10 research outputs found

    Clothing-Integrated Human-Technology Interaction

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    Due to the different disabilities of people and versatile use environments, the current handheld and screen-based digital devices on the market are not suitable for all consumers and all situations. Thus, there is an urgent need for human- technology interaction solutions, where the required input actions to digital devices are simple, easy to establish, and instinctive, allowing the whole society to effortlessly interact with the surrounding technology. In passive ultra-high frequency (UHF) radio frequency identification (RFID) systems, the tag consists only of an antenna and a simple integrated circuit (IC). The tag gets all the needed power from the RFID reader and can be thus seamlessly and in a maintenance-free way integrated into clothing. In this thesis, it is presented that by integrating passive UHF RFID technology into clothing, body movements and gestures can be monitored by monitoring the individual IDs and backscattered signals of the tags. Electro-textiles and embroidery with conductive thread are found to be suitable options when manufacturing and materials for such garments are considered. This thesis establishes several RFID- based interface solutions, multiple types of inputs through RFID platforms, and controlling the surrounding and communicating with RFID-based on/off functions. The developed intelligent clothing is visioned to provide versatile applications for assistive technology, for entertainment, and ambient assistant living, and for comfort and safety in work environments, just to name a few examples

    Digital fabrication of custom interactive objects with rich materials

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    As ubiquitous computing is becoming reality, people interact with an increasing number of computer interfaces embedded in physical objects. Today, interaction with those objects largely relies on integrated touchscreens. In contrast, humans are capable of rich interaction with physical objects and their materials through sensory feedback and dexterous manipulation skills. However, developing physical user interfaces that offer versatile interaction and leverage these capabilities is challenging. It requires novel technologies for prototyping interfaces with custom interactivity that support rich materials of everyday objects. Moreover, such technologies need to be accessible to empower a wide audience of researchers, makers, and users. This thesis investigates digital fabrication as a key technology to address these challenges. It contributes four novel design and fabrication approaches for interactive objects with rich materials. The contributions enable easy, accessible, and versatile design and fabrication of interactive objects with custom stretchability, input and output on complex geometries and diverse materials, tactile output on 3D-object geometries, and capabilities of changing their shape and material properties. Together, the contributions of this thesis advance the fields of digital fabrication, rapid prototyping, and ubiquitous computing towards the bigger goal of exploring interactive objects with rich materials as a new generation of physical interfaces.Computer werden zunehmend in Geräten integriert, mit welchen Menschen im Alltag interagieren. Heutzutage basiert diese Interaktion weitgehend auf Touchscreens. Im Kontrast dazu steht die reichhaltige Interaktion mit physischen Objekten und Materialien durch sensorisches Feedback und geschickte Manipulation. Interfaces zu entwerfen, die diese Fähigkeiten nutzen, ist allerdings problematisch. Hierfür sind Technologien zum Prototyping neuer Interfaces mit benutzerdefinierter Interaktivität und Kompatibilität mit vielfältigen Materialien erforderlich. Zudem sollten solche Technologien zugänglich sein, um ein breites Publikum zu erreichen. Diese Dissertation erforscht die digitale Fabrikation als Schlüsseltechnologie, um diese Probleme zu adressieren. Sie trägt vier neue Design- und Fabrikationsansätze für das Prototyping interaktiver Objekte mit reichhaltigen Materialien bei. Diese ermöglichen einfaches, zugängliches und vielseitiges Design und Fabrikation von interaktiven Objekten mit individueller Dehnbarkeit, Ein- und Ausgabe auf komplexen Geometrien und vielfältigen Materialien, taktiler Ausgabe auf 3D-Objektgeometrien und der Fähigkeit ihre Form und Materialeigenschaften zu ändern. Insgesamt trägt diese Dissertation zum Fortschritt der Bereiche der digitalen Fabrikation, des Rapid Prototyping und des Ubiquitous Computing in Richtung des größeren Ziels, der Exploration interaktiver Objekte mit reichhaltigen Materialien als eine neue Generation von physischen Interfaces, bei

