1,404 research outputs found

    Smart Glasses Design-Exploring user perception of wearable computing

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    As technology is growing rapidly and integrating itself to all aspects of people’s life, designers and developers try to provide a more pleasant experience of technology to people. One of the technology trends which aims to make life easier is wearable computing. Wearables aim to assist people to be in control of their life by augmenting the real life with extra information constantly and ubiquitously. One of the growing trends of wearable computing is Head Mounted Displays (HMD), as the head is a great gateway to receive audio, visual and haptic information. Also due to the Google Glass project, wearables in form of glasses gained much more attention during last years. However, because of the early stages of the technology adaptation, there is still much to explore on social acceptancy, key use cases and design directions of glasses as a type of wearable computing. This thesis has two stages. In the first stage, the aim is to explore the different use cases of a wearable eye tracker concept in different context and study the user’s perception of such a device. To accomplish this objective a user study with (n=12) participants were conducted using the experience sampling methods (ESM) and employing a mock-up of a smart-glasses as a design probe. In the second stage the focus is to design different alternatives for a wearable eye tracker concept and evaluate the concepts by conducting focus groups (n=14) to understand the user perceptions toward different industrial design concepts of such a system

    Investigating how educational technologies can enhance learning experiences by assisting different learning activities

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    Current educational technology implementations are done independently and not necessarily linked, neither with key elements of the pedagogic model, nor accommodating different learning styles. This work focuses on developing a framework that would standardise the use of assistive technologies in education. In particular, the focus of this work is on how social media, computer-assisted assessment, augmented and mixed reality can be used to improve the learning experience in certain educational contexts. This research study is based on a combination of grounded theory that included a literature review on the following relevant areas, covering key topics that correspond to the dimensions of the proposed framework: i) communication in education; ii) assessment; iii) and feedback. This stage provided a review of the learning activity spectrum that can be affected by educational technologies. The deliverable of this stage was a detailed literature review with distinct links to the action research in the form of specific pilot studies. The following stage provides a discussion on the impact of educational technologies on learning activities. The main deliverable is a review of current technologies with emphasis on how they affect specific learning activities The research also included an element of action research in the form of six pilot studies: i) Google Glass: Student Experience; ii) Google Glass: Presentation Feedback; iii) Google Glass: Feedback on Feedback; iv) Google Glass: Voting System; v) Social Media: Facebook/Twitter/LinkedIn; vi) Student Observable Behaviour. The pilots were conducted and analysed in order to provide sufficient evidence supporting the proposed framework guidelines. The framework proposed consists of four dimensions: i) content; ii) communication; iii) assessment; iv) feedback. This framework is a framework of good practice. It can be used to support academics who wishes to deploy educational technologies in support of a range of learning activities. Furthermore, the framework has the flexibility of applying different educational technologies for different scenarios without missing a standardised evaluation criteria

    Ubiquitous haptic feedback in human-computer interaction through electrical muscle stimulation

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    Factors influencing consumers’ adoption and use of wearable technologies

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    Inactivity and increase in chronic health conditions caused by sedentary behavior have become a growing concern in many countries. In the past years, many health and wellbeing technologies have been launched to promote healthy behavior and help people to better monitor and track their activity level and performance throughout the day. The main goal of this thesis was to take a closer look at factors influencing consumers’ adoption and use of wearable technologies. For this purpose, a theoretical framework was built, highlighting key factors influencing perceived benefits, perceived risks and abandonment of wearable devices. The theoretical framework was tested by conducting an empirical study using netnography. Focus of the empirical study was narrowed down to the consumer market and activity trackers. Data of this study was collected from top rated reviews (N=60) in Amazon for three products: Fitbit Charge 2, Garmin Vivosmart HR+ and Polar A370. Sixty customer reviews were collected and analyzed using Atlas.ti. Results of this study showed that usefulness is the most influential factor on consumers’ perceived benefits of a wearable device. Perceived risks are mainly affected by financial and performance risks. Finally, data inaccuracy, build quality, synchronization, poor UI & UX design and system malfunction are the most impactful factors for dissatisfaction and device abandonment

