14 research outputs found

    Sensing and categorizing violent forces in a wearable system

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (p. 62-65).The societal problem of physical abuse persists in part because of isolation and concealment. Emerging technologies have been adapted by abusers for methods of control and by victims for methods of resistance. This project examines the intimate position wearable technologies have with our bodies and explores the design of a wearable computer system that could record and document physical forces to the body in an effort to quantify the physical abuse. The system could potentially assist the victims in the process of self-realization by confronting them with the cumulative history of their experienced abuse, while anonymous publishing of this information could lead to more supportive communities for them. The proposed system is in the form of apparel or smart clothing utilizing large area, fabric-based pressure sensors to categorize and measure the intensity and patterns of forces to the wearer's body. The work of this thesis is to develop and to characterize the use of the garment to assess what data it can provide. As textile-based user interfaces find their way into clothing, the opportunity for computers to identify physical abuse will become apparent. Although a computer system cannot understand the feeling of pain or the emotional suffering a victim feels, it should be aware of the presence of physical abuse for medical, legal or therapeutic reasons. This thesis will function both as a proof of concept and as a surveying stake to demonstrate a possible field of future investigation.by Adam M. Whiton.S.M

    Embedded Human Computer Interaction

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    DoubleType: A wearable double bracelet concept for text entry

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    Wearable devices are used for text entry on a daily basis. Nowadays, people use their fingers to type text on touchscreens. Unfortunately, the screen size is too small to be able to type text for a longer period of time comfortably compared to quick tasks, such as checking social media posts or email. I present DoubleType, a wearable solution where two bracelets are used together to type text. When used together, the combined display area offers the user more screen estate for a larger software keyboard with larger keys to type and more area for the text being edited to look at. Three concepts were created and a paper prototype for each concept was produced. A video prototype was created to illustrate how the user interacts with the bracelets when entering text to the system. An online questionnaire was published and it contained images of the paper prototypes and a link to a video of the prototypes in use. 34 volunteers participated. Five background questions were asked and then five questions about the prototypes. In general, participants did not see DoubleType as a comfortable system to use for typing text. Also, majority of participants did not think DoubleType will help avoid getting neck and shoulder pains from typing text. And, most participants would not use DoubleType to type in a standing position for some parts of one's days to avoid sitting long periods of time. Of the three concepts, participants favored the most concept C, where the concept is put on a table. From the open-ended questions it was revealed participants disliked the size of the bracelets. There could be use of the prototype in a factory for technicians who need to make notes of the procedures they have done. Future research with working prototypes is needed to find out how ergonomic and efficient DoubleType is for text entry

    Integrated clothing based personal communications system

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.Includes bibliographical references (leaves 46-47).Recent developments in fabric based conductive embroidered input devices has created the opportunity for the next generation of wearable computing. This thesis presents a preliminary attempt to develop a wearable, multi-purpose, extensible, IP device that uses flexible fabric based circuitry for its user interface. It integrates a suite of advanced communications devices into a standard PolarTecTMjacket using an embedded personal computer for its controller. Users wear the MediaJacket similarly to normal clothing, and can use a diverse set of applications that include IP telephony, two-way pager-like email, an MP3 audio player, and a contactless "interface pocket" for handling input data streams from external devices. By embedding advanced electronics into clothing using an RF connection for tetherless internet connectivity, this research aims to reduce the stigma of using technology by creating a more personalized user experience. It is our hope, that as the size and cost of the MediaJacket's components come down, this research will help people better to better integrate technology into their lives.by Christian Todd Metcalfe.S.M

    Designing smart garments for rehabilitation

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    Integrated information model for managing the product introduction process

