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Tecnologias vestíveis de moda: no limiar das dualidades contemporâneas / Fashionable wearable technology: on the edge of contemporary dualitiesMarini, Patrícia Sayuri Saga Kitamura 19 October 2016 (has links)
Esta pesquisa busca delinear o contexto histórico e teórico sobre as tecnologias vestíveis de moda, enfatizando suas criações por meio da plataforma Arduino em mídia digital. Priorizam-se as possíveis relações com a reconfiguração dos espaços urbanos devidos à coexistência física dos lugares com o recente território informacional. Abrange-se, também, uma perspectiva sobre a relação corpo e tecnologia, na qual este último foi, e ainda é, essencial na gestão dos indivíduos nas grandes cidades. Por meio deste trabalho, acredita-se tanto na possibilidade de fomentar uma nova área de saber de moda quanto na reflexão de uma nova imagem de subjetividade que considere, simetricamente, a atuação de humanos e não-humanos, assim como as instâncias físicas e virtuais / This research aims to delineate the historical and theoretical context about fashionable wearable technology, emphasizing their creations through the Arduino platform in digital media. Possible relations with the reconfiguration of urban spaces due to physical coexistence of the places with the recent informational territory are given priority. It covers is also a perspective on the relationship body and technology, in which the latter was and still is essential in the management of individuals in large cities. Through this work, it is believed either the possibility of fostering a new area of knowledge of fashion, as the reflection of a new image of subjectivity to consider symmetrically the performance of humans and non-humans, as well as the physical and virtual instances
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Avaliação de desempenho de algoritmos de estimação do olhar para interação com computadores vestíveis / Performance evaluation of eye tracking algorithms for wearable computer interactionAluani, Fernando Omar 08 December 2017 (has links)
Cada vez mais o rastreamento do olhar tem sido usado para interação humano-computador em diversos cenários, como forma de interação (usualmente substituindo o mouse, principalmente para pessoas com deficiências físicas) ou estudo dos padrões de atenção de uma pessoa (em situações como fazendo compras no mercado, olhando uma página na internet ou dirigindo um carro). Ao mesmo tempo, dispositivos vestíveis tais quais pequenas telas montadas na cabeça e sensores para medir dados relativos à saúde e exercício físico realizado por um usuário, também têm avançado muito nos últimos anos, finalmente chegando a se tornarem acessíveis aos consumidores. Essa forma de tecnologia se caracteriza por dispositivos que o usuário usa junto de seu corpo, como uma peça de roupa ou acessório. O dispositivo e o usuário estão em constante interação e tais sistemas são feitos para melhorar a execução de uma ação pelo usuário (por exemplo dando informações sobre a ação em questão) ou facilitar a execução de várias tarefas concorrentemente. O uso de rastreadores de olhar em computação vestível permite uma nova forma de interação para tais dispositivos, possibilitando que o usuário interaja com eles enquanto usa as mãos para realizar outra ação. Em dispositivos vestíveis, o consumo de energia é um fator importante do sistema que afeta sua utilidade e deve ser considerado em seu design. Infelizmente, rastreadores oculares atuais ignoram seu consumo e focam-se principalmente em precisão e acurácia, seguindo a ideia de que trabalhar com imagens de alta resolução e frequência maior implica em melhor desempenho. Porém tratar mais quadros por segundo ou imagens com resolução maior demandam mais poder de processamento do computador, consequentemente aumentando o gasto energético. Um dispositivo que seja mais econômico tem vários benefícios, por exemplo menor geração de calor e maior vida útil de seus componentes eletrônicos. Contudo, o maior impacto é o aumento da duração da bateria para dispositivos vestíveis. Pode-se economizar energia diminuindo resolução e frequência da câmera usada, mas os efeitos desses parâmetros na precisão e acurácia da estimação do olhar não foram investigados até o presente. Neste trabalho propomos criar uma plataforma de testes, que permita a integração de alguns algoritmos de rastreamento de olhar disponíveis, tais como Starburst, ITU Gaze Tracker e Pupil, para estudar e comparar o impacto da variação de resolução e frequência na acurácia e precisão dos algoritmos. Por meio de um experimento com usuários analisamos o desempenho e consumo desses algoritmos sob diversos valores de resolução e frequência. Nossos resultados indicam que apenas a diminuição da resolução de 480 para 240 linhas (mantendo a proporção da imagem) já acarreta em ao menos 66% de economia de energia em alguns rastreadores sem perda