    Advances in Computer Science and Engineering

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    The book Advances in Computer Science and Engineering constitutes the revised selection of 23 chapters written by scientists and researchers from all over the world. The chapters cover topics in the scientific fields of Applied Computing Techniques, Innovations in Mechanical Engineering, Electrical Engineering and Applications and Advances in Applied Modeling

    Ortsbezogene Anwendungen und Dienste: 9. Fachgespräch der GI/ITG-Fachgruppe Kommunikation und Verteilte Systeme ; 13. & 14. September 2012

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    Der Aufenthaltsort eines mobilen Benutzers stellt eine wichtige Information für Anwendungen aus den Bereichen Mobile Computing, Wearable Computing oder Ubiquitous Computing dar. Ist ein mobiles Endgerät in der Lage, die aktuelle Position des Benutzers zu bestimmen, kann diese Information von der Anwendung berücksichtigt werden -- man spricht dabei allgemein von ortsbezogenen Anwendungen. Eng verknüpft mit dem Begriff der ortsbezogenen Anwendung ist der Begriff des ortsbezogenen Dienstes. Hierbei handelt es sich beispielsweise um einen Dienst, der Informationen über den aktuellen Standort übermittelt. Mittlerweile werden solche Dienste kommerziell eingesetzt und erlauben etwa, dass ein Reisender ein Hotel, eine Tankstelle oder eine Apotheke in der näheren Umgebung findet. Man erwartet, nicht zuletzt durch die Einführung von LTE, ein großes Potenzial ortsbezogener Anwendungen für die Zukunft. Das jährlich stattfindende Fachgespräch "Ortsbezogene Anwendungen und Dienste" der GI/ITG-Fachgruppe Kommunikation und Verteilte Systeme hat sich zum Ziel gesetzt, aktuelle Entwicklungen dieses Fachgebiets in einem breiten Teilnehmerkreis aus Industrie und Wissenschaft zu diskutieren. Der vorliegende Konferenzband fasst die Ergebnisse des neunten Fachgesprächs zusammen.The location of a mobile user poses an important information for applications in the scope of Mobile Computung, Wearable Computing and Ubiquitous Computing. If a mobile device is able to determine the current location of its user, this information may be taken into account by an application. Such applications are called a location-based applications. Closely related to location-based applications are location-based services, which for example provides the user informations about his current location. Meanwhile such services are deployed commercially and enable travelers for example to find a hotel, a petrol station or a pharmacy in his vicinity. It is expected, not least because of the introduction of LTE, a great potential of locations-based applications in the future. The annual technical meeting "Location-based Applications and Services" of the GI/ITG specialized group "Communication and Dsitributed Systems" targets to discuss current evolutions in a broad group of participants assembling of industrial representatives and scientists. The present proceedings summarizes the result of the 9th annual meeting

    Research and innovation 2019

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    Research and innovation are two pillars that come together when universities are at stake. The expansion of the frontiers of human knowledge, in all areas and disciplines, is an irrefutable commitment of higher education institutions. Together with public and private entities, they are also committed to promoting knowledge transfer to society and the economy, in the form of new ideas, new products and new processes. Universities are supposed to transform ideas into value for society. To achieve these goals, higher education institutions have to assure their human resources are highly qualified, that they have an adequate atmosphere, that research is of high quality, and finally that adequate interactions take place. At UMinho we have a clear strategy to be an open and permanent space for knowledge production and furtherance of nationally and internationally relevant innovation across different social and economic sectors. For many years, UMinho has adopted the principles of open access and open science. We aim at carrying out our scientific activity and the dissemination of the corresponding results transparently and collaboratively; this implies that researchers, citizens, policymakers, state agencies, companies, and third sector organizations work in close cooperation facing research and innovation processes. We believe this is the shorter way to trigger smart and sustainable growth and qualified job creation. At UMinho, we encourage the coupling between research and education. Our goal is to expand research opportunities and to give our students occasions to experience vibrant research environments, ensuring that learning goes beyond the “common” routines. Joining research and learning processes provides both undergraduate and postgraduate students with opportunities to own their learning process. We believe that research experience has a role to play in improving students’ motivation for learning, in the pursuit of their interests. Doing better science occurs when we make it both more sensitive to the needs of society and also more efficient in what concerns the allocated resources. It is also a question of accountability. This is fundamental for reinforcing society awareness about our contributions to human and social development. Following the 2018 publication, we present here the 2019 edition of Research and Innovation, a series that draws on the outcomes of the activity of the UMinho research and innovation ecosystem. This comprehensive volume gives particular emphasis to the Research Units outcomes, namely in terms of funding, research projects, papers, and the most important achievements; the activity of the Interface Units and Collaborative Laboratories in which UMinho participates is also reported, through their activities and institutional projects, making evident their importance for the continuous growth of our Institution, our region, and our country. Rui Vieira de Castro RectorPublishe

