50 research outputs found
Responsive and Emotive Wearable Technology: physiological data, devices and communication
My research practice and thesis investigates how wearable technology can be used to create
new forms of nonverbal communication. Using devices developed through my practice,
I explore how physiological data can be drawn from the body, then visualised and broadcast.
I examine the opinions and requirements of potential users and observers of this
technology, through qualitative responses in interviews and surveys from focus groups
and field tests. I have analysed the resulting data to extract preferences and concerns,
plus the requirements for the functionality and aesthetics of these devices. I discuss the
social and cultural aspects of wearing such devices, as well as the issues, including how
privacy may be affected and the implications of recording personal data.
I examine my practice in the context of the work of the communities and practitioners in
the field, and introduce two new terms to label two sub-sections of wearable technology.
These are âresponsive wearablesâ and âemotive wearablesâ, and they form part of the
distinctive contribution that I make. Reflecting on the evolution of my practice has led to
other contributions regarding the development of wearable technology. Through this, I
identify and share the insights into the disciplines and processes required for the fusion of
technology and design successfully to evolve electronics, code and materials into research
prototypes.
I conclude by discussing findings from my practice, research and studies with potential
users of emotive wearables. I comment on the impact that physiologically sensing wearable
technology has on aspects of social interaction for the individual as well as for the
wider community. I open the discussion on future research by revealing two new examples
of emotive wearables â the AnemoneStarHeart and the ThinkerBelle EEG Amplifying
Dress â which have evolved from pinpointing specific areas of the focus group and field
test feedback that I undertook
Diversity and Inclusivity in the Age of Wearables: A Buzzword, a Myth, an Uncertain Reality
âWearable Technologyâ is a buzzword of our contemporary era. It could be argued there are few examples of aesthetically pleasing devices that are designed to meet our needs and/or our consumer desires. However, do we focus on design and aesthetics of technology as a holistic action with the capacity to simultaneously engage conceptual and practical shifts that make our society a place with no boundaries? To design inclusively is to engage the user deeply throughout the design process, sharing our practices and amalgamating peopleâs unique knowledge as technological interventions. Design diversity and inclusion seems to be used interchangeably with two other terminologies, a) Universal Design and b) Design for All. The terms have a parallel purpose but their origin and use is distinguished in various parts of the world. For example, Inclusive Design is used within Europe and goes beyond age, ethnicity, gender, sex, and disabilities to focus on other excluded groups to deliver mainstream solutions. Inspired by the limited understanding and choices around aesthetics and personalisation in wearables, this article discusses how we use technology to empower individuals in a variety of contexts; to improve our way of living in the world, through a number of contextual resources and practice-research, which were devised and conducted to address womenâs concerns and preferences on wearable technologies
Recommended from our members
Diversity and inclusivity in the age of wearables: A buzzword, a myth, an uncertain reality
âWearable Technologyâ is a buzzword of our contemporary era. It could be argued there are few examples of aesthetically pleasing devices that are designed to meet our needs and/or our consumer desires. However, do we focus on design and aesthetics of technology as a holistic action with the capacity to simultaneously engage conceptual and practical shifts that make our society a place with no boundaries? To design inclusively is to engage the user deeply throughout the design process, sharing our practices and amalgamating peopleâs unique knowledge as technological interventions. Design diversity and inclusion seems to be used interchangeably with two other terminologies, a) Universal Design and b) Design for All. The terms have a parallel purpose but their origin and use is distinguished in various parts of the world. For example, Inclusive Design is used within Europe and goes beyond age, ethnicity, gender, sex, and disabilities to focus on other excluded groups to deliver mainstream solutions. Inspired by the limited understanding and choices around aesthetics and personalisation in wearables, this article discusses how we use technology to empower individuals in a variety of contexts; to improve our way of living in the world, through a number of contextual resources and practice-research, which were devised and conducted to address womenâs concerns and preferences on wearable technologies