significativa de acurácia. / Eye tracking has been used more and more in human-computer interaction in several scenarios, as a form of interaction (mainly replacing the mouse for the physically handicapped) or as a means to study attention patterns of a person (performing activities such as grocery shopping, reading web pages or driving a car). At the same time, wearable devices such as small head-mounted screens and health-related sensors, have improved considerably in these years, finally becoming accessible to mainstream consumers. This form of technology is defined by devices that an user uses alongside his body, like a piece of clothing or accessory. The device and the user are in constant interaction and such systems are usually made to improve the user\'s ability to execute a task (for example, by giving contextualized information about the task in question) or to facilitate the parallel execution of several tasks. The use of eye trackers in wearable computing allows a new form of interaction in these devices, allowing the user to interact with them while performing another action with his hands. In wearable devices, the energy consumption is an important factor of the system which affects its utility and must be considered in its design. Unfortunately, current eye trackers ignore energy consumption and instead mainly focus on precision and accuracy, following the idea that working with higher resolution and higher frequency images will improve performance. However, processing more frames, or larger frames, per second require more computing power, consequentially increasing energy expense. A device that is more economical has several benefits, such as less heat generation and a greater life-span of its components. Yet the greatest impact is the increased battery duration for the wearable devices. Energy can be saved by lowering the frequency and resolution of the camera used by the tracker, but the effect of these parameters in the precision and accuracy of eye tracking have not been researched until now. In this work we propose an eye tracking testing platform, that allows integration with existing eye tracking algorithms such as Starburst, ITU Gaze Tracker and Pupil, to study and compare the impact of varying the resolution and frequency of the camera on accuracy and precision of the algorithms. Through a user experiment we analyzed the performance and consumption of these algorithms under various resolution and frequency values. Our result indicate that only lowering the resolution from 480 to 240 lines (keeping the image aspect ratio) already amounts to a 66% energy economy in some trackers without any meaningful loss of accuracy.
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Wearable Computers and Spatial CognitionKrum, David Michael 23 August 2004 (has links)
Human beings live and work in large and complex environments. It is often difficult for individuals to perceive and understand the structure of these environments. However, the formation of an accurate and reliable cognitive map, a mental model of the environment, is vital for optimal navigation and coordination. The need to develop a reliable cognitive map is common to the average individual as well as workers with more specialized tasks, for example, law enforcement or military personnel who must quickly learn to operate in a new area.
In this dissertation, I propose the use of a wearable computer as a platform for a spatial cognition aid. This spatial cognition aid uses terrain visualization software, GPS positioning, orientation sensors, and an eyeglass mounted display to provide an overview of the surrounding environment. While there are a number of similar mobile or wearable computer systems that function as tourist guides, navigation aids, and surveying tools, there are few examples of spatial cognition aids.
I present an architecture for the wearable computer based spatial cognition aid using a relationship mediation model for wearable computer applications. The relationship mediation model identifies and describes the user relationships in which a wearable computer can participate and mediate. The dissertation focuses on how the wearable computer mediates the users perception of the environment. Other components such as interaction techniques and a scalable system of servers for distributing spatial information are also discussed.
Several user studies were performed to determine an effective presentation for the spatial cognition aid. Participants were led through an outdoor environment while using different presentations on a wearable computer. The spatial learning of the participants was compared. These studies demonstrated that a wearable computer can be an effective spatial cognition aid. However, factors such as such as mental rotation, cognitive load, distraction, and divided attention must be taken into account when presenting spatial information to a wearable computer user.