    Automatic Lecture Recording

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    Lecture recording has become a very common tool to provide students with additional media for their examination preparations. While its effort has to stay reasonable, only a very basic way of recording is done in many cases. Therefore, watching the resulting videos can get very boring completely independent of how interesting the original topic or session was. This thesis proposes a new approach to lecture recordings by letting distributed computers emulate the work of a human camera team, which is the natural way of creating attractive recordings. This thesis is structured in six chapters, starting with the examination of the current situation, and taking its constraints into account. The first chapter concludes with a reflection on related work. Chapter two is about the design of our prototype system. It is deduced from a human camera team in the real world which gets transferred into the virtual world. Finally, a detailed overview about all parts necessary for our prototype and their planned functionality is given. In chapter three, the implementation of all parts and tasks and the incidents occurring during implementation are described in detail. Chapter four describes the technical experiences made with the different parts during development, testing and evaluation with a view to functionality, performance, and an proposal towards future work. The evaluation of the whole system with students is presented and discussed in the fifth chapter. Chapter six concludes this thesis by summing up the facts and gives an outlook on future work

    Factors Influencing Customer Satisfaction towards E-shopping in Malaysia

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    Online shopping or e-shopping has changed the world of business and quite a few people have decided to work with these features. What their primary concerns precisely and the responses from the globalisation are the competency of incorporation while doing their businesses. E-shopping has also increased substantially in Malaysia in recent years. The rapid increase in the e-commerce industry in Malaysia has created the demand to emphasize on how to increase customer satisfaction while operating in the e-retailing environment. It is very important that customers are satisfied with the website, or else, they would not return. Therefore, a crucial fact to look into is that companies must ensure that their customers are satisfied with their purchases that are really essential from the ecommerce’s point of view. With is in mind, this study aimed at investigating customer satisfaction towards e-shopping in Malaysia. A total of 400 questionnaires were distributed among students randomly selected from various public and private universities located within Klang valley area. Total 369 questionnaires were returned, out of which 341 questionnaires were found usable for further analysis. Finally, SEM was employed to test the hypotheses. This study found that customer satisfaction towards e-shopping in Malaysia is to a great extent influenced by ease of use, trust, design of the website, online security and e-service quality. Finally, recommendations and future study direction is provided. Keywords: E-shopping, Customer satisfaction, Trust, Online security, E-service quality, Malaysia

    Multikonferenz Wirtschaftsinformatik (MKWI) 2016: Technische Universität Ilmenau, 09. - 11. März 2016; Band III

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    Übersicht der Teilkonferenzen Band III • Service Systems Engineering • Sicherheit, Compliance und Verfügbarkeit von Geschäftsprozessen • Smart Services: Kundeninduzierte Kombination komplexer Dienstleistungen • Strategisches IT-Management • Student Track • Telekommunikations- und Internetwirtschaft • Unternehmenssoftware – quo vadis? • Von der Digitalen Fabrik zu Industrie 4.0 – Methoden und Werkzeuge für die Planung und Steuerung von intelligenten Produktions- und Logistiksystemen • Wissensmanagemen
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