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Affordances and challenges when creating a digital experience for people using smart watches with the intent of purchasing groceriesHedberg, Evelina January 2020 (has links)
New technology is revolutionizing the retail industry by providing new conditions and questioning the traditional way of shopping. Wearable devices have gained popularity lately and smartwatches are one of the most popular among them [12]. However, little research has been made in the area of creating experiences for grocery retail purchases using smartwatches, which is where this study aims to contribute. Through establishing what affordances and challenges there might be when creating a digital experience for people using smart watches with the intent of purchasing groceries. With the support from CompanyX, one of the leading companies with their core business in grocery retail, the study was built around Apple Watch users as the target group. An experience-centered design method was used to incorporate the end user at each stage of the design process. A high fidelity prototype was created based on the decoded material from the semi-structured interviews performed. The prototype was then evaluated in a remote setup using both in-depth test sessions and a broader evaluation questionnaire. The results showed that the prototype proposed added value for the user by providing an experience that would encourage a more structured and inspirational way of purchasing groceries. The attitude towards the prototype was positive. However, further improvements are suggested and discussed aiming to suit the limited interaction options of a smartwatch, better. The study provides insights in what the attitude looks towards different types of functionalities aiming to create an enhanced grocery shopping experience among Apple Watch users. / Nya tekniska förutsättningar revolutionerar handelsmarknaden genom nya förutsättningar som ifrågasätter traditionellt sätt att handla på. Teknologier som Wearables har under de senaste åren blivit mycket populära där de vristburna enheterna är de som står ut särskilt i popularitet. Dock har lite studier gjorts på hur man med hjälp av Wearables skulle kunna skapa en upplevelse ämnad att underlätta shoppingupplevelsen hos personer som handlar matvaror. Vad öppnar en smartklocka upp för förutsättningar och vad finns det för utmaningar att skapa en upplevelse med hjälp av en smartklocka? Med stöd från CompanyX, en av Sveriges ledande företag inom dagligvaruhandel, byggdes studien kring Apple Watch-användare. Användaren var central genom hela studien då den var byggt runt användarbeteenden och användarupplevelser. En prototyp skapades baserat på de resultat som fastställdes kring användandet, samt testad på slutanvändarna. Resultaten visade att prototypen skapade värde för användaren då den uppmuntrade till ett mer strukturerat samt inspirerande sätt att handla matvaror på. Prototypen togs emot positivt men skulle gynnas av ytterligare förbättringar och design iterationer främst kring smartklockans begränsade interaktionsmöjligheter. Studien bidrar med insikter kring hur attityden ser ut kring skapandet av en användarupplevelse för matvaruhandel i en smartklocka hos Apple Watch användare.
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Application of soft robotic sensors to predict foot and ankle kinematic measurementsSaucier, David 01 May 2020 (has links)
The ankle joint complex is a common source of injury for various demographics and is often observed during gait analysis. I investigate using soft robotic sensors as a means for collecting kinematic data at the ankle joint complex. I validate the linearity of these sensors by measuring stretch against extension and against stretch from frontal and sagittal planar foot movements using a wooden ankle mockup. I then conduct a study involving ten participants who perform repetitive trials of four foot movements (plantarflexion, dorsiflexion, inversion and eversion) using ten different locations. Four optimal locations were identified for these movements based on linearity, accuracy, robustness, and consistency. Lastly, I validated soft robotic sensors against the human gait cycle. Twenty participants were recruited and performed twelve trials, walking across a flat surface and a cross-sloped surface while motion capture data and soft robotic sensor data was collected.
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Business Opportunity Analysis of Wearable and Wireless Electromyography Sensors in AthleticsEarly, Jared W., Early 13 September 2016 (has links)
No description available.