Le rÎle de la mémoire à long terme dans la perception du temps
Le rĂŽle de la mĂ©moire Ă long terme (MLT) dans la perception temporelle est souvent Ă©clipsĂ© par dâautres processus cognitifs comme lâattention. Cette thĂšse visait donc Ă faire la lumiĂšre sur le rĂŽle de la MLT en perception temporelle. Plus prĂ©cisĂ©ment, la thĂšse visait Ă Ă©tudier lâeffet des connaissances propres Ă la durĂ©e sur une variĂ©tĂ© de jugements temporels. Pour ce faire, 4 expĂ©riences ont Ă©tĂ© rĂ©alisĂ©es, toutes avec des athlĂštes (coureurs et nageurs). Le recours aux athlĂštes permettait dâavoir accĂšs Ă des participants ayant beaucoup de connaissances propres Ă la durĂ©e (en lien avec leur sport). Les quatre expĂ©riences dĂ©montrent un effet constant : les connaissances propres Ă la durĂ©e amĂ©liorent la perception temporelle. Ainsi, les expĂ©riences rĂ©alisĂ©es dans le cadre de cette thĂšse permettent dâaffirmer quâil est nĂ©cessaire de reconsidĂ©rer le rĂŽle de la MLT dans la perception temporelle; les connaissances acquise au fil du temps, Ă force de rĂ©pĂ©titions, sont transfĂ©rĂ©es en mĂ©moire et utilisĂ©es subsĂ©quemment pour percevoir le temps
Fear Classification using Affective Computing with Physiological Information and Smart-Wearables
MenciĂłn Internacional en el tĂtulo de doctorAmong the 17 Sustainable Development Goals proposed within the 2030 Agenda
and adopted by all of the United Nations member states, the fifth SDG is a call
for action to effectively turn gender equality into a fundamental human right and
an essential foundation for a better world. It includes the eradication of all types
of violence against women. Focusing on the technological perspective, the range of
available solutions intended to prevent this social problem is very limited. Moreover,
most of the solutions are based on a panic button approach, leaving aside
the usage and integration of current state-of-the-art technologies, such as the Internet
of Things (IoT), affective computing, cyber-physical systems, and smart-sensors.
Thus, the main purpose of this research is to provide new insight into the design and
development of tools to prevent and combat Gender-based Violence risky situations
and, even, aggressions, from a technological perspective, but without leaving aside
the different sociological considerations directly related to the problem. To achieve
such an objective, we rely on the application of affective computing from a realist
point of view, i.e. targeting the generation of systems and tools capable of being implemented
and used nowadays or within an achievable time-frame. This pragmatic
vision is channelled through: 1) an exhaustive study of the existing technological
tools and mechanisms oriented to the fight Gender-based Violence, 2) the proposal
of a new smart-wearable system intended to deal with some of the current technological
encountered limitations, 3) a novel fear-related emotion classification approach
to disentangle the relation between emotions and physiology, and 4) the definition
and release of a new multi-modal dataset for emotion recognition in women.
Firstly, different fear classification systems using a reduced set of physiological signals are explored and designed. This is done by employing open datasets together
with the combination of time, frequency and non-linear domain techniques. This
design process is encompassed by trade-offs between both physiological considerations
and embedded capabilities. The latter is of paramount importance due to
the edge-computing focus of this research. Two results are highlighted in this first
task, the designed fear classification system that employed the DEAP dataset data
and achieved an AUC of 81.60% and a Gmean of 81.55% on average for a subjectindependent
approach, and only two physiological signals; and the designed fear
classification system that employed the MAHNOB dataset data achieving an AUC
of 86.00% and a Gmean of 73.78% on average for a subject-independent approach,
only three physiological signals, and a Leave-One-Subject-Out configuration. A detailed
comparison with other emotion recognition systems proposed in the literature
is presented, which proves that the obtained metrics are in line with the state-ofthe-
art.
Secondly, Bindi is presented. This is an end-to-end autonomous multimodal system
leveraging affective IoT throughout auditory and physiological commercial off-theshelf
smart-sensors, hierarchical multisensorial fusion, and secured server architecture
to combat Gender-based Violence by automatically detecting risky situations
based on a multimodal intelligence engine and then triggering a protection protocol.
