254 research outputs found

    スマートフォンを用いて近距離からディスプレイとポインティング連携するための不可視ARマーカ

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    学位の種別: 修士University of Tokyo(東京大学

    The 3rd International Conference on the Challenges, Opportunities, Innovations and Applications in Electronic Textiles

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    This reprint is a collection of papers from the E-Textiles 2021 Conference and represents the state-of-the-art from both academia and industry in the development of smart fabrics that incorporate electronic and sensing functionality. The reprint presents a wide range of applications of the technology including wearable textile devices for healthcare applications such as respiratory monitoring and functional electrical stimulation. Manufacturing approaches include printed smart materials, knitted e-textiles and flexible electronic circuit assembly within fabrics and garments. E-textile sustainability, a key future requirement for the technology, is also considered. Supplying power is a constant challenge for all wireless wearable technologies and the collection includes papers on triboelectric energy harvesting and textile-based water-activated batteries. Finally, the application of textiles antennas in both sensing and 5G wireless communications is demonstrated, where different antenna designs and their response to stimuli are presented

    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 verfügbare und leicht zugängliche Fläche für Interaktion. Jüngste 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 Geräte geführt, die sich direkt auf der Haut des Benutzers befinden. Diese sogenannten Epidermisgeräte haben mechanische Eigenschaften, die mit der menschlichen Haut kompatibel sind: Sie sind sehr dünn, oft dünner 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 Verständnis von Epidermisgeräten in der HCI-Literatur. Wir vergleichen sie mit anderen technischen Ansätzen, die neuartige Interaktionen auf der Haut ermöglichen. Dann identifizieren wir durch eine multidisziplinäre Analyse von Epidermisgeräten die Designziele und Herausforderungen, die angegangen werden müssen, um diesen aufstrebenden Forschungsbereich voranzubringen. Im Anschluss daran untersuchten wir in unserer empirischen Grundlagenforschung, wie epidermale Geräte unterschiedlicher Steifigkeit die passive und aktive taktile Wahrnehmung beeinflussen. Im Allgemeinen wurde eine Korrelation zwischen der Steifigkeit des Geräts und den taktilen Empfindlichkeitsschwellen sowie der Fähigkeit zur Rauheitsunterscheidung festgestellt. Basierend auf diesen Ergebnissen leiten wir Designempfehlungen für die Realisierung epidermaler Geräte ab. Zweitens trägt diese Thesis zu neuartigen Epidermisgeräten bei, die eine reichhaltige Interaktion am Körper ermöglichen. SkinMarks trägt zur Herstellung und zum Design neuartiger Epidermisgeräte bei, die hochgradig an die Haut angepasst sind und Berührungs-, Quetsch- und Biegesensoren mit gleichzeitiger visueller Ausgabe ermöglichen. Diese Geräte können an sehr schwierigen Körperstellen eingesetzt werden, ermöglichen neuartige Interaktionstechniken und erweitern den Designraum für die Interaktion am Körper. Multi-Touch Skin ermöglicht hochauflösende Multi-Touch-Eingaben am Körper. Wir präsentieren 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 Größen erzeugt. Empirische Ergebnisse aus zwei technischen Evaluierungen bestätigen, dass der Sensor auf dem Körper unter verschiedenen Bedingungen ein hohes Signal-Rausch-Verhältnis erreicht und eine hohe räumliche Auflösung aufweist, selbst wenn er starken Verformungen ausgesetzt ist. Drittens, da Epidermisgeräte 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 computergestützten Design von multimodalen Epidermisgeräten vorgestellt, die mehrere physiologische Signale des menschlichen Körpers messen können. Die mit diesen Techniken hergestellten Geräte können EKG (Elektrokardiogramm), EMG (Elektromyogramm) und EDA (elektrodermale Aktivität) messen. Darüber hinaus stellen wir eine computergestützte Design- und Optimierungsmethode vor, die auf den zugrunde liegenden anatomischen Modellen des Menschen basiert, um optimierte Gerätedesigns zu erstellen. Diese Designs bieten einen optimalen Kompromiss zwischen der Fähigkeit zur Erfassung physiologischer Signale und der Größe des Geräts. Das grafische Tool ermöglicht die einfache Festlegung von Designpräferenzen 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 multidisziplinären Perspektive einen Fahrplan für zukünftige Forschung in diesem Bereich, indem wir die nächsten wichtigen Schritte, Möglichkeiten und Herausforderungen hervorheben. Insgesamt trägt diese Arbeit zu einem ganzheitlichen Verständnis von Epidermisgeräten bei: Sie liefert ein empirisches und konzeptionelles Verständnis sowie technische Einblicke durch Beiträge zu DIY (Do-It-Yourself), schneller Fertigung und computergestützten Entwurfstechniken