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Improving Support of Conversations by Enhancing Mobile Computer InputLyons, Kenton Michael 13 July 2005 (has links)
Mobile computing is becoming one of the most widely adopted
technologies. There are 1.3 billion mobile phone subscribers
worldwide, and the current generation of phones offers substantial
computing ability. Furthermore, mobile devices are increasingly
becoming integrated into everyday life. With the huge popularity in
mobile computing, it is critical that we examine the human-computer
interaction issues for these devices and explicitly explore supporting
everyday activities. In particular, one very common and important
activity of daily life I am interested in supporting is
conversation. Depending on job type, office works can spend up to 85\%
of their time in interpersonal communication.
In this work, I present two methods that improve a user's ability to
enter information into a mobile computer in conversational situations.
First I examine the Twiddler, a keyboard that has been adopted by the
wearable computing community. The Twiddler is a mobile one-handed
chording keyboard with a keypad similar to a mobile phone. The second
input method is dual-purpose speech, a technique designed to leverage
a user's conversational speech. A dual-purpose speech interaction is
one where speech serves two roles; it is socially appropriate and
meaningful in the context of a human-to-human conversation and
provides useful input to a computer. A dual-purpose speech application
listens to one side of a conversation and provides beneficial services
to the user. Together these input methods provide a user the ability
to enter information while engaged in conversation in a mobile
setting.
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HASC Challenge: Gathering Large Scale Human Activity Corpus for the Real-World Activity UnderstandingsNishio, Nobuhiko, Sumi, Yasuyuki, Kawahara, Yoshihiro, Inoue, Sozo, Murao, Kazuya, Terada, Tsutomu, Kaji, Katsuhiko, Iwasaki, Yohei, Ogawa, Nobuhiro, Kawaguchi, Nobuo 12 March 2011 (has links)
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SmartBadge: An Electronic Conference Badge using RF and IR CommunicationsWhite, Mark Alexander January 2006 (has links)
This thesis describes the design and development of the SmartBadge; an electronic replacement for the standard paper name badge worn at conferences and similar events. Both hardware and software have been designed for the SmartBadge; the hardware has been developed around a CC1010 microcontroller and RF transceiver. Attached to this are an infrared transceiver, an LCD display, some LEDs, buttons and a piezoelectric buzzer. There is also an antenna for the RF transceiver whose design is the result of SuperNEC [1] simulations. Protocol software development has focussed on the communication between a SmartBadge and other badges and base stations, yet there is still space available in the CC1010s flash memory to develop applications beyond the business card exchange example developed to demonstrate the communication software. The SmartBadge communicates with other badges by using the infrared transceiver. In the business card application a SmartBadge is worn by a person and is collecting the ID and a time counter from SmartBadges worn by other facing people as this person mingles through a conference or similar event. This data is then collected in real time using the RF transceiver to communicate with base stations which would be scattered around the venue. The RF network has been designed as a single hop network and a new Medium Access Control (MAC) protocol has been designed to allow the SmartBadges to share the links to the base stations while conserving as much energy as possible. This protocol is called Uplink MAC (or U-MAC) and is described in section 6.2.
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Privacy Protection for Life-log SystemChaudhari, Jayashri S. 01 January 2007 (has links)
Tremendous advances in wearable computing and storage technologies enable us to record not just snapshots of an event but the whole human experience for a long period of time. Such a \life-logandamp;quot; system captures important events as they happen, rather than an after-thought. Such a system has applications in many areas such as law enforcement, personal archives, police questioning, and medicine. Much of the existing eandamp;reg;orts focus on the pattern recognition and information retrieval aspects of the system. On the other hand, the privacy issues raised by such an intrusive system have not received much attention from the research community. The objectives of this research project are two-fold: andamp;macr;rst, to construct a wearable life-log video system, and second, to provide a solution for protecting the identity of the subjects in the video while keeping the video useful. In this thesis work, we designed a portable wearable life-log system that implements audio distortion and face blocking in a real time to protect the privacy of the subjects who are being recorded in life-log video. For audio, our system automatically isolates the subject's speech and distorts it using a pitch- shifting algorithm to conceal the identity. For video, our system uses a real-time face detection, tracking and blocking algorithm to obfuscate the faces of the subjects. Extensive experiments have been conducted on interview videos to demonstrate the ability of our system in protecting the identity of the subject while maintaining the usability of the life-log video.
