Wearable computers Research Papers - Academia.edu (original) (raw)
We demonstrate that simple, unobtrusive sensors attached to the lower arm can be used to capture muscle activations during specific hand and arm activities such as grasping. Specifically, we investigate the use of force sensitive... more
We demonstrate that simple, unobtrusive sensors attached to the lower arm can be used to capture muscle activations during specific hand and arm activities such as grasping. Specifically, we investigate the use of force sensitive resistors and fabric stretch sensors, that can both be easily integrated into clothing. We use the above sensors to detect the contractions of arm muscles. We present and compare the signals that both sensors produce for a set of typical hand actions. We finally argue that they can provide important information for activity recognition
With the continuous development of science and technology, the intelligent development of community system becomes a trend. Meanwhile, smart mobile devices and cloud computing technology are increasingly used in intelligent information... more
With the continuous development of science and technology, the intelligent development of community system becomes a trend. Meanwhile, smart mobile devices and cloud computing technology are increasingly used in intelligent information systems; however, smart mobile devices such as smartphone and smart pad, also known as thin clients, limited by either their capacities (CPU, memory or battery) or their network resources, do not always meet users' satisfaction in using mobile services. Mobile cloud computing, in which resource-rich virtual machines of smart mobile device are provided to a customer as a service, can be terrific solution for expanding the limitation of real smart mobile device, but the resources utilization rate is low and the information cannot be shared easily. To address the problems above, this paper proposes an information system for intelligent community, which is composed of thin clients, wide band network and cloud computing servers. On one hand, the thin clients with the characteristics of energy efficiency, high robustness and high computing capacity can efficiently avoid the problems encountered in the PC architecture and mobile devices. On the other hand, the cloud computing servers in the proposed information system solve the problems of resource sharing barriers. Finally, the system is built in real environments to evaluate the performance. We deploy the proposed system in a community with more than 2000 residents, and it is demonstrated that the proposed system is robust and efficient.
In an experimental course in software engineering, students were placed in teams, where the role of the team changed during the term. In this paper we describe the process we followed in this ten-week course, with particular emphasis on... more
In an experimental course in software engineering, students were placed in teams, where the role of the team changed during the term. In this paper we describe the process we followed in this ten-week course, with particular emphasis on the mixed-team, multiple-role structure and consider factors critical to its success when working with senior-level undergraduate computer science majors. These critical
In this paper we propose to use context information ob- tained from body-worn sensors to mediate notifications for a wearable computer. In particular we introduce a model which uses two axes, namely personal and social interrupt- ability... more
In this paper we propose to use context information ob- tained from body-worn sensors to mediate notifications for a wearable computer. In particular we introduce a model which uses two axes, namely personal and social interrupt- ability of the user in order to decide both whether or not to notify the user and to decide which notification modality to use. Rather than to model and recognize the complete context of the user we argue that personal and social inter- ruptability can be derived directly from various sensors by the combination of tendencies. First experimental results show the feasibility of the approach using acceleration, au- dio, and location sensors.
Wearable computers are embodied technologies, but they are also technologies about bodies, and as such they are excellent sites to investigate the recrafting of bodily identities. Drawing upon data generated through interviews with... more
Wearable computers are embodied technologies, but they are also technologies about bodies, and as such they are excellent sites to investigate the recrafting of bodily identities. Drawing upon data generated through interviews with developers, researchers and users as well as the scientific literature, this chapter examines how wearable computers are defined and designed and what this might say about the bodies that are being imagined, configured and reified within and through these technologies. The bodies of wearable computing are placed within particular relations of self, embodiment and knowing in the context of a cultural imaginary dominated by the trope of ‘information’. Deemed precarious and in need of informational and computation augmentation, they are imagined to become augmented, informational and informed through their use of wearables.
Applied behavioral analysis (ABA) is an effective form of therapy for children with autism spectrum disorder (ASD), but it faces criticism for being un-generalizable, too time intensive, and too dependent on specialists to deliver... more
Applied behavioral analysis (ABA) is an effective form of therapy for children with autism spectrum disorder (ASD), but it faces criticism for being un-generalizable, too time intensive, and too dependent on specialists to deliver treatment. Earlier age at onset of therapy is one of the strongest predictors of later success, but waitlists to begin therapies can be as long as 18 months. To combat complications associated with the clinical setting and expedite access to therapy, we have begun development of Autism Glass, a machine-learning-assisted software system that runs on Google Glass and an Android Smartphone; it is designed for use in the child’s natural environment during social interactions.This is an exploratory- and co-designed-based study to see how children with ASD respond to our device and examine preliminary data on its effectiveness.
Wearability will significantly increase the use of haptics in everyday life, as has already happened for audio and video technologies. The literature on wearable haptics is mainly focused on vibrotactile stimulation, and only recently,... more
Wearability will significantly increase the use of haptics in everyday life, as has already happened for audio and video technologies. The literature on wearable haptics is mainly focused on vibrotactile stimulation, and only recently, wearable devices conveying richer stimuli, like force vectors, have been proposed. This paper introduces design guidelines for wearable haptics and presents a novel 3-DoF wearable haptic interface able to apply force vectors directly to the fingertip. It consists of two platforms: a static one, placed on the back of the finger, and a mobile one, responsible for applying forces at the finger pad. The structure of the device resembles that of parallel robots, where the fingertip is placed in between the static and the moving platforms. This work presents the design of the wearable display, along with the quasi-static modeling of the relationship between the applied forces and the platform's orientation and displacement. The device can exert up to 1.5 N, with a maximum platform inclination of 30 degree. To validate the device and verify its effectiveness, a curvature discrimination experiment was carried out: employing the wearable device together with a popular haptic interface improved the performance with respect of employing the haptic interface alone.