    Interfaces and interfacings: posthuman ecologies, bodies and identities

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    This dissertation posits a posthuman theory for a technologically-driven ubiquitous computing (ubicomp) world, specifically theorizing cognition, intentionality and interface. The larger aim of this project is to open up discussions about human and technological relations and how these relations shape our understanding of what it means to be human. Situating my argument within posthuman and rhetorical theories, I discuss the metaphorical cyborg as a site of resistance, the everyday cyborg and its relations to technology through technogenesis and technology extension theories, and lastly the posthuman cyborg resulting from advances in biotechnology. I argue that this posthuman cyborg is an enmeshed network of biological and informatic code with neither having primacy. Building upon Anthony Miccoli, I see the interface (the space in between) as a functional myth, as humans are mutually constituted by material, biological, technological and social substrates of a networked ecology. I, then, reconfigure Kenneth Burke’s identification theory for the technological age and argue that the posthuman subject consubstantiates with the substrates, (or substances), to continuously invent a fluid intersubjectivity in a networked ecology. This project, then, explores both metaphorical and technological interfaces to better understand each. I argue that interfacing is a more thorough term to understand how humans, technologies, objects, spaces, language and code interact and thus constitute what we conceptualize as “human” and “reality.” This framework dismantles the interface as a space in between in favor of a networked ecology of dynamic relations. Then, I examine technological interfaces and their development as they have moved from the desktop to touchscreens to spaces wherein the body becomes a literal interface and site of interaction. These developments require rhetoric and composition scholars to interrogate not only the discourse of technologies but the interfaces themselves if we are to fully understand how human users come to identify with technologies that shape not only our communication but also our sense of subjectivity, autonomy, agency and intentionality. To make my claims clearer, I analyze science fiction representations of interfaces to chart more accessible means through which to understand the larger philosophical arcs in posthuman theory, intentionality as well as artificial intelligence. Using the films, then, this work seeks to elucidate the complexities of relations in the networked ecologies that define how we understand ourselves and the world in which we live

    The Increasing Use of Portable Computing and Communication Devices and its Impact on the Health of EU Workers

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    [Excerpt] Portable computing and communication devices are widely used by workers from different occupations and their use is steadily increasing. The risks associated with working with portable devices and systems, for which at present no guidelines exist, differ considerably from those associated with working with visual display units at workstations. The latter are covered by the European VDU Directive and governed by a host of guidelines and recommendations within the EU Member States. In the light of the above, the study addresses the following issues: · To what extent are mobile communication devices used by the working population – how is such use growing in absolute terms and which types of workers are using them? · How is the technology behind these devices – hardware and telecommunications – developing, and how is the technology likely to evolve in the future? · Description of the possible hazards arising from the use of portable computing and communication devices and the risks to workers in terms of ill health and accidents. We also consider how the nature and extent of these risks will change in the future in the light of likely developments in technology and its use. · The implications of the use and development of mobile communication and computing devices for occupational health and safety management and for legislation and implementation in the context of European law concerning health and safety at work. · The scope is limited to work carried out in locations and environments that are impossible or difficult for the employer to control

    From wearable towards epidermal computing : soft wearable devices for rich interaction on the skin