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Vårdplaceringsproblematik på Norrlands Universitetssjukhus : En fallstudie gällande vårdplaceringsprocessen och hur IoT kan användas inom denHenriksson, Joar, Gustavsson, Daniel January 2019 (has links)
The complex process of patient placement within a hospital is a big challenge. The main focus in the process is how to coordinate clinics to make sure that the patients get the best possible care. The rise of digital health has led to a greater use of technologies to facilitate the activities within the hospitals’ processes. This study has been focusing on how Internet of Things can be used in the patient placement process. Respondents to participate in the interviews were chosen with help from a coordinator based on their experience within the study area of interest. Observations were done in meetings where the staff discussed patient placements. From a perspective of problem based coordination, a thematic analysis was done on the collected data and from the themes that were created a solution was presented. The object of this study is to map the process of patient placement and to present an analytic approach on how to facilitate the patient placement process with the use of Internet of Things. Our proposed approach will contribute to a greater understanding of the patient placement process and how Internet of Things can be used within it.
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[en] WEARABLE, INTELLECTUAL DISABILITY, AND BODY MOVEMENT: A STUDY FROM A PARTICIPATORY DESIGN PERSPECTIVE IN PARTNERSHIP WITH THE IPCEP - INSTITUTE OF CLINICAL, EDUCATIONAL AND PROFESSIONAL PSYCHOLOGY - GROUP / [pt] WEARABLES, DEFICIÊNCIA INTELECTUAL DE DESENVOLVIMENTO E MOVIMENTAÇÃO CORPORAL: UM ESTUDO SOB A PERSPECTIVA DO DESIGN EM PARCERIA COM O GRUPO DO IPCEP (INSTITUTO DE PSICOLOGIA CLÍNICA EDUCACIONAL E PROFISSIONAL)NATALIA CHAVES BRUNO 24 March 2017 (has links)
[pt] Os wearables são dispositivos computacionais que têm como suporte e principal fonte de dados o corpo do usuário e são frequentemente aplicados na área da saúde associado ao cuidado e mapeamento de informações de pessoas com algum tipo de necessidade especial. A presente pesquisa é o desdobramento do projeto de conclusão em graduação em Design da pesquisadora, no qual foi desenvolvida uma coleção de vestimentas interativas para um grupo de deficientes intelectuais (DIs). A partir do posicionamento positivo da musicoterapeuta parceira, que identificou avanço nas áreas musical, espacial e motora dos pacientes que utilizaram as vestes, emergiu o interesse no aprofundamento da pesquisa. Na projeto em parceria com o grupo de DIs e no levantamento de dados relacionados a esse diagnóstico, constatou-se a escassez da movimentação corporal como um quadro característico desta patologia. Desta forma, a presente pesquisa tem por objetivo investigar a relação entre wearables (computadores vestíveis) e a movimentação corporal de pessoas com deficiência intelectual. Partimos do premissa de que os wearables desenvolvidos no IPCEP apoiam o aumento da movimentação corporal dos pacientes. Diante do problema específico identificado em contexto particular, o trabalho foi desenvolvido com o método da pesquisa-ação em três ciclos iterativos, onde a partir da introdução de objetos de intervenção, a relação entre a interatividade no suporte têxtil e a movimentação corporal do grupo no IPCEP foi investigada. Concluímos compreendendo que os wearables introduzidos no contexto agiram principalmente como estímulo para a movimentação dos membros superiores dos pacientes observados, atuando como órteses articuladas de mobilização. / [en] Wearables are computing devices having as support and main source of data the user s body. They are often applied to the health area, associated to care and information mapping of people with some type of special need. The present dissertation is the researcher s unfolded graduation project in Design, where a collection of interactive clothing for a group of IDPs - intellectually disabled persons - was developed. Interest in further research emerged from the music therapist partner s positive positioning, identifying advances in musical, spatial and motor areas of the patients who used the garments. The shortage of body movements as a characteristic aspect of this pathology was observed in the experiment in partnership with the group of IDPs and in the data survey related to the diagnosis. Thus, the present research aims to investigate the relationship between wearables and body dynamics of people with intellectual disabilities. We assume that the wearables developed at IPCEP support the increased body movement of patients. Facing the specific problem identified in a particular context, the work was carried out under the action research method in three iterative cycles where, by introducing intervention objects, the relationship between interactivity in the textile support and the body movement of the group was investigated. From the evidence raised, it was understood that wearables introduced in the context acted mainly as a stimulus to the movements of the upper limbs of the patients under observation, acting as articulated mobilization orthoses.
