3,338 research outputs found
dWatch: a Personal Wrist Watch for Smart Environments
Intelligent environments, such as smart homes or domotic systems, have the potential to support people in many of their ordinary activities, by allowing complex control strategies for managing various capabilities of a house or a building: lights, doors, temperature, power and energy, music, etc. Such environments, typically, provide these control strategies by means of computers, touch screen panels, mobile phones, tablets, or In-House Displays. An unobtrusive and typically wearable device, like a bracelet or a wrist watch, that lets users perform various operations in their homes and to receive notifications from the environment, could strenghten the interaction with such systems, in particular for those people not accustomed to computer systems (e.g., elderly) or in contexts where they are not in front of a screen. Moreover, such wearable devices reduce the technological gap introduced in the environment by home automation systems, thus permitting a higher level of acceptance in the daily activities and improving the interaction between the environment and its inhabitants. In this paper, we introduce the dWatch, an off-the-shelf personal wearable notification and control device, integrated in an intelligent platform for domotic systems, designed to optimize the way people use the environment, and built as a wrist watch so that it is easily accessible, worn by people on a regular basis and unobtrusiv
Mobile information access in the real world: A story of three wireless devices
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment â combined information and entertainment â content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a âreal-worldâ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participantsâ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a userâs particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones
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uC: Ubiquitous Collaboration Platform for Multimodal Team Interaction Support
A human-centered computing platform that improves teamwork and transforms the âhuman- computer interaction experienceâ for distributed teams is presented. This Ubiquitous Collaboration, or uC (âyou seeâ), platform\u27s objective is to transform distributed teamwork (i.e., work occurring when teams of workers and learners are geographically dispersed and often interacting at different times). It achieves this goal through a multimodal team interaction interface realized through a reconfigurable open architecture. The approach taken is to integrate: (1) an intuitive speech- and video-centric multi-modal interface to augment more conventional methods (e.g., mouse, stylus and touch), (2) an open and reconfigurable architecture supporting information gathering, and (3) a machine intelligent approach to analysis and management of heterogeneous live and stored sensor data to support collaboration. The system will transform how teams of people interact with computers by drawing on both the virtual and physical environment
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Beyond First/Last Mile Active Transportation - BikeShare@UH
Bike sharing is a new green transportation solution that has been developed and adopted at various cities around the world. In this paper, we present the process and results of the design and prototypes that a group of undergraduate students developed for a BikeShare@UH program during Summer 2017. After presenting the detailed results of four project teams focusing on customer discovery, bike share station (BSS) location identification, cloud-based mobile computing platform for user engagement and bike share program operation and management, smart lock, and alternative energy source based on PV panel. With the phase one implementation at the University planned in Spring 2018, we anticipate gathering real time data and feedback to improve the system.Cockrell School of Engineerin
Penware Panther: An embedded computer system for real-time applications
Embedded computer systems target on different tasks and serve in various environments. This thesis relates to the design of Panther, an embedded computer system for real-time applications. Panther, a product of Mobinetix System Company, is a transaction and signature capture terminal which is aimed at a paperless environment. This product possesses a variety of functions from electronically capturing signature for receipts, contracts or identification, to touch-screen communication for PIN entry, advertising and customer survey. The emphasis of the thesis is on design of the firmware module of Panther. Instead of using the traditional flow chart and state machine approaches, an Object Orientation (OO) modeling approach is taken, which improves problem domain abstraction as well as system\u27s stability in the presence of changes. The Unified Modeling Language (UML) is used throughout the design to express the constructs and relationships among them. This work contributes, mostly to the Panther firmware architecture design, firmware implementation of communication processor, interpreter, and command applications
Evaluating the Possibility of Integrating Augmented Reality and Internet of Things Technologies to Help Patients with Alzheimer's Disease
People suffering from Alzheimer's disease (AD) and their caregivers seek
different approaches to cope with memory loss. Although AD patients want to
live independently, they often need help from caregivers. In this situation,
caregivers may attach notes on every single object or take out the contents of
a drawer to make them visible before leaving the patient alone at home. This
study reports preliminary results on an Ambient Assisted Living (AAL) real-time
system, achieved through the Internet of Things (IoT) and Augmented Reality
(AR) concepts, aimed at helping people suffering from AD. The system has two
main sections: the smartphone or windows application allows caregivers to
monitor patients' status at home and be notified if patients are at risk. The
second part allows patients to use smart glasses to recognize QR codes in the
environment and receive information related to tags in the form of audio, text,
or three-dimensional image. This work presents preliminary results and
investigates the possibility of implementing such a system.Comment: 5 pages, 5 figure
The Interface of Technology in Culinary Arts Education
Introduction:
A culinary educator must make many decisions that affect the day-to-day activities in both the classroom and the lab. One of the more important decisions is how to select the most appropriate technology to implement for use in teaching and administrative activities. The research presented here is intended to help the educator identify specific needs, decide where the use of technology is desirable, and offer information designed to help the educator make an informed decision about using technology as a teaching tool.
Purpose Statement:
The purpose of this paper is to inform the culinary educator about the technology available for use in both the classroom and the lab setting. There is an ever-increasing pool of technology, making it more important than ever that the educator choose the appropriate lab/kitchen equipment and software programs for use in a specific culinary program. Making an informed decision ensures maximum usefulness of the technology in the setting
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