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    Human skin provides a large, always available, and easy to access real-estate for interaction. Recent advances in new materials, electronics, and human-computer interaction have led to the emergence of electronic devices that reside directly on the user's skin. These conformal devices, referred to as Epidermal Devices, have mechanical properties compatible with human skin: they are very thin, often thinner than human hair; they elastically deform when the body is moving, and stretch with the user's skin. Firstly, this thesis provides a conceptual understanding of Epidermal Devices in the HCI literature. We compare and contrast them with other technical approaches that enable novel on-skin interactions. Then, through a multi-disciplinary analysis of Epidermal Devices, we identify the design goals and challenges that need to be addressed for advancing this emerging research area in HCI. Following this, our fundamental empirical research investigated how epidermal devices of different rigidity levels affect passive and active tactile perception. Generally, a correlation was found between the device rigidity and tactile sensitivity thresholds as well as roughness discrimination ability. Based on these findings, we derive design recommendations for realizing epidermal devices. Secondly, this thesis contributes novel Epidermal Devices that enable rich on-body interaction. SkinMarks contributes to the fabrication and design of novel Epidermal Devices that are highly skin-conformal and enable touch, squeeze, and bend sensing with co-located visual output. These devices can be deployed on highly challenging body locations, enabling novel interaction techniques and expanding the design space of on-body interaction. Multi-Touch Skin enables high-resolution multi-touch input on the body. We present the first non-rectangular and high-resolution multi-touch sensor overlays for use on skin and introduce a design tool that generates such sensors in custom shapes and sizes. Empirical results from two technical evaluations confirm that the sensor achieves a high signal-to-noise ratio on the body under various grounding conditions and has a high spatial accuracy even when subjected to strong deformations. Thirdly, Epidermal Devices are in contact with the skin, they offer opportunities for sensing rich physiological signals from the body. To leverage this unique property, this thesis presents rapid fabrication and computational design techniques for realizing Multi-Modal Epidermal Devices that can measure multiple physiological signals from the human body. Devices fabricated through these techniques can measure ECG (Electrocardiogram), EMG (Electromyogram), and EDA (Electro-Dermal Activity). We also contribute a computational design and optimization method based on underlying human anatomical models to create optimized device designs that provide an optimal trade-off between physiological signal acquisition capability and device size. The graphical tool allows for easily specifying design preferences and to visually analyze the generated designs in real-time, enabling designer-in-the-loop optimization. Experimental results show high quantitative agreement between the prediction of the optimizer and experimentally collected physiological data. Finally, taking a multi-disciplinary perspective, we outline the roadmap for future research in this area by highlighting the next important steps, opportunities, and challenges. Taken together, this thesis contributes towards a holistic understanding of Epidermal Devices}: it provides an empirical and conceptual understanding as well as technical insights through contributions in DIY (Do-It-Yourself), rapid fabrication, and computational design techniques.Die menschliche Haut bietet eine große, stets verfĂŒgbare und leicht zugĂ€ngliche FlĂ€che fĂŒr Interaktion. JĂŒngste Fortschritte in den Bereichen Materialwissenschaft, Elektronik und Mensch-Computer-Interaktion (Human-Computer-Interaction, HCI) [so that you can later use the Englisch abbreviation] haben zur Entwicklung elektronischer GerĂ€te gefĂŒhrt, die sich direkt auf der Haut des Benutzers befinden. Diese sogenannten EpidermisgerĂ€te haben mechanische Eigenschaften, die mit der menschlichen Haut kompatibel sind: Sie sind sehr dĂŒnn, oft dĂŒnner als ein menschliches Haar; sie verformen sich elastisch, wenn sich der Körper bewegt, und dehnen sich mit der Haut des Benutzers. Diese Thesis bietet, erstens, ein konzeptionelles VerstĂ€ndnis von EpidermisgerĂ€ten in der HCI-Literatur. Wir vergleichen sie mit anderen technischen AnsĂ€tzen, die neuartige Interaktionen auf der Haut ermöglichen. Dann identifizieren wir durch eine multidisziplinĂ€re Analyse von EpidermisgerĂ€ten die Designziele und Herausforderungen, die angegangen werden mĂŒssen, um diesen aufstrebenden Forschungsbereich voranzubringen. Im Anschluss daran untersuchten wir in unserer empirischen Grundlagenforschung, wie epidermale GerĂ€te unterschiedlicher Steifigkeit die passive und aktive taktile Wahrnehmung beeinflussen. Im Allgemeinen wurde eine Korrelation zwischen der Steifigkeit des GerĂ€ts und den taktilen Empfindlichkeitsschwellen sowie der FĂ€higkeit zur Rauheitsunterscheidung festgestellt. Basierend auf diesen Ergebnissen leiten wir Designempfehlungen fĂŒr die Realisierung epidermaler GerĂ€te ab. Zweitens trĂ€gt diese Thesis zu neuartigen EpidermisgerĂ€ten bei, die eine reichhaltige Interaktion am Körper ermöglichen. SkinMarks trĂ€gt zur Herstellung und zum Design neuartiger EpidermisgerĂ€te bei, die hochgradig an die Haut angepasst sind und BerĂŒhrungs-, Quetsch- und Biegesensoren mit gleichzeitiger visueller Ausgabe ermöglichen. Diese GerĂ€te können an sehr schwierigen Körperstellen eingesetzt werden, ermöglichen neuartige Interaktionstechniken und erweitern den Designraum fĂŒr die Interaktion am Körper. Multi-Touch Skin ermöglicht hochauflösende Multi-Touch-Eingaben am Körper. Wir prĂ€sentieren die ersten nicht-rechteckigen und hochauflösenden Multi-Touch-Sensor-Overlays zur Verwendung auf der Haut und stellen ein Design-Tool vor, das solche Sensoren in benutzerdefinierten Formen und GrĂ¶ĂŸen erzeugt. Empirische Ergebnisse aus zwei technischen Evaluierungen bestĂ€tigen, dass der Sensor auf dem Körper unter verschiedenen Bedingungen ein hohes Signal-Rausch-VerhĂ€ltnis erreicht und eine hohe rĂ€umliche Auflösung aufweist, selbst wenn er starken Verformungen ausgesetzt ist. Drittens, da EpidermisgerĂ€te in Kontakt mit der Haut stehen, bieten sie die Möglichkeit, reichhaltige physiologische Signale des Körpers zu erfassen. Um diese einzigartige Eigenschaft zu nutzen, werden in dieser Arbeit Techniken zur schnellen Herstellung und zum computergestĂŒtzten Design von multimodalen EpidermisgerĂ€ten vorgestellt, die mehrere physiologische Signale des menschlichen Körpers messen können. Die mit diesen Techniken hergestellten GerĂ€te können EKG (Elektrokardiogramm), EMG (Elektromyogramm) und EDA (elektrodermale AktivitĂ€t) messen. DarĂŒber hinaus stellen wir eine computergestĂŒtzte Design- und Optimierungsmethode vor, die auf den zugrunde liegenden anatomischen Modellen des Menschen basiert, um optimierte GerĂ€tedesigns zu erstellen. Diese Designs bieten einen optimalen Kompromiss zwischen der FĂ€higkeit zur Erfassung physiologischer Signale und der GrĂ¶ĂŸe des GerĂ€ts. Das grafische Tool ermöglicht die einfache Festlegung von DesignprĂ€ferenzen und die visuelle Analyse der generierten Designs in Echtzeit, was eine Optimierung durch den Designer im laufenden Betrieb ermöglicht. Experimentelle Ergebnisse zeigen eine hohe quantitative Übereinstimmung zwischen den Vorhersagen des Optimierers und den experimentell erfassten physiologischen Daten. Schließlich skizzieren wir aus einer multidisziplinĂ€ren Perspektive einen Fahrplan fĂŒr zukĂŒnftige Forschung in diesem Bereich, indem wir die nĂ€chsten wichtigen Schritte, Möglichkeiten und Herausforderungen hervorheben. Insgesamt trĂ€gt diese Arbeit zu einem ganzheitlichen VerstĂ€ndnis von EpidermisgerĂ€ten bei: Sie liefert ein empirisches und konzeptionelles VerstĂ€ndnis sowie technische Einblicke durch BeitrĂ€ge zu DIY (Do-It-Yourself), schneller Fertigung und computergestĂŒtzten Entwurfstechniken