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Hodinkohled: Etnografie uživatelské zkušenosti s Apple Watch / A Watch To Watch: Ethnography of User's Experience with Apple WatchZavoral, David January 2020 (has links)
This thesis builds upon ethnography of Apple Watch user experience and explores its connections with Apple's different branding strategies such as official website advertisements for Apple Watch Series 4, Supplier Responsibility Progress Report (2019) and Today at Apple sessions held in Apple Stores. I draw on sociomaterial approaches with special emphasis on John Law's (2004) method-assemblage and the feminist critique of ANT managerial vision that allow me to conceptualize corporate practices as means of enacting singular and coherent commercial out-thereness and absences. The goal of this thesis is to explore possible connections between the user's experience and the corporate branding strategies which craft a series of commercial realities in order to translate the needs of other actants and enroll them in its corporate network. This paper also argues that ambivalence is central to this process as corporate branding is being constantly reshaped and reconfigured by both the branding strategy itself and the actants involved. Chapter I provides a semiotic analysis of advertisements inspired by Woolgar's (1990) concept of moral universe. The second chapter follows with examining the Progress Report which provides information on the production processes that are completely absent in exclusively...
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Efficient Edge Intelligence In the Era of Big DataJun Hua Wong (11013474) 05 August 2021 (has links)
Smart wearables, known as emerging paradigms for vital big data capturing, have been attracting intensive attentions. However, one crucial problem is their power-hungriness, i.e., the continuous data streaming consumes energy dramatically and requires devices to be frequently charged. Targeting this obstacle, we propose to investigate the biodynamic patterns in the data and design a data-driven approach for intelligent data compression. We leverage Deep Learning (DL), more specifically, Convolutional Autoencoder (CAE), to learn a sparse representation of the vital big data. The minimized energy need, even taking into consideration the CAE-induced overhead, is tremendously lower than the original energy need. Further, compared with state-of-the-art wavelet compression-based method, our method can compress the data with a dramatically lower error for a similar energy budget. Our experiments and the validated approach are expected to boost the energy efficiency of wearables, and thus greatly advance ubiquitous big data applications in era of smart health.<br><div>In recent years, there has also been a growing interest in edge intelligence for emerging instantaneous big data inference. However, the inference algorithms, especially deep learning, usually require heavy computation requirements, thereby greatly limiting their deployment on the edge. We take special interest in the smart health wearable big data mining and inference. <br></div><div><br></div><div>Targeting the deep learning’s high computational complexity and large memory and energy requirements, new approaches are urged to make the deep learning algorithms ultra-efficient for wearable big data analysis. We propose to leverage knowledge distillation to achieve an ultra-efficient edge-deployable deep learning model. More specifically, through transferring the knowledge from a teacher model to the on-edge student model, the soft target distribution of the teacher model can be effectively learned by the student model. Besides, we propose to further introduce adversarial robustness to the student model, by stimulating the student model to correctly identify inputs that have adversarial perturbation. Experiments demonstrate that the knowledge distillation student model has comparable performance to the heavy teacher model but owns a substantially smaller model size. With adversarial learning, the student model has effectively preserved its robustness. In such a way, we have demonstrated the framework with knowledge distillation and adversarial learning can, not only advance ultra-efficient edge inference, but also preserve the robustness facing the perturbed input.</div>
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Navigating through haptics and sound: Exploring non-visual navigation for urban cyclists to enhance the cycling experienceGiesa, Anette Isabella January 2019 (has links)
Bicyclist are increasingly shaping the picture of urban traffic. With regard to guided navigation through urban areas, navigation systems that are designed for this type of traffic participants do not offer a satisfying solution. Voice instructions are often perceived as annoying and far too detailed. In addition, the usage of headphones to hear these instructions reduces the hearing and localization of environmental sounds significantly. Visual information on the other hand, draws the attention too much away from the main traffic situation. This effects the ability to react to and interact with other traffic participants and the surrounding and results in a feeling of insecurity.This thesis investigates how acoustic and vibro-tactile signals can be used to provide cyclists with necessary navigation instructions while maintaining the ability to perceive ambient sounds and keep attention to the environment. In addition, the focus is placed on the experience of guided navigation with a non-visual, multi-sensory system.