Specifically, this research is focused onto the hardware and software design of one of
the two edge-computing devices within Bindi. This is a bracelet integrating three
physiological sensors, actuators, power monitoring integrated chips, and a System-
On-Chip with wireless capabilities. Within this context, different embedded design
space explorations are presented: embedded filtering evaluation, online physiological
signal quality assessment, feature extraction, and power consumption analysis.
The reported results in all these processes are successfully validated and, for some
of them, even compared against physiological standard measurement equipment.
Amongst the different obtained results regarding the embedded design and implementation
within the bracelet of Bindi, it should be highlighted that its low power
consumption provides a battery life to be approximately 40 hours when using a 500
mAh battery.
Finally, the particularities of our use case and the scarcity of open multimodal datasets dealing with emotional immersive technology, labelling methodology considering
the gender perspective, balanced stimuli distribution regarding the target
emotions, and recovery processes based on the physiological signals of the volunteers
to quantify and isolate the emotional activation between stimuli, led us to the definition
and elaboration of Women and Emotion Multi-modal Affective Computing
(WEMAC) dataset. This is a multimodal dataset in which 104 women who never
experienced Gender-based Violence that performed different emotion-related stimuli
visualisations in a laboratory environment. The previous fear binary classification
systems were improved and applied to this novel multimodal dataset. For instance,
the proposed multimodal fear recognition system using this dataset reports up to
60.20% and 67.59% for ACC and F1-score, respectively. These values represent a
competitive result in comparison with the state-of-the-art that deal with similar
multi-modal use cases.
In general, this PhD thesis has opened a new research line within the research group
under which it has been developed. Moreover, this work has established a solid base
from which to expand knowledge and continue research targeting the generation of
both mechanisms to help vulnerable groups and socially oriented technology.Programa de Doctorado en IngenierĂa ElĂ©ctrica, ElectrĂłnica y AutomĂĄtica por la Universidad Carlos III de MadridPresidente: David Atienza Alonso.- Secretaria: Susana PatĂłn Ălvarez.- Vocal: Eduardo de la Torre Arnan
The Case for Public Interventions during a Pandemic
Funding Information: This work has been supported by Marie SkĆodowska Curie Actions ITN AffecTech (ERC H2020 Project 1059 ID: 722022). Publisher Copyright: © 2022 by the authors.Within the field of movement sensing and sound interaction research, multi-user systems have gradually gained interest as a means to facilitate an expressive non-verbal dialogue. When tied with studies grounded in psychology and choreographic theory, we consider the qualities of interaction that foster an elevated sense of social connectedness, non-contingent to occupying oneâs personal space. Upon reflection of the newly adopted social distancing concept, we orchestrate a technological intervention, starting with interpersonal distance and sound at the core of interaction. Materialised as a set of sensory face-masks, a novel wearable system was developed and tested in the context of a live public performance from which we obtain the userâs individual perspectives and correlate this with patterns identified in the recorded data. We identify and discuss traits of the userâs behaviour that were accredited to the systemâs influence and construct four fundamental design considerations for physically distanced sound interaction. The study concludes with essential technical reflections, accompanied by an adaptation for a pervasive sensory intervention that is finally deployed in an open public space.publishersversionpublishe
BITE: Recipes for Remarkable Research
BITE: Recipes for remarkable research is an edited field book capturing the research, learning and experiences of an international network of scholars studying effective and creative research environments. The book encapsulates what it is that enables remarkable research, and offers, as Professor Lizbeth Goodman says, âpractical, evidence-based instantiations of ideas and innovationsâ as well as theoretical knowledge. It is set out as a recipe book, with supporting academic papers and case studies.; Readership: Educational Researchers and their student