This paper presents and discusses the realization and the performances of a wearable system for EEG-based BCI applications. The system (called Kimera) consists of a two-layer hardware architecture (the wireless acquisition and... more
This paper presents and discusses the realization and the performances of a wearable system for EEG-based BCI applications. The system (called Kimera) consists of a two-layer hardware architecture (the wireless acquisition and transmission board based on a Bluetooth ® ARM chip, and a low power miniaturized biosignal acquisition analog front end) together with a software suite (called Bellerophonte) for the Graphic User Interface management, protocol execution, data recording, transmission and processing. The implemented BCI system was based on the SSVEP protocol, applied to a two state selection by using standards display/monitor with a couple of high efficiency LEDs. The frequency features of the signal were computed and used in the intention detection. The BCI algorithm is based on a supervised classifier implemented through a multi-class Canonical Discriminant Analysis (CDA) with a continuous realtime feedback based on the mahalanobis distance parameter. Five healthy subject...
A light-weight, wearable, wireless gaze tracker with integrated selection command source for human-computer interaction is introduced. The prototype system combines head-mounted, video-based gaze tracking with capacitive facial movement... more
A light-weight, wearable, wireless gaze tracker with integrated selection command source for human-computer interaction is introduced. The prototype system combines head-mounted, video-based gaze tracking with capacitive facial movement detection that enable multimodal interaction by gaze pointing and making selections with facial gestures. The system is targeted mainly to disabled people with limited mobility over their hands. The hardware was made wireless to remove the need to take off the device when moving away from the computer, and to allow future use in more mobile contexts. The algorithms responsible for determining the eye and head orientations to map gaze direction to on-screen coordinates are presented together with the one to detect movements from the measured capacitance signal. Point-and-click experiments were conducted to assess the performance of the multimodal system. The results show decent performance in laboratory and office conditions. The overall point-and-click accuracy in the multimodal experiments is comparable to the errors in previous research on head-mounted, single modality gaze tracking that does not compensate for changes in head orientation.
In order to provide relevant information to mobile users, such as workers engaging in the manual tasks of maintenance and assembly, a wearable computer requires information about the user’s specific activities. This work,focuses on the... more
In order to provide relevant information to mobile users, such as workers engaging in the manual tasks of maintenance and assembly, a wearable computer requires information about the user’s specific activities. This work,focuses on the recognition of activities that are characterized by a hand motion and an accompanying,sound. Suitable activities can be found in assembly and maintenance work. Here,
Activities of daily living are important for assessing changes in physical and behavioural profiles of the general population over time, particularly for the elderly and patients with chronic diseases. Although accelerometers are widely... more
Activities of daily living are important for assessing changes in physical and behavioural profiles of the general population over time, particularly for the elderly and patients with chronic diseases. Although accelerometers are widely integrated with wearable sensors for activity classification, the positioning of the sensors and the selection of relevant features for different activity groups still pose interesting research challenges. This paper investigates wearable sensor placement at different body positions and aims to ...
Evaluations of task guidance systems often focus on evaluations of new technologies rather than comparing the nuances of interaction across the various systems. One common domain for task guidance systems is warehouse order picking. We... more
Evaluations of task guidance systems often focus on evaluations of new technologies rather than comparing the nuances of interaction across the various systems. One common domain for task guidance systems is warehouse order picking. We present a method involving an easily reproducible ecologically motivated order picking environment for quantitative user studies designed to reveal differences in interactions. Using this environment, we perform a 12 participant within-subjects experiment demonstrating the advantages of a head-mounted display based picking chart over a traditional text-based pick list, a paper-based graphical pick chart, and a mobile pick-by-voice system. The test environment proved sufficiently sensitive, showing statistically significant results along several metrics with the head-mounted display system performing the best. We also provide a detailed analysis of the strategies adopted by our participants.
Drishti is a wireless pedestrian navigation system. It integrates several technologies including wearable computers, voice recognition and synthesis, wireless networks, Geographic Information System (GIS) and Global positioning system... more
Drishti is a wireless pedestrian navigation system. It integrates several technologies including wearable computers, voice recognition and synthesis, wireless networks, Geographic Information System (GIS) and Global positioning system (GPS). Drishti augments contextual information to the visually impaired and computes optimized routes based on user preference, temporal constraints (e.g. traffic congestion), and dynamic obstacles (e.g. ongoing ground work, road blockade for special events). The system constantly guides the blind user to navigate based on static and dynamic data. Environmental conditions and landmark information queried from a spatial database along their route are provided on the fly through detailed explanatory voice cues. The system also provides capability for the user to add intelligence, as perceived by, the blind user, to the central server hosting the spatial database. Our system is supplementary to other navigational aids such as canes, blind guide dogs and wheel chairs