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Designing for an Enhanced Body Relation: A Mindful Technology that Encourages Adolescents to Explore EmotionsOkholm Hansen, Simone Marie January 2018 (has links)
This thesis questions the idea that; quantified self technology can make us understand our bodies better and facilitate a healthy relationship with the body. Instead, it proposes that a healthy relationship to the body is developed through technology that facilitates a somatic practice, involving the bodily experience in the interpretations of the data. This is achieved by bringing in values inspired by the practice of mindfulness as an alternative to the existing design values promoted in technological solutions dealing with the body. I have designed a first prototype, Inner Mirror, which explores adolescents’ body relationship through screen-based visuals. Inner Mirror detects adolescents’ arousals to visualize their emotional changes in abstract representations that they are invited to connect to specific emotional experiences. The process of designing Inner Mirror will be described thoroughly in the paper. The process was a continuous negotiation between the ideas and values that I brought into the project and the adolescents’ worldview. This is described through a first-person perspective and a participatory design approach. Two school classes of 43 adolescents (between 13 to 14 years old) have participated in the project through three workshops. In the end, I test the prototype in two different settings: on myself, adopting the first-person perspective and together with the adolescents. Finally, three concepts that emerged in the design work are evaluated to suggest a direction for future work.
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Smart Glasses Applications Engineering: Konzeption und Implementierung von Anwendungssoftware für Datenbrillen zur Unterstützung der LogistikZobel, Benedikt Johannes 19 August 2020 (has links)
Der betriebliche Einsatz von Smart Glasses zur Unterstützung von manuellen Dienstleistungsprozessen bietet viele Vorteile, die mit anderen Technologien nicht erreicht werden können. Insbesondere im Bereich der Logistik kann von der Informationsversorgung bei gleichzeitiger Mobilität Gebrauch gemacht werden. Um dieses Potenzial auszunutzen, bedarf es allerdings Softwarelösungen, die auf die jeweiligen Anforderungen zugeschnitten sind. In dieser Forschungsarbeit wird daher untersucht, wie Smart-Glasses-basierte Informationssysteme zur Unterstützung der Logistik zu gestalten und zu implementieren sind. Die Forschungsarbeit folgt dabei zwei Zielen: (A) Die Unterstützung von Logistikprozessen durch Smart-Glasses-basierte Informationssysteme wird im Hinblick auf Anforderungen, Herausforderungen und Gestaltungsprinzipien untersucht, und (B) wird der Entwicklungsprozess zur Gestaltung und Implementierung von derartigen Informationssystemen im Rahmen eines Forschungsprojekts konzipiert und evaluiert. Das Vorgehen wird durch methodische Betrachtungen von Gestaltungsanforderungen und -prinzipien geleitet und entspricht so dem gestaltungsorientierten Forschungsansatz der Wirtschaftsinformatik. Die genauere Beantwortung der gestellten Forschungsfrage erfolgt in drei Schritten: (1) Methoden zur Initiierung von agilen Softwareprojekten und der Integration von Softwareentwicklung und -betrieb werden basierend auf der Wissensbasis agiler Methoden, Praktiken und Ansätze abgeleitet, (2) Grundlagen zur thematischen Fokussierung auf die Technologie Smart Glasses und die Anwendungsdomäne der Logistik werden durch multimethodische Studien geschaffen, und (3) werden entsprechende Systeme zur Mitarbeiterunterstützung instanziiert, evaluiert und die Forschungsergebnisse in ein Vorgehensframework zur Durchführung von Implementierungsprojekten überführt. Die vorliegende Dissertation trägt somit zur Wissensbasis der gestaltungsorientierten Wirtschaftsinformatik durch die erreichten Erkenntnisse zur Initiierung und Durchführung von Softwareentwicklungsprojekten zur Unterstützung von betrieblichen Prozessen durch Smart-Glasses-basierte Informationssysteme bei. Darüber hinaus bietet die Arbeit durch die bewusst praxisnahe Orientierung mit dem generierten Gestaltungswissen einen Mehrwert für Praktiker aus den betrachteten Bereichen, insbesondere für Stakeholder für die Einführung mobiler Informationssysteme in betrieblichen Umfeldern.
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