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Context-based innovative mobile user interfaces / Interfaces utilisateurs mobiles innovantes basées sur le contexteZhou, Yun 08 October 2012 (has links)
Avec le développement de différents capteurs et des dispositifs, l'informatique ne se limite plus à la mode bureautique. Cependant, l'interface utilisateur traditionnelle, utilisée sur l'ordinateur de bureau, n'est plus approprié pour l'informatique ubiquitaire. La complexité de l'environnement mobile demande la conception d'interfaces dédiées impliquant des techniques d'entrée et la sortie qui contiennent les nouvelles caractéristiques émergentes au-delà des techniques traditionnelles. L'une des solutions possibles pour permettre l'interaction omniprésente soit le nomadisme, soit la mobilité. Nous proposons trois interfaces liées à ces deux solutions: L'interface fixé dan l'environnement (abréviation de IEI en anglais), interface dépendante de l'environnement (EDI) et Interface Indépendante de l'environnement (EII). Tout d'abord, nous présentons globalement notre approche sur la conception de ces trois interfaces innovantes (IEI, EDI et EII), leurs configurations portées (dispositif d'affichage portée sur les lunettes plus caméra et dispositif d'affichage pico-projecteur plus caméra), des exemples réels d'utilisation et une évaluation préliminaire des techniques d'entrée de sélection pour prouver la faisabilité de nos prototypes. Par la suite, nous proposons sur les dispositifs portées, et seule les EDI et les EII seraient étudié plus en détail. Afin de concrétiser l'EDI et l'EII, nous proposons un continuum allant de l'interface physique, l'interface mixte physique-numérique, jusqu'à l'interface totalement numérique. Basé sur l'interface physique, nous proposons le système MobilePaperAccess qui sur le dispositif d'affichage portée sur les lunettes plus caméra permettant l'accès à l'information numérique à partir d'une interface imprimé du papier. Ce système est conçu pour valider nos concepts de l'EDI et de l'EII. Les deux types d'interfaces (EDI et EII) et trois techniques d'entrée (doigt, masque et carnet) ont été évaluées par les méthodes quantitatives et qualitatives avec ce système. Basé sur l'interface numérique projetée multi-échelle, le système PlayAllAround est sur dispositif d'affichage pico-projecteur plus caméra, et il pouvoir fournir un affichage à différentes tailles, à la plus petite, individuelle et portée, à la plus grande, partageable et publique. Pour la conception de ce système, nous proposons une décomposition de l'interface basée sur une de cellule de référence de taille fixé pourrait la mise à l'échelle de l'interface en fonctionne de la taille de projection. Le geste de sélection sur un vol et l'interface multi-échelle ont été évalués avec ce système. Les résultats de nos expériences ont montré que PlayAllAround fonctionne bien avec le geste de sélection sur un vol et l'interface multi-échelle. Pour aller plus loin, nous explorons les gestes de la main, y compris le geste stationnaire, le geste de pincement et le geste de fermeture du poing. Nous employons le geste de pincement et le geste de fermeture du poing comme entrée pour pointer, l'action de glisser-déposer et la action de tracer. Afin de satisfaire aux exigences de l'interaction dans la vie quotidienne, nous étudions comment l'utilisateur peut interagir avec ces gestes à l'arrêt ou en marchant. Nous comparons les interactions du geste de sélection sur un vol et geste de pincement dans trois situations que debout, assis et en marchant. En outre, l'évaluation de l'interface projetée, ainsi que la satisfaction sur le fonctionnement de la configuration porté sur la tête a été faite et discutée. Enfin, le long du continuum, nous continuons à étudier sur l'interface mixte par un dispositif pico-projecteur plus caméra dans le but de concrétiser les concepts de l'EDI et de l'EII. L'interface mixte contient une partie physique basée sur des marqueurs d'ARToolkit et une partie numérique projetée. […] / With the development of a wide variety of sensors and devices, computing is no longer limited to the desktop mode. However, the traditional user interface, used on the desktop computer, is no longer appropriate for ubiquitous computing. A sophisticated mobile environment re-quires dedicated design of