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    The thesis proposes an integrated product introduction (PI) information model for managing the product introduction process in an efficient manner. Through the process of product introduction, ideas and needs are converted to the information from which technical systems and products can be made and sold. Two critical factors for its success are the management of the product introduction activities, and the quality and functionality of its output (i.e. the product) which itself depends on the quality of the PI process. The process is as effective as the decisions made within it, and as efficient as the speed with which the information required for each decision is made available. In order to improve the efficiency of the management of the project in meeting its diverse targets (project time, project cost, product cost and uparrow product functionality), a model that integrates the targets would be essential in relating the activities of the project to their outcomes. Existing information models in related areas such as design, product development, project management, computer aided design and manufacturing consider some of these targets, but not all of them simultaneously. Especially product functionality is not considered along with the other targets of the PI project. The project introduction information includes managerial and technical information and complex associations among these two categories. Its representation places a challenging and novel set of demands on database technology as it is evolving, distributed and heterogeneous. Existing information models do not address the link between the managerial and technical information, and their continual evolution. Based on a detailed analysis of its nature and content, the thesis presents a three dimensional model of the product introduction information from three related but different viewpoints:- (1) entity-relationship or objects, (2) intra-layer integration and (3) evolution, each capturing important aspects of the PI information, but all required for a complete description. The overall three dimensional information model includes the following layers:- from view 1 - product functionality, process or project, product introduction resources, product and information map; from view 2 - node, relationship, and organisation; from view 3 - meta-model, data model, and data. Each model describes one aspect of the product introduction information but contains references to the others. The building blocks of the information model are described using schema definitions

    NA

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    This thesis investigates the application of Human Ability Requirements (HARs) to problem of two handed, whole handed interaction. The methodology is derived from the use of HARs in the world of human performance evaluation. This research is based on the need to understand how humans perform tasks in order to guide the understanding of the requirements of advanced interface technology development. The thesis presents the background for these two areas of research, taxonomies and whole hand interaction. It goes on to develop a taxonomy and classification of two handed, whole hand interaction for the real world and virtual environments. This taxonomy is used to analyze a large number of real world tasks, to further the development of a series of tests to externally validate the classification, and to analyze the tasks of the 91B Field Medic. This thesis further presents recommendations for how this methodology can be used to develop taxonomies for other areas of human interaction, for how this taxonomy can be used by researchers and practitioners, and areas of further research related to both areas.http://archive.org/details/twohandwholehand1094532746NANaval Postgraduate School author (civilian).Approved for public release; distribution is unlimited

    An analysis of interaction in the context of wearable computers

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    The focus of this thesis is on the evaluation of input modalities for generic input tasks, such inputting text and pointer based interaction. In particular, input systems that can be used within a wearable computing system are examined in terms of human-wearable computer interaction. The literature identified a lack of empirical research into the use of input devices for text input and pointing, when used as part of a wearable computing system. The research carried out within this thesis took an approach that acknowledged the movement condition of the user of a wearable system, and evaluated the wearable input devices while the participants were mobile and stationary. Each experiment was based on the user's time on task, their accuracy, and a NASA TLX assessment which provided the participant's subjective workload. The input devices assessed were 'off the shelf' systems. These were chosen as they are readily available to a wider range of users than bespoke inpu~ systems. Text based input was examined first. The text input systems evaluated were: a keyboard,; an on-screen keyboard, a handwriting recognition system, a voice 'recognition system and a wrist- keyboard (sometimes known as a wrist-worn keyboard). It was found that the most appropriate text input system to use overall, was the handwriting recognition system, (This is forther explored in the discussion of Chapters three and seven.) The text input evaluations were followed by a series of four experiments that examined pointing devices, and assessed their appropriateness as part of a wearable computing system. The devices were; an off-table mouse, a speech recognition system, a stylus and a track-pad. These were assessed in relation to the following generic pointing tasks: target acquisition, dragging and dropping, and trajectory-based interaction. Overall the stylus was found to be the most appropriate input device for use with a wearable system, when used as a pointing device. (This isforther covered in Chapters four to six.) By completing this series of experiments, evidence has been scientifically established that can support both a wearable computer designer and a wearable user's choice of input device. These choices can be made in regard to generic interface task activities such as: inputting text, target acquisition, dragging and dropping and trajectory-based interaction.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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