    WEHST: Wearable Engine for Human-Mediated Telepresence

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    This dissertation reports on the industrial design of a wearable computational device created to enable better emergency medical intervention for situations where electronic remote assistance is necessary. The design created for this doctoral project, which assists practices by paramedics with mandates for search-and-rescue (SAR) in hazardous environments, contributes to the field of human-mediated teleparamedicine (HMTPM). Ethnographic and industrial design aspects of this research considered the intricate relationships at play in search-and-rescue operations, which lead to the design of the system created for this project known as WEHST: Wearable Engine for Human-Mediated Telepresence. Three case studies of different teams were carried out, each focusing on making improvements to the practices of teams of paramedics and search-and-rescue technicians who use combinations of ambulance, airplane, and helicopter transport in specific chemical, biological, radioactive, nuclear and explosive (CBRNE) scenarios. The three paramedicine groups included are the Canadian Air Force 442 Rescue Squadron, Nelson Search and Rescue, and the British Columbia Ambulance Service Infant Transport Team. Data was gathered over a seven-year period through a variety of methods including observation, interviews, examination of documents, and industrial design. The data collected included physiological, social, technical, and ecological information about the rescuers. Actor-network theory guided the research design, data analysis, and design synthesis. All of this leads to the creation of the WEHST system. As identified, the WEHST design created in this dissertation project addresses the difficulty case-study participants found in using their radios in hazardous settings. As the research identified, a means of controlling these radios without depending on hands, voice, or speech would greatly improve communication, as would wearing sensors and other computing resources better linking operators, radios, and environments. WEHST responds to this need. WEHST is an instance of industrial design for a wearable “engine” for human-situated telepresence that includes eight interoperable families of wearable electronic modules and accompanying textiles. These make up a platform technology for modular, scalable and adaptable toolsets for field practice, pedagogy, or research. This document details the considerations that went into the creation of the WEHST design
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