12,902 research outputs found

    Fit for purpose? Pattern cutting and seams in wearables development

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    This paper describes how a group of practitioners and researchers are working across disciplines at Nottingham Trent University in the area of Technical Textiles. It introduces strands of ongoing enquiry centred around the development and application of stretch sensors on the body, focusing on how textile and fashion knowledge are being reflexively revealed in the collaborative development of seamful wearable concepts, and on the tensions between design philosophies as revealed by definitions of purpose. We discuss the current research direction of the Aeolia project, which seeks to exploit the literal gaps found in pattern cutting for fitted stretch garments towards experiential forms and potential interactions. Normative goals of fitness for purpose and seamlessness are interrogated and the potential for more integrated design processes, which may at first appear ‘upside down’, is discussed

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

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    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    Scent By A Wireless Web

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    ‘Scent Whisper’ is a jewellery project that provides a new way to send a scented message. The two pieces focus on a spider and the defence mechanism in bombardier beetles that squirt predators with a high-pressure jet of boiling liquid in a rapid-fire action. The devices involve microfluidics and wireless technology that link a remote sensor (a spider) with a fragrance-dispensing unit (a bombardier beetle) to create two items of jewellery that constitute the ‘wireless web’. A message is ‘scent by a wireless web’’ from a spider to a bombardier beetle brooch, that sprays a minute sample of fragrance. The purpose is to benefit human wellbeing, through olfaction stimulation of the autonomic nervous system, and as a novel communication system to send an aroma ‘message’ that could be healing (lavender), protective (insect repellent), seductive (pheromones) informative or communicative. The user whispers a secret message into a spider brooch, which transmits the message to a beetle brooch worn by an admirer. The spider’s sensor, implanted in its abdomen records the humidity of her breath and releases scent from the beetle onto a localized area, creating a personal ‘scent bubble’. About this conference: Wearable Futures was an interdisciplinary conference, aiming to bring together practitioners, inventors, and theorists in the field of soft technology and wearables including those concerned with fashion, textiles, sportswear, interaction design, media and live arts, medical textiles, wellness, perception and psychology, IPR, polymer science, nanotechnology, military, and other relevant research strands. Examining how some broad generic questions could be explored in relation to wearable technology the conference referred to but was not restricted to: aesthetics and design, function and durability versus market forces; the desires, needs and realities of wearable technologies; technology and culture; simplicity and sustainability; design for wearability; wearables as theatre and wearables as emotional 'tools'. Wearable Futures actively aimed to encourage debate, discussion and the formation of collaborative projects across a wide range of disciplines. Key fundamental questions across the conference in relation to wearables were: What is out there? Who wants it? What do they want? How is it achieved? Keynotes were drawn from the field of fashion and textiles through Suzanne Lee and Sarah E. Braddock Clarke; interactive design through Chris Baber; and design and computational arts through Joanna Berzowska. These diverse speakers provided an overview for the wide range of papers, poster and exhibits (over 60) presented in the panels and exhibition covering four broad themes drawn from strands taken from the initial call: Technology and Culture; Aesthetics and Making; Design for Wearability; and Desires, Need and Reality. The conference set out to highlight the growing arena for wearable technologies in an interdisciplinary context and also to look at the positive and negative applications of technology in this context. This was enhanced by the inclusion of an exhibition, supported by the Arts Council of Wales, which ensured that there was space for the rhetoric and the reality of the field to be discussed concurrently. Research within the Smart Clothes Wearable Technologies Group at University of Wales proposes the end-user as key to its practice and this conference reflected that in the approach to selection of papers and exhibits. The conference ensured that the full landscape of the field in 2005 was reflected through practitioners in design, art, craft, science, technology, cultural theory & performance, thus taking the subject beyond 80's and 90's research in which, for example, the work of Steve Mann and MIT put the individual researcher at the centre. Prototypes were an essential component to the conference and curated into the exhibition, which in 2005, in contrast to Mann, shows a focus on making the technology appear seamless rather than celebrating it through high visibility. One year on from Wearable Futures, research in the field seems to have expanded out into other areas of technology and practice with further conferences, applications and publications reflecting these developments. As 2010 becomes the present rather than the future (see Sarah E. Braddock Clarke and Marie OMahony, Tecnho Textiles: Revolutionary Fabrics for Fashion & Design, Thames and Hudson, 1997), what will the realities of wearables, smart materials and technology be in the next ten years? Wearable Futures generated a starting point for this area of debate; a key emerging strand being the focus on the body and its relationship to technology. Cyborg culture is being revisited but the concerns and relationship with the technology are different from the ones of 20 years ago. New materials evolving through Biotech and Nanoscience have the potential to supersede the machine and/or electronic driven devices, contributing to the design and creation of 'new flesh' or carrier of technology. These applications are being explored by creatives, academics and cultural theorists, whilst being applied to prototypes and industry with the end user in mind. Wearable Futures was a window on that changing role in 2005

    Towards Evidence Based M-Health Application Design in Cancer Patient Healthy Lifestyle Interventions

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    Cancer is one of the most prevalent diseases in Europe and the world. Significant correlations between dietary habits and cancer incidence and mortality have been confirmed by the literature. Physical activity habits are also directly implicated in the incidence of cancer. Lifestyle behaviour change may be benefited by using mobile technology to deliver health behaviour interventions. M-Health offers a promising cost-efficient approach to deliver en-masse interventions. Smartphone apps with constructs such as gamification and personalized have shown potential for helping individuals lose weight and maintain healthy lifestyle habits. However, evidence-based content and theory-based strategies have not been incorporated by those apps systematically yet. The aim of the current work is to put the foundations for a methodologically rigorous exploration of wellness/health intervention literature/app landscape towards detailed design specifications for connected health m-apps. In this context, both the overall work plan is described as well as the details for the significant steps of application space and literature space review. Both strategies for research and initial outcomes of it are presented. The expected evidence based design process for patient centered health and wellness interventions is going to be the primary input in the implementation process of upcoming patient centered health/wellness m-health interventions.ENJECT COST-STSM-ECOST-STSM-TD1405-220216-07045

    Securing Cyber-Physical Social Interactions on Wrist-worn Devices

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    Since ancient Greece, handshaking has been commonly practiced between two people as a friendly gesture to express trust and respect, or form a mutual agreement. In this article, we show that such physical contact can be used to bootstrap secure cyber contact between the smart devices worn by users. The key observation is that during handshaking, although belonged to two different users, the two hands involved in the shaking events are often rigidly connected, and therefore exhibit very similar motion patterns. We propose a novel key generation system, which harvests motion data during user handshaking from the wrist-worn smart devices such as smartwatches or fitness bands, and exploits the matching motion patterns to generate symmetric keys on both parties. The generated keys can be then used to establish a secure communication channel for exchanging data between devices. This provides a much more natural and user-friendly alternative for many applications, e.g., exchanging/sharing contact details, friending on social networks, or even making payments, since it doesn’t involve extra bespoke hardware, nor require the users to perform pre-defined gestures. We implement the proposed key generation system on off-the-shelf smartwatches, and extensive evaluation shows that it can reliably generate 128-bit symmetric keys just after around 1s of handshaking (with success rate >99%), and is resilient to different types of attacks including impersonate mimicking attacks, impersonate passive attacks, or eavesdropping attacks. Specifically, for real-time impersonate mimicking attacks, in our experiments, the Equal Error Rate (EER) is only 1.6% on average. We also show that the proposed key generation system can be extremely lightweight and is able to run in-situ on the resource-constrained smartwatches without incurring excessive resource consumption
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