19 research outputs found

    Passive wearable electrostatic tags

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.Includes bibliographical references (leaf 55).by Babak Nivi.M.Eng

    Infrastructure for washable computing

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.Includes bibliographical references (leaves 73-74).Wash-and-wear multilayer electronic circuitry can be constructed on fabric substrates, using conductive textiles and suitably packaged components. Fabrics are perhaps the first composite materials engineered by humanity; their evolution led to the development of the Jacquard loom, which itself led to the development of the modern computer. The development of fabric circuitry is a compelling closure of the cycle that points to a new class of textiles which interact with their users and their environments, while retaining the properties that made them the first ubiquitous "smart material". Fabrics are in several respects superior to existing flexible substrates in terms of their durability, conformability, and breathability. The present work adopts a modular approach to circuit fabrication, from which follow circuit design techniques and component packages optimized for use in fabric-based circuitry, flexible all-fabric interconnects, and multilayer circuits. While maintaining close compatibility with existing components, tools, and techniques, the present work demonstrates all steps of a process to create multilayer printed circuits on fabric substrates using conductive textiles.by E. Rehmi Post.S.M

    Fog computing for sustainable smart cities: a survey

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    The Internet of Things (IoT) aims to connect billions of smart objects to the Internet, which can bring a promising future to smart cities. These objects are expected to generate large amounts of data and send the data to the cloud for further processing, specially for knowledge discovery, in order that appropriate actions can be taken. However, in reality sensing all possible data items captured by a smart object and then sending the complete captured data to the cloud is less useful. Further, such an approach would also lead to resource wastage (e.g. network, storage, etc.). The Fog (Edge) computing paradigm has been proposed to counterpart the weakness by pushing processes of knowledge discovery using data analytics to the edges. However, edge devices have limited computational capabilities. Due to inherited strengths and weaknesses, neither Cloud computing nor Fog computing paradigm addresses these challenges alone. Therefore, both paradigms need to work together in order to build an sustainable IoT infrastructure for smart cities. In this paper, we review existing approaches that have been proposed to tackle the challenges in the Fog computing domain. Specifically, we describe several inspiring use case scenarios of Fog computing, identify ten key characteristics and common features of Fog computing, and compare more than 30 existing research efforts in this domain. Based on our review, we further identify several major functionalities that ideal Fog computing platforms should support and a number of open challenges towards implementing them, so as to shed light on future research directions on realizing Fog computing for building sustainable smart cities

    近距離電磁界伝送に関する研究

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    電気通信大学201

    Energy Harvesting and Energy Storage Systems

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    This book discuss the recent developments in energy harvesting and energy storage systems. Sustainable development systems are based on three pillars: economic development, environmental stewardship, and social equity. One of the guiding principles for finding the balance between these pillars is to limit the use of non-renewable energy sources

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo
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