4 research outputs found

    Sound and Wearables

    Get PDF
    This chapter introduces crossovers between fashion, performance, music and sound art, investigating analog and digital techniques used for the construction of “sounding” costumes which play a significant part in the overall scenographic and choreographic organization of real-time interactive art and performance. Addressing the multifaceted, dynamic and relational aspects of garments/accessories, technologies and performing bodies, the authors refer to some historical examples of sound instruments, body instruments and physiological instrumentation (encompassing sculptural wearables, body-worn technologies with wired or wireless sensors and other capture modalities, as well as amplificatory wearables). Integrated methods are highlighted for creating such kinaesonic choreographies for the contemporary intermedial theater and the expanding sector of media arts and mobile arts

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

    Get PDF
    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

    A Network of One’s Own: Struggles to Domesticate the Internet

    Get PDF
    This thesis is a design research practice-led inquiry into the domesticated Internet. It first seeks to complicate simplistic corporate and academic visions by naming some of the struggles it encounters – not least to assert a private home and network of one's own. It is argued that a century of domestic technologies has emphasised invisibility, ubiquity, and automation in ways that obscure a network of exploited people and finite resources. Furthermore, these technological ambitions are met through machine surveillance, in ways newly enabled by the domesticated Internet, that threaten the privacy of the home. In response, this thesis seeks some practical ways to design alternatives that assert a network of one's own and makes the work it implicates visible. The methodological approach is broadly Research Through Design supplemented by a practice described as designerly hacking through which hidden technical potential is revealed and given meaning. Two empirical studies are described that together make an account of the technical possibility and social reality of the networked home: an autobiographical technical exploration of the author's home and network with the making of hacks and Research Products privately and in public; and a cultural probe engagement with six rented households surfacing contemporary accounts of the domesticated Internet and in particular the challenges and opportunities of wireless networking. Together this yields a series of technical and social insights for design and two forms are offered to communicate these: a framework for understanding change in the networked home (The Stuff of Home) and a set of 30 design patterns for a network of one's own; each invites different analyses. The conclusion then draws together the multiple threads developed through this thesis and offers some reflection on the complexity of doing contemporary technical design work

    Enabling intuitive and efficient physical computing

    Get PDF
    Making tools for technology accessible to everyone is important for diverse and inclusive innovation. Significant effort has already been made to make software innovation more accessible, and this effort has created a movement of citizen developers. These citizen developers have the drive to create, but not necessarily the technical skill to innovate with technology. Software, however, has limited impact in the real world compared to hardware and here, physical computing is democratising access to technological innovation. Using microcontroller programming and networking, citizens can now build interactive devices and systems that respond to the real world. But building a physical computing device is riddled with complexity. Memory efficient but hard to use low-level programming languages are used to program microcontrollers, implementation efficient but hard to use wired protocols are used to compose microcontrollers and peripherals, and energy efficient but hard to configure wireless protocols are used to network devices to each other and to the Internet. This consistent trade off between efficiency and ease of use means that physical computing is inaccessible to some. This thesis seeks to democratise microcontroller programming and networking in order to make physical computing accessible to all. It provides a deep exploration of three areas fundamental to physical computing: programming, hardware composition, and wireless networking, drawing parallels with consumer technologies throughout. Based upon these parallels, it presents requirements for each area that may lead to a more intuitive physical computing experience. It uses these requirements to compare existing work in the space and concludes that no existing technology correctly strikes the balance between efficient operation for microcontrollers and intuitive experiences for citizen developers. It therefore goes onto describe and evaluate three new technologies designed to make physical computing accessible to everyone
    corecore