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False positives are a common problem for interfaces that rely on gesture recognition. Often a gesture can seem fine in development but is found to trigger accidentally during an initial deployment of the interface, restarting development and increasing expense. In this work we introduce MAGIC 2.0, a technique for false positive prediction and prevention that can be used interactively during the interface...
The Textile Interface Swatchbook demonstrates how conductive embroidery can render graphical user interface-like (GUI) widgets on fabric. Such widgets might be used to control mobile electronics such as a music player, mobile phone, or projected display. At present, six swatches have been created for the swatchbook: pleat, menu, rocker, multi-touch gesture, zipper, and proximity. The three most diverse...
The Mobile Music Touch (MMT) system allows users to learn to reproduce piano note sequences while performing other tasks. The system consists of a mobile Bluetooth-enabled computing device and a fingerless glove with embedded vibrators corresponding to each finger and thumb. Melodies to be learned are played over the user's headphones repeatedly. As each note is played, the finger corresponding to...
Obesity is a worldwide epidemic, with childhood obesity currently ranking as one of the biggest health challenges facing the United States today. In this project we introduce a mobile and wearable health video game, Dancing in the Streets (DITS). DITS uses two wireless, 3-axis accelerometers as input to a social, mobile, phone-based dancing game played by groups of collocated users. DITS was evaluated...
The temperatures of objects and ambient air are important to a firefighter when fighting an indoor fire. Firefighters have difficulty sensing temperature through their protective gloves, yet the often-used practice of removing their gloves risks burning their hands. One potential solution is to add a temperature sensor outside of the glove and a tactile display inside the glove that maps the sensed...
Hand rehabilitation often consists of repetitive exercises, which may result in reduced patient compliance and decreased results. The Mobile Music Touch (MMT) is proposed as an engaging form of hand rehabilitation. MMT is a lightweight, wireless haptic music instruction system consisting of gloves and a mobile Bluetooth-enabled computing device, such as a mobile phone. Musical passages to be learned...
In a mobile environment, the visual attention a person can devote to a computer is often limited. In such situations, a manual interface should be ldquogropable,rdquo that is, the user should be able to access and use the interface with little to no visual attention. We compare stationary and mobile input on two embroidered textile interfaces; a single touch three button interface and a multitouch...
Wireless sensor data collected under real world conditions can contain a variety of errors and inconsistencies that can affect pattern recognition algorithms. We describea nainodotve method for correcting wireless sensor data collectedvia non-real-time platforms and visualize the results usingwireless accelerometer data.
The natural language for most deaf signers in the United States is American Sign Language (ASL). ASL has internal structure like spoken languages, and ASL linguists have introduced several phonemic models. The study of ASL phonemes is not only interesting to linguists, but also useful for scalability in recognition by machines. Since machine perception is different than human perception, this paper...
We present PianoTouch, a wearable, wireless haptic piano instruction system, composed of (1) five small vibration motors, one for each finger, fitted inside a glove, (2) a Bluetooth module mounted on the glove, and (3) piano music output from a laptop. Users hear the piano music and feel the vibrations indicating which finger is used to play the note. We investigate the system's potential for passive...
Using off-the-shelf Global Positioning System (GPS) units, we reconstruct buildings in 3D by exploiting the reduction in signal to noise ratio (SNR) that occurs when the buildings obstruct the line-of-sight between the moving units and the orbiting satellites. We measure the size and height of skyscrapers as well as automatically constructing a density map representing the location of multiple buildings...
Mobile phone calls are often missed due to the user not hearing the phone ring or feeling it vibrate. We present the design of wearable textile-based electro-tactile display embedded in a wristband that can be integrated with current mobile phones and wearable computers. The display provides the user with an unobtrusive alert that is easy to distinguish. We explore several aspects of directional patterns...
Exercise is necessary to maintain physical fitness and well-being. However, many people who have limited use of their legs and need the aid of a wheelchair may find it difficult to get an adequate amount of physical activity each day. In this work, we describe AstroWheelie, a version of the classic arcade game "Asteroidstrade" which is played by using a wheelchair as the game interface....
Today's mobile devices have inherited many of the characteristics of desktop computing -- including the assumptions that the user's full attention and dexterity can be focused on the interface. Unfortunately, on-the-go users are impaired by their mobility and often find desktop-style Windows Icon Menu and Pointer (WIMP) interfaces difficult, if not impossible, to use while performing their primary...
We address the feature selection problem for hidden Markov models (HMMs) in sequence classification. Temporal correlation in sequences often causes difficulty in applying feature selection tech niques. Inspired by segmental k-means segmentation (SKS) [B. Juang and L. Rabiner, 1990], we propose Segmentally Boosted HMMs (SBHMMs), where the state-optimized features are constructed in a segmental and...
We introduce the Gesture Watch, a mobile wireless device worn on a user's wrist that allows hand gesture control of other devices. The Gesture Watch utilizes an array of infrared proximity sensors to sense hand gestures made over the device and interprets the gestures using hidden Markov models. The Gesture Watch maps intuitive gross hand gestures to control signals such as the play and pause commands...
Mobile input technologies can be bulky, obtrusive, or difficult to use while performing other tasks. In this paper, we present Hambone, a lightweight, unobtrusive system that affords quick access, subtlety, and multitasking capabilities for gesture-based mobile device interaction. Hambone uses two small piezoelectric sensors placed on either the wrist or ankle. When a user moves his hands or feet,...
Discovering recurring patterns in time series data is a fundamental problem for temporal data mining. This paper addresses the problem of locating subdimensional motifs in real-valued, multivariate time series, which requires the simultaneous discovery of sets of recurring patterns along with the corresponding relevant dimensions. While many approaches to motif discovery have been developed, most...
The galvanic skin response (GSR), also known as elec- trodermal response, measures changes in electrical resistance across two regions of the skin. Galvanic skin response can measure arousal levels in children with autism; however, the GSR signal may be overwhelmed by the vigorous movements of the children. This paper introduces ActionGSR, a wireless sensor capable of measuring both GSR and acceleration...
We present an approach to activity discovery, the unsupervised identification and modeling of human actions embedded in a larger sensor stream. Activity discovery can be seen as the inverse of the activity recognition problem. Rather than learn models from hand-labeled sequences, we attempt to discover motifs, sets of similar subsequences within the raw sensor stream, without the benefit of labels...
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