivität, (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 gesünderen Lebensstil zu fördern und eine proaktive Gesundheitsversorgung zu ermöglichen. Darüber hinaus wird in dieser Dissertation ein innovativer Eye-Tracking-Ansatz namens "earEOG" vorgestellt, welcher Aktivitätserkennung 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 Ansätze. Darüber hinaus wird ein Regressionsmodell eingeführt, um absolute Änderungen des Blickwinkels auf der Grundlage von earEOG vorherzusagen. Diese Entwicklung eröffnet neue Möglichkeiten für Forschung, welche sich nahtlos in das tägliche Leben integrieren lässt und tiefere Einblicke in das menschliche Verhalten ermöglicht. Weiterhin zeigt diese Arbeit, wie sich die einzigarte Bauform von Earables mit Sensorik kombinieren lässt, um neuartige Phänomene 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 zusätzliches interaktives Medium eingesetzt, welches eine freihändige 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 mündet die Dissertation in einer offenen Hard- und Software-Plattform für Earables namens "OpenEarable". OpenEarable umfasst eine Reihe fortschrittlicher Sensorfunktionen, die für verschiedene ohrbasierte Forschungsanwendungen geeignet sind, und ist gleichzeitig einfach herzustellen. Hierdurch werden die Einstiegshürden in die ohrbasierte Sensorforschung gesenkt und OpenEarable trägt somit dazu bei, das gesamte Potenzial von Earables auszuschöpfen. Darüber hinaus trägt die Dissertation grundlegenden Designrichtlinien und Referenzarchitekturen für Earables bei. Durch diese Forschung schließt die Dissertation die Lücke 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. Darüber hinaus erweitert diese Dissertation den traditionellen Anwendungsbereich von Kopfhörern, indem sie die auf Audio fokussierten Geräte zu einer Plattform erweitert, welche eine Vielzahl fortschrittlicher Sensorfähigkeiten bietet, um Eigenschaften, Prozesse und Aktivitäten 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 Fähigkeiten wird somit zunehmend realer

    Enriching mobile interaction with garment-based wearable computing devices

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    Wearable computing is on the brink of moving from research to mainstream. The first simple products, such as fitness wristbands and smart watches, hit the mass market and achieved considerable market penetration. However, the number and versatility of research prototypes in the field of wearable computing is far beyond the available devices on the market. Particularly, smart garments as a specific type of wearable computer, have high potential to change the way we interact with computing systems. Due to the proximity to the user`s body, smart garments allow to unobtrusively sense implicit and explicit user input. Smart garments are capable of sensing physiological information, detecting touch input, and recognizing the movement of the user. In this thesis, we explore how smart garments can enrich mobile interaction. Employing a user-centered design process, we demonstrate how different input and output modalities can enrich interaction capabilities of mobile devices such as mobile phones or smart watches. To understand the context of use, we chart the design space for mobile interaction through wearable devices. We focus on the device placement on the body as well as interaction modality. We use a probe-based research approach to systematically investigate the possible inputs and outputs for garment based wearable computing devices. We develop six different research probes showing how mobile interaction benefits from wearable computing devices and what requirements these devices pose for mobile operating systems. On the input side, we look at explicit input using touch and mid-air gestures as well as implicit input using physiological signals. Although touch input is well known from mobile devices, the limited screen real estate as well as the occlusion of the display by the input finger are challenges that can be overcome with touch-enabled garments. Additionally, mid-air gestures provide a more sophisticated and abstract form of input. We present a gesture elicitation study to address the special requirements of mobile interaction and present the resulting gesture set. As garments are worn, they allow different physiological signals to be sensed. We explore how we can leverage these physiological signals for implicit input. We conduct a study assessing physiological information by focusing on the workload of drivers in an automotive setting. We show that we can infer the driver´s workload using these physiological signals. Beside the input capabilities of garments, we explore how garments can be used as output. We present research probes covering the most important output modalities, namely visual, auditory, and haptic. We explore how low resolution displays can serve as a context display and how and where content should be placed on such a display. For auditory output, we investigate a novel authentication mechanism utilizing the closeness of wearable devices to the body. We show that by probing audio cues through the head of the user and re-recording them, user authentication is feasible. Last, we investigate EMS as a haptic feedback method. We show that by actuating the user`s body, an embodied form of haptic feedback can be achieved. From the aforementioned research probes, we distilled a set of design recommendations. These recommendations are grouped into interaction-based and technology-based recommendations and serve as a basis for designing novel ways of mobile interaction. We implement a system based on these recommendations. The system supports developers in integrating wearable sensors and actuators by providing an easy to use API for accessing these devices. In conclusion, this thesis broadens the understanding of how garment-based wearable computing devices can enrich mobile interaction. It outlines challenges and opportunities on an interaction and technological level. The unique characteristics of smart garments make them a promising technology for making the next step in mobile interaction

    WatchTrace: Design and Evaluation of an At-Your-Side Gesture Paradigm

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    In this thesis, we present the exploration and evaluation of a gesture interaction paradigm performed with arms at rest at the side of one's body. This gesture stance is informed persisting challenges in mid-air arm gesture interactions in relation to fatigue and social acceptability. The proposed arms-down posture reduces physical effort by minimizing the shoulder torque placed on the user. While this interaction posture has been previously explored, the gesture vocabulary in previous research has been small and limited. The design of this gesture interaction is motivated by the ability to provide rich and expressive input; the user performs gestures by moving the whole arm at the side of the body to create two-dimensional visual traces, as in hand-drawing in a bounded plane parallel to the ground. Within this space, we present the results of two studies that investigate the use of side-gesture input for interaction. First, we explore the users' mental model for using this interaction by conducting an elicitation study on a set of everyday tasks one would perform on a large display in public to semi-public contexts. The takeaway from this study presents the need for a dynamic and expressive set of gesture vocabulary including ideographic and alphanumeric gesture constructs that can be combined or chained together. We then explore the feasibility of designing such a gesture recognition system using commodity hardware and recognition techniques, dubbed WatchTrace, which supports alphanumeric gestures of up to length three, providing a vibrant, dynamic, and feasible gestural vocabulary. Finally, we explore potential approaches to improve the recognition through the use of adaptive thresholds, n-best lists, and changing reject rates among other conventional techniques in the field of gesture classification
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