1,903 research outputs found

    Functionality-power-packaging considerations in context aware wearable systems

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    Wearable computing places tighter constraints on architecture design than traditional mobile computing. The architecture is described in terms of miniaturization, power-awareness, global low-power design and suitability for an application. In this article we present a new methodology based on three different system properties. Functionality, power and electronic Packaging metrics are proposed and evaluated to study different trade offs. We analyze the trade offs in different context recognition scenarios. The proof of concept case study is analyzed by studying (a) interaction with household appliances by a wrist worn device (acceleration, light sensors) (b) studying walking behavior with acceleration sensors, (c) computational task and (d) gesture recognition in a wood-workshop using the combination of accelerometer and microphone sensors. After analyzing the case study, we highlight the size aspect by electronic packaging for a given functionality and present the miniaturization trends for ‘autonomous sensor button

    Wireless body sensor networks for health-monitoring applications

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    This is an author-created, un-copyedited version of an article accepted for publication in Physiological Measurement. The publisher is not responsible for any errors or omissions in this version of the manuscript or any version derived from it. The Version of Record is available online at http://dx.doi.org/10.1088/0967-3334/29/11/R01

    Pervasive Technologies and Support for Independent Living

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    A broad range of pervasive technologies are used in many domains, including healthcare: however, there appears to be little work examining the role of such technologies in the home, or the different wants and needs of elderly users. Additionally, there exist ethical issues surrounding the use of highly personal healthcare-related data, and interface issues centred on the novelty of the technologies and the disabilities experienced by the users. This report examines these areas, before considering the ways in which they might come together to help support independent-living users with disabilities which may be age-related

    Smart textiles for improved quality of life and cognitive assessment

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    Smart textiles can be used as innovative solutions to amuse, meaningfully engage, comfort, entertain, stimulate, and to overall improve the quality of life for people living in care homes with dementia or its precursor mild cognitive impairment (MCI). This concept paper presents a smart textile prototype to both entertain and monitor/assess the behavior of the relevant clients. The prototype includes physical computing components for music playing and simple interaction, but additionally games and data logging systems, to determine baselines of activity and interaction. Using microelectronics, light-emitting diodes (LEDs) and capacitive touch sensors woven into a fabric, the study demonstrates the kinds of augmentations possible over the normal manipulation of the traditional non-smart activity apron by incorporating light and sound effects as feedback when patients interact with different regions of the textile. A data logging system will record the patient’s behavioral patterns. This would include the location, frequency, and time of the patient’s activities within the different textile areas. The textile will be placed across the laps of the resident, which they then play with, permitting the development of a behavioral profile through the gamification of cognitive tests. This concept paper outlines the development of a prototype sensor system and highlights the challenges related to its use in a care home setting. The research implements a wide range of functionality through a novel architecture involving loosely coupling and concentrating artifacts on the top layer and technology on the bottom layer. Components in a loosely coupled system can be replaced with alternative implementations that provide the same services, and so this gives the solution the best flexibility. The literature shows that existing architectures that are strongly coupled result in difficulties modeling different individuals without incurring significant costs. © 2021 by the authors. Licensee MDPI, Basel, Switzerland

    Wearables for independent living in older adults: Gait and falls

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    Solutions are needed to satisfy care demands of older adults to live independently. Wearable technology (wearables) is one approach that offers a viable means for ubiquitous, sustainable and scalable monitoring of the health of older adults in habitual free-living environments. Gait has been presented as a relevant (bio)marker in ageing and pathological studies, with objective assessment achievable by inertial-based wearables. Commercial wearables have struggled to provide accurate analytics and have been limited by non-clinically oriented gait outcomes. Moreover, some research-grade wearables also fail to provide transparent functionality due to limitations in proprietary software. Innovation within this field is often sporadic, with large heterogeneity of wearable types and algorithms for gait outcomes leading to a lack of pragmatic use. This review provides a summary of the recent literature on gait assessment through the use of wearables, focusing on the need for an algorithm fusion approach to measurement, culminating in the ability to better detect and classify falls. A brief presentation of wearables in one pathological group is presented, identifying appropriate work for researchers in other cohorts to utilise. Suggestions for how this domain needs to progress are also summarised

    CUshop: A Simulated Shopping Environment Fostering Consumer-Centric Packaging Design & Testing

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    Consumer product packaging provides product damage protection, extends product shelf life, and communicates product usage instructions to the consumer. Its collective contribution to the waste stream is notorious, but its role in product salability is much less understood. Consumers now make the majority of product purchase decisions while present at the shelf, and since they do it very quickly (within 5-8 seconds), and do not appear to adhere to strong brand loyalty as was once more common, packaging (and more specifically, its aesthetics and contrast with its competitors) plays a dominant role in the decision-making process. It is difficult, however, to measure and predict the effectiveness of package design via empirical consumer response testing, and even more challenging to seamlessly integrate consumer response measures into the package design process. The key to meaningful measurement of consumer behavior in the package design process is immersion of the consumer in a convincing environment that elicits natural shopping behavior. While an actual retail store offers the most realistic environment, controlling experimental conditions in this setting is problematic. An artificial simulation of such an environment is desirable for reasons of efficiency, cost, and flexibility. CUshop, a unique laboratory mixing physical store elements with those akin to virtual reality simulation, is introduced. The laboratory has been created with the goal of priming participants into a shopping context, or shopping frame of mind, prompting realistic consumer behavior that can be measured and studied via objective forms of measurement (e.g., eye tracking)

    Sustainable Solutions for Wearable Technologies:Mapping the Product Development Life Cycle

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    Wearable technologies involve the integration of technology into clothing or accessories to bring new functionalities for people on the move. Many examples of wearables are emerging, from simple fitness tracking watches to electronics deeply embedded into garments for multi-touch sensing and control for personal music players. Without careful development, wearables can have a negative impact on the environment due to increased production of electronic components, increased e-waste from abandoned devices, and increased energy usage. We examine environmental sustainability issues through a review of recent research and cases across three broad areas including the fashion industry, information and communications technology (ICT), and wearable technologies. In the analysis, we examine stages in the product life cycle and identify the unique issues for each sector, including the extraction of materials, production process, distribution of products, use, and disposal of products that have reached the end of their life. The findings are gathered as implications for design so that researchers, educators, designers, developers, and product managers will gain an overview of the issues related to environmental sustainability. Related examples of products and prototypes are provided to enable informed choices during the design and development of wearables that are more environmentally sustainable
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