321 research outputs found

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    BodyCloud: a SaaS approach for community body sensor networks

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    Body Sensor Networks (BSNs) have been recently introduced for the remote monitoring of human activities in a broad range of application domains, such as health care, emergency management, fitness and behaviour surveillance. BSNs can be deployed in a community of people and can generate large amounts of contextual data that require a scalable approach for storage, processing and analysis. Cloud computing can provide a flexible storage and processing infrastructure to perform both online and offline analysis of data streams generated in BSNs. This paper proposes BodyCloud, a SaaS approach for community BSNs that supports the development and deployment of Cloud-assisted BSN applications. BodyCloud is a multi-tier application-level architecture that integrates a Cloud computing platform and BSN data streams middleware. BodyCloud provides programming abstractions that allow the rapid development of community BSN applications. This work describes the general architecture of the proposed approach and presents a case study for the real-time monitoring and analysis of cardiac data streams of many individuals

    Solar-Powered Deep Learning-Based Recognition System of Daily Used Objects and Human Faces for Assistance of the Visually Impaired

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    This paper introduces a novel low-cost solar-powered wearable assistive technology (AT) device, whose aim is to provide continuous, real-time object recognition to ease the finding of the objects for visually impaired (VI) people in daily life. The system consists of three major components: a miniature low-cost camera, a system on module (SoM) computing unit, and an ultrasonic sensor. The first is worn on the user’s eyeglasses and acquires real-time video of the nearby space. The second is worn as a belt and runs deep learning-based methods and spatial algorithms which process the video coming from the camera performing objects’ detection and recognition. The third assists on positioning the objects found in the surrounding space. The developed device provides audible descriptive sentences as feedback to the user involving the objects recognized and their position referenced to the user gaze. After a proper power consumption analysis, a wearable solar harvesting system, integrated with the developed AT device, has been designed and tested to extend the energy autonomy in the dierent operating modes and scenarios. Experimental results obtained with the developed low-cost AT device have demonstrated an accurate and reliable real-time object identification with an 86% correct recognition rate and 215 ms average time interval (in case of high-speed SoM operating mode) for the image processing. The proposed system is capable of recognizing the 91 objects oered by the Microsoft Common Objects in Context (COCO) dataset plus several custom objects and human faces. In addition, a simple and scalable methodology for using image datasets and training of Convolutional Neural Networks (CNNs) is introduced to add objects to the system and increase its repertory. It is also demonstrated that comprehensive trainings involving 100 images per targeted object achieve 89% recognition rates, while fast trainings with only 12 images achieve acceptable recognition rates of 55%

    Hardware for recognition of human activities: a review of smart home and AAL related technologies

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    Activity recognition (AR) from an applied perspective of ambient assisted living (AAL) and smart homes (SH) has become a subject of great interest. Promising a better quality of life, AR applied in contexts such as health, security, and energy consumption can lead to solutions capable of reaching even the people most in need. This study was strongly motivated because levels of development, deployment, and technology of AR solutions transferred to society and industry are based on software development, but also depend on the hardware devices used. The current paper identifies contributions to hardware uses for activity recognition through a scientific literature review in the Web of Science (WoS) database. This work found four dominant groups of technologies used for AR in SH and AAL—smartphones, wearables, video, and electronic components—and two emerging technologies: Wi-Fi and assistive robots. Many of these technologies overlap across many research works. Through bibliometric networks analysis, the present review identified some gaps and new potential combinations of technologies for advances in this emerging worldwide field and their uses. The review also relates the use of these six technologies in health conditions, health care, emotion recognition, occupancy, mobility, posture recognition, localization, fall detection, and generic activity recognition applications. The above can serve as a road map that allows readers to execute approachable projects and deploy applications in different socioeconomic contexts, and the possibility to establish networks with the community involved in this topic. This analysis shows that the research field in activity recognition accepts that specific goals cannot be achieved using one single hardware technology, but can be using joint solutions, this paper shows how such technology works in this regard

    Body-Borne Computers as Extensions of Self

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    The opportunities for wearable technologies go well beyond always-available information displays or health sensing devices. The concept of the cyborg introduced by Clynes and Kline, along with works in various fields of research and the arts, offers a vision of what technology integrated with the body can offer. This paper identifies different categories of research aimed at augmenting humans. The paper specifically focuses on three areas of augmentation of the human body and its sensorimotor capabilities: physical morphology, skin display, and somatosensory extension. We discuss how such digital extensions relate to the malleable nature of our self-image. We argue that body-borne devices are no longer simply functional apparatus, but offer a direct interplay with the mind. Finally, we also showcase some of our own projects in this area and shed light on future challenges

    A survey of wearable biometric recognition systems

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    The growing popularity of wearable devices is leading to new ways to interact with the environment, with other smart devices, and with other people. Wearables equipped with an array of sensors are able to capture the owner's physiological and behavioural traits, thus are well suited for biometric authentication to control other devices or access digital services. However, wearable biometrics have substantial differences from traditional biometrics for computer systems, such as fingerprints, eye features, or voice. In this article, we discuss these differences and analyse how researchers are approaching the wearable biometrics field. We review and provide a categorization of wearable sensors useful for capturing biometric signals. We analyse the computational cost of the different signal processing techniques, an important practical factor in constrained devices such as wearables. Finally, we review and classify the most recent proposals in the field of wearable biometrics in terms of the structure of the biometric system proposed, their experimental setup, and their results. We also present a critique of experimental issues such as evaluation and feasibility aspects, and offer some final thoughts on research directions that need attention in future work.This work was partially supported by the MINECO grant TIN2013-46469-R (SPINY) and the CAM Grant S2013/ICE-3095 (CIBERDINE

    Shoulder Mount for a Wearable Arm Orthosis

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    Functionality of the upper limb is vital for performing Activities of Daily Living (ADLs) such as bathing, dressing, and eating. The goal of this project was to design, manufacture, test, and evaluate a shoulder mount to be used in conjunction with a powered, upper-limb orthosis. A prototype was developed that allows completion of all necessary ADLs, is user-friendly, and does not significantly increase the user’s body frame. On average, the device limits the user’s shoulder flexion and abduction by approximately 43% and 50%, respectively, and is reasonably adjustable to both male and female users in the 25th to 75th percentile range. The device is a viable candidate for further development and integration with an already patented wearable, powered, upper-limb orthosis
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