interfaces, involving input and output techniques with new emerging features that go far beyond the capacities of traditional techniques. One of the solutions to enable ubiquitous interaction and end limitation of the desktop mode is nomadism, while another is mobility. We propose three interfaces related to these two solutions: In-environment interface (IEI), Environment Dependent Interface (EDI), and Environment Independent Interface (EII). We exclude IEI and mainly focus on wear-able interaction. This thesis aims to investigate research issues involved in the design, implementation and evaluation of EDI and EII. It presents our design approach to these three innovative interfaces (IEI, EDI and EII), their wear-able configurations (camera-glasses device unit and cam-era-projector device unit), real examples of use (including the Research Team Interaction Scenario), and both the quantitative and qualitative user studies and evaluations to prove the feasibility and usability of our prototypes. Our work is a many-sided investigation on innovative wearable interfaces, as well as input and output techniques, which will pave the way for future research into wearable interfaces.
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Tecnologias vestíveis de moda: no limiar das dualidades contemporâneas / Fashionable wearable technology: on the edge of contemporary dualitiesPatrícia Sayuri Saga Kitamura Marini 19 October 2016 (has links)
Esta pesquisa busca delinear o contexto histórico e teórico sobre as tecnologias vestíveis de moda, enfatizando suas criações por meio da plataforma Arduino em mídia digital. Priorizam-se as possíveis relações com a reconfiguração dos espaços urbanos devidos à coexistência física dos lugares com o recente território informacional. Abrange-se, também, uma perspectiva sobre a relação corpo e tecnologia, na qual este último foi, e ainda é, essencial na gestão dos indivíduos nas grandes cidades. Por meio deste trabalho, acredita-se tanto na possibilidade de fomentar uma nova área de saber de moda quanto na reflexão de uma nova imagem de subjetividade que considere, simetricamente, a atuação de humanos e não-humanos, assim como as instâncias físicas e virtuais / This research aims to delineate the historical and theoretical context about fashionable wearable technology, emphasizing their creations through the Arduino platform in digital media. Possible relations with the reconfiguration of urban spaces due to physical coexistence of the places with the recent informational territory are given priority. It covers is also a perspective on the relationship body and technology, in which the latter was and still is essential in the management of individuals in large cities. Through this work, it is believed either the possibility of fostering a new area of knowledge of fashion, as the reflection of a new image of subjectivity to consider symmetrically the performance of humans and non-humans, as well as the physical and virtual instances
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Words have power: Speech recognition in interactive jewelry : a case study with newcome LGBT+ immigrantsPoikolainen Rosén, Anton January 2017 (has links)
This paper addresses a design exploration focusing on interactive jewelry conducted with newcome LGBT+ immigrants in Sweden, leading to a necklace named PoWo that is “powered” by the spoken word through a mobile application that reacts to customizable keywords triggering LED-lights in the necklace. Interactive jewelry is in this paper viewed as a medium with a simultaneous relation to wearer and spectator thus affording use on the themes of symbolism, emotion, body and communication. These themes are demonstrated through specific use scenarios of the necklace relating to the participants of the design exploration e.g. addressing consent, societal issues, meeting situations and expressions of love and sexuality. The potential of speech based interactive jewelry is investigated in this paper e.g. finding speech recognition in LED-jewelry to act as an amplifier of spoken words, actions and meaning; and as a visible extension of the smartphone and human body. In addition use qualities of visibility, ambiguity, continuity and fluency are discussed in relation to speech based LED-jewelry.
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