11,207 research outputs found
JENTIL: responsive clothing that promotes an âholistic approach to fashion as a new vehicle to treat psychological conditionsâ
This paper explores an ongoing interdisciplinary research project at the cutting edge of sensory, aroma and medical work, which seeks to change the experience of fragrance to a more intimate communication of identity, by employing emerging technologies with the ancient art of perfumery. The project illustrates .holistic' clothing called the JENTILÂź Collection, following on from the Authorâs SmartSecondSkin' PhD research, which describes a new movement in functional, emotional clothing that incorporates scent.
The project investigates the emergent interface between the arts and biomedical sciences, around new emerging technologies and science platforms, and their applications in the domain of health and well-being. The JENTILÂź Collection focuses on the development of .gentle., responsive clothing that changes with emotion, since the garments are designed for psychological end benefit to reduce stress. This is achieved by studying the mind and advancing knowledge and understanding of how known well-being fragrances embedded in holistic Fashion, could impact on mental health.
This paper aims to combine applied theories about human well-being, with multisensory design, in order to create experimental strategies to improve self and social confidence for individuals suffering from depressive illnesses. The range of methodologies employed extends beyond the realm of fashion and textile techniques, to areas such as neuroscience, psychiatry, human sensory systems and affective states, and the increase in popularity of complementary therapies. In this paper the known affective potential of the sense of smell is discussed, by introducing Aroma-Chology as a tool that is worn as an emotional support system to create a personal scent bubble. around the body, with the capacity to regulate mood, physiological and psychological state and improve self-confidence in social situations. The clothing formulates a healing platform around the wearer, by creating novel olfactory experiences in textiles that are not as passive as current microencapsulated capsule systems generally are
Wearable and mobile devices
Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for ânot only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skinâ (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Labâs Physics and Media Group, argues, âThe world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worldsâ (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing
Sonic City: Prototyping a wearable experience
Sonic City is a project exploring mobile interaction and wearable technology for everyday music creation. A wearable system has been developed that creates electronic music in real-time based on sensing bodily and environmental factors - thus, a personal soundscape is co-produced by physical movement, local activity, and urban ambiance simply by walking through the city. Applying multi-disciplinary methods, we have developed the wearable from a scenario-driven, aesthetic and lifestyle perspective. A garment has been crafted for 'trying on' interaction and wearabilty options with users on-site in the city. With this prototype, we have been able to expore and rapidly iterate context and content, social and human factors of the wearable application
Experiences of in-home evaluation of independent living technologies for older adults
Evaluating home-based independent living technologies for older adults is essential. Whilst older adults are a diverse group with a range of computing experiences, it is likely that many of this user group may have little experience with technology and may be challenged with age-related impairments that can further impact upon their interaction with technology. However, the evaluation life cycle of independent living technologies does not only involve usability testing of such technologies in the home. It must also consider the evaluation of the older adultâs living space to ensure technologies can be easily integrated into their homes and daily routines. Assessing the impact of these technologies on older adults is equally critical as they can only be successful if older adults are willing to accept and adopt them. In this paper we present three case studies that illustrate the evaluation life cycle of independent living technologies within TRIL, which include ethnographic assessment of participant attitudes and expectations, evaluation of the living space prior to the deployment of any technology, to the final evaluation of usability and participant perspectives
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