Recent Advancements in Augmented Reality for Robotic Applications: A Survey
Robots are expanding from industrial applications to daily life, in areas such as medical robotics, rehabilitative robotics, social robotics, and mobile/aerial robotics systems. In recent years, augmented reality (AR) has been integrated into many robotic applications, including medical, industrial, humanârobot interactions, and collaboration scenarios. In this work, AR for both medical and industrial robot applications is reviewed and summarized. For medical robot applications, we investigated the integration of AR in (1) preoperative and surgical task planning; (2) image-guided robotic surgery; (3) surgical training and simulation; and (4) telesurgery. AR for industrial scenarios is reviewed in (1) humanârobot interactions and collaborations; (2) path planning and task allocation; (3) training and simulation; and (4) teleoperation control/assistance. In addition, the limitations and challenges are discussed. Overall, this article serves as a valuable resource for working in the field of AR and robotic research, offering insights into the recent state of the art and prospects for improvement
Décision multicritÚre à base de traces pour les applications interactives à exécution adaptative
Our work deals with software architectures for adaptive interactive applications. We assume that one application is structured with contextual interaction sequences called situations. Users perform actions in successive situations to reach one or more predefined designerâs objectives. During its execution, it could happen that the user cannot fulfil designerâs logic because of some systemâs blockings or missing data. Our challenge is to propose a method that chooses the most appropriate situation according to the given one. We propose to improve the decision-making process by using the generated traces during previous executions. These traces represent usersâ interactions and system activity logs. A trace-based system collects and manages all usersâ generated traces (logs). Our main contributions are: the design of a trace-based algorithm for criteria weighting; the design of an alternatives determination algorithm; the design and the formalisation of the usersâ choice (using the trace-based subjective logic) and the systemâs choice (using the trace-based PROMETHEE II) to classify all the identified alternatives and the aggregation of different choices to suggest to the user the right option to follow. A Tamagotchi case study is presented to validate our contributions.Nos travaux sont menĂ©s dans le cadre des architectures logicielles pour des applications interactives dont le principe gĂ©nĂ©ral dâexĂ©cution adaptative a Ă©tĂ© dĂ©fini au sein du laboratoire. Nous nous plaçons dans lâhypothĂšse oĂč une application interactive est contextualisĂ©e au moyen de situations. Lâutilisateur exĂ©cute des actions dans le contexte de situations successives pour avancer dans lâapplication interactive jusquâĂ atteindre un ou plusieurs objectifs prĂ©dĂ©finis par le concepteur. Au cours de son dĂ©roulement, il se peut que lâutilisateur ne puisse plus continuer selon la logique du concepteur Ă cause des blocages du systĂšme ou une insuffisance de donnĂ©es pour poursuivre la logique dâexĂ©cution. Pour y remĂ©dier, un systĂšme dâaide Ă la dĂ©cision est indispensable pour permettre au systĂšme et/ou Ă lâutilisateur de faire un choix adaptĂ© au contexte pour poursuivre lâexĂ©cution de lâapplication. Nous proposons dâamĂ©liorer le processus de dĂ©cision en utilisant les traces des exĂ©cutions prĂ©cĂ©dentes. Pendant lâexĂ©cution de lâapplication, un systĂšme Ă base de traces (systĂšme de gestion de traces) va collecter toutes les traces gĂ©nĂ©rĂ©es par lâutilisateur et les traces dâactivitĂ© (les logs) au cours de lâinteraction avec le systĂšme. Les contributions de nos travaux se situent Ă plusieurs niveaux : la conception dâun algorithme Ă base de traces pour la pondĂ©ration des critĂšres de dĂ©cision ; la conception dâun algorithme de dĂ©termination des alternatives ; la dĂ©finition et la formalisation des logiques de choix de lâutilisateur (utilisation de la logique subjective) et du systĂšme (PROMETHEE II Ă base de traces) pour classer les alternatives et lâagrĂ©gation des diffĂ©rents choix pour suggĂ©rer Ă lâutilisateur un choix final Ă exĂ©cuter. Un cas dâĂ©tude Tamagotchi est prĂ©sentĂ© pour valider nos contributions