Motivating New Interaction Experiences Involving Implicit Interaction, Body Sensors, Adaptive, and Persuasive Interfaces

Author(s):  
Sebastian Möller ◽  
Jan-Niklas Antons
Keyword(s):  
2021 ◽  
Vol 146 ◽  
pp. 110253
Author(s):  
Zhenghao Li ◽  
Wenlong Xu ◽  
Xinhao Wang ◽  
Wenqing Jiang ◽  
Xiaolong Ma ◽  
...  

2006 ◽  
Vol 15 (01) ◽  
pp. 70-73
Author(s):  
R.W Westphal ◽  

SummaryObjectives:To summarize current excellent research in the field of sensor, signal and imaging informatics.Method:Synopsis of the articles selected for the IMIA Yearbook 2007.Results:The selection process for this yearbook section “Sensor, signal and imaging informatics” results in five excellent articles, representing research in four different nations. Papers from the fields of brain machine interfaces, sound surveillance in telemonitoring, soft tissue modeling, and body sensors have been selected.Conclusion:The selection for this yearbook section can only reflect a small portion of the worldwide copious work in the field of sensors, signal and image processing with applications in medical informatics. However, the selected papers demonstrate, how advances in this field may positively affect future patient care.


Author(s):  
Shaoxian Chen ◽  
Jianren Huang ◽  
Zhaoxi Zhou ◽  
Qihui Chen ◽  
Maochun Hong ◽  
...  

Author(s):  
Linden K. Allison ◽  
Trisha Andrew

Abstract Wearable thermoelectric generator arrays have the potential to use waste body heat to power on-body sensors and create, for example, self-powered health monitoring systems. In this work, we demonstrate that a surface coating of a conducting polymer poly(3,4-ethylenedioxythiophene) (PEDOT-Cl), created on one face of a wool felt using a chemical vapor deposition method was able to manifest a Seebeck voltage when subjected to a temperature gradient. The wool felt devices can produce voltage outputs of up to 120 mV when measured on a human body. Herein, we present a strategy to create arrays of polymer-coated fabric thermopiles and to integrate such arrays into familiar garments that could become a part of a consumer’s daily wardrobe. Using wool felt as the substrate fabric onto which the conducting polymer coating is created allowed for a higher mass loading of the polymer on the fabric surface and shorter thermoelectric legs, as compared to our previous iteration. Six or eight of these PEDOT-Cl coated wool felt swatches were sewed onto a backing/support fabric and interconnected with silver threads to create a coupled array, which was then patched onto the collar of a commercial three-quarter zip jacket. The observed power output from a six-leg array while worn by a healthy person at room temperature (ΔT = 15 °C) was 2 µW, which is the highest value currently reported for a polymer thermoelectric device measured at room temperature.


2009 ◽  
pp. 491-503
Author(s):  
Eduardo Bayro-Corrochano
Keyword(s):  

Author(s):  
Juan A. Sánchez-Margallo ◽  
Peter A. Gloor ◽  
José L. Campos ◽  
Francisco M. Sánchez-Margallo
Keyword(s):  

2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


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