    Interactive natural user interfaces

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    For many years, science fiction entertainment has showcased holographic technology and futuristic user interfaces that have stimulated the world\u27s imagination. Movies such as Star Wars and Minority Report portray characters interacting with free-floating 3D displays and manipulating virtual objects as though they were tangible. While these futuristic concepts are intriguing, it\u27s difficult to locate a commercial, interactive holographic video solution in an everyday electronics store. As used in this work, it should be noted that the term holography refers to artificially created, free-floating objects whereas the traditional term refers to the recording and reconstruction of 3D image data from 2D mediums. This research addresses the need for a feasible technological solution that allows users to work with projected, interactive and touch-sensitive 3D virtual environments. This research will aim to construct an interactive holographic user interface system by consolidating existing commodity hardware and interaction algorithms. In addition, this work studies the best design practices for human-centric factors related to 3D user interfaces. The problem of 3D user interfaces has been well-researched. When portrayed in science fiction, futuristic user interfaces usually consist of a holographic display, interaction controls and feedback mechanisms. In reality, holographic displays are usually represented by volumetric or multi-parallax technology. In this work, a novel holographic display is presented which leverages a mini-projector to produce a free-floating image onto a fog-like surface. The holographic user interface system will consist of a display component: to project a free-floating image; a tracking component: to allow the user to interact with the 3D display via gestures; and a software component: which drives the complete hardware system. After examining this research, readers will be well-informed on how to build an intuitive, eye-catching holographic user interface system for various application arenas

    Conformable light emitting modules

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    As we become increasingly aware that there is more to light than the image it forms on our retina, and as we become more environmentally aware, the value of non-image-forming light increases along with the need for various new light related appliances. In particular, some lighting related applications are emerging which demand conformability (flexibility and stretchability). Well-being, automotive or wearable electronic applications are just a few examples where these trends can be observed. We are finding that conformability could bring various benefits to both users (tactile and optical comfort, optical efficiency, multi-functionality, work/living space savings) as well as manufacturers (heterogeneous integration, light-weight, design freedom, differentiation and less stringent tolerancing). Developed by Ghent University, the SMI (Stretchable Molded Interconnect) technology attempts to address these demands and has been the main focus of this work. With the SMI technology it was possible to design highly conformable circuits using fabrication methods similar to these found in the PCB and FCB industries and standard off-the-shelf electronic components. The goal of this work was to characterize the technology materials in terms of mechanical, optical and reliability performance as well as define a set of design rules to support creation of robust and efficient light modules, also using a set of new, commercially available elastomeric, polymer materials. The developments are illustrated with demonstration devices

    Addressing the problem of Interaction in fully immersive Virtual Environments: from raw sensor data to effective devices

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    Immersion into Virtual Reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system with images, sound or other stimuli that provide an engrossing total environment. The use of technological devices such as stereoscopic cameras, head-mounted displays, tracking systems and haptic interfaces allows for user experiences providing a physical feeling of being in a realistic world, and the term “immersion” is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. One of the main peculiarity of fully immersive virtual reality is the enhancing of the simple passive viewing of a virtual environment with the ability to manipulate virtual objects inside it. This Thesis project investigates such interfaces and metaphors for the interaction and the manipulation tasks. In particular, the research activity conducted allowed the design of a thimble-like interface that can be used to recognize in real-time the human hand’s orientation and infer a simplified but effective model of the relative hand’s motion and gesture. Inside the virtual environment, users provided with the developed systems will be therefore able to operate with natural hand gestures in order to interact with the scene; for example, they could perform positioning task by moving, rotating and resizing existent objects, or create new ones from scratch. This approach is particularly suitable when there is the need for the user to operate in a natural way, performing smooth and precise movements. Possible applications of the system to the industry are the immersive design in which the user can perform Computer- Aided Design (CAD) totally immersed in a virtual environment, and the operators training, in which the user can be trained on a 3D model in assembling or disassembling complex mechanical machineries, following predefined sequences. The thesis has been organized around the following project plan: - Collection of the relevant State Of The Art - Evaluation of design choices and alternatives for the interaction hardware - Development of the necessary embedded firmware - Integration of the resulting devices in a complex interaction test-bed - Development of demonstrative applications implementing the device - Implementation of advanced haptic feedbac

    Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays

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    Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples – such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work

    More playful user interfaces:interfaces that invite social and physical interaction

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    Freeform 3D interactions in everyday environments

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    PhD ThesisPersonal computing is continuously moving away from traditional input using mouse and keyboard, as new input technologies emerge. Recently, natural user interfaces (NUI) have led to interactive systems that are inspired by our physical interactions in the real-world, and focus on enabling dexterous freehand input in 2D or 3D. Another recent trend is Augmented Reality (AR), which follows a similar goal to further reduce the gap between the real and the virtual, but predominately focuses on output, by overlaying virtual information onto a tracked real-world 3D scene. Whilst AR and NUI technologies have been developed for both immersive 3D output as well as seamless 3D input, these have mostly been looked at separately. NUI focuses on sensing the user and enabling new forms of input; AR traditionally focuses on capturing the environment around us and enabling new forms of output that are registered to the real world. The output of NUI systems is mainly presented on a 2D display, while the input technologies for AR experiences, such as data gloves and body-worn motion trackers are often uncomfortable and restricting when interacting in the real world. NUI and AR can be seen as very complimentary, and bringing these two fields together can lead to new user experiences that radically change the way we interact with our everyday environments. The aim of this thesis is to enable real-time, low latency, dexterous input and immersive output without heavily instrumenting the user. The main challenge is to retain and to meaningfully combine the positive qualities that are attributed to both NUI and AR systems. I review work in the intersecting research fields of AR and NUI, and explore freehand 3D interactions with varying degrees of expressiveness, directness and mobility in various physical settings. There a number of technical challenges that arise when designing a mixed NUI/AR system, which I will address is this work: What can we capture, and how? How do we represent the real in the virtual? And how do we physically couple input and output? This is achieved by designing new systems, algorithms, and user experiences that explore the combination of AR and NUI
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