ISWC 2. 01. 4 - 1. International. In this demo, Smart Home Energy Management System (SHE) is developed on Android platform to schedule users. SHE monitors the power consumption to identify the operations of home appliances using a privacy preserving technique called Non- Intrusion Load Monitoring (NILM). The operations are integrated with dynamic electric price and environment data to mine users. Finally, SHE generates personalized scheduling strategies to meet the different users. Get started with the fabulous Adafruit Flora platform with this lovely budget kit, just enough to get you started with this fun wearable computer. Flexible network that not only allows communication between wearable. The locations where these wearable. MARKETING WEARABLE COMPUTERS TO. CONSUMERS' FEELINGS AND ATTITUDES TOWARD. 1.1 Wearable Computer Definition 6. We show the functionality of this approach with a simple die that can be read out with an NFC- enabled smartphone. As the proposed orientation system does not require battery powering, it is of interest to various wearable- computing and smart- home applications that benefit from long system runtime. Lars B. Squeeze. Diary consists of a mobile phone and a small squeeze sensor that communicate over a Bluetooth connection. To record an event instance, the user simply squeezes the sensor, and the phone records memory cues for review later. Squeeze. Diary provides features for users to swiftly record instances as they continue to live through the experience, and only reflect on the instances during their downtime. Ming Ki Chong, Jon Whittle, Umar Rashid, Chee Siang Ang. Physics Education with Google Glass g. Physics Experiment App. We present a fully functional application prototype g. Physics App \ based on the Google Glass platform which is designed to \ perform an educational physical experiment in the area of acoustics. Leveraging the episodic memory model defined by neuroscientists, Memo- it exploits this information to create a multi- scale structured representation of the user's activities in a semi- automated fashion, while preserving the privacy of the user's data. In addition to building a digital diary of the user, the semantic approach taken by Memo- it is able to answer multi- dimensional queries, and to enable the inter- operability of memories between users. Karl Aberer, Michele Catasta, Georgios Christodoulou, Ivan Gavrilovic, Filip Hrisafov, Mathieu Monney, Abdessalam Ouaazki, Boris Perovic, Horia Radu, Jean- Eudes Ranvier, Matteo Vasirani, Zhixian Yan. Mini. Orb: A Sensor Interaction Platform for Indoor Climate Preferences. Mini. Orb is a combined sensor and interaction platform built to understand and encourage the gathering of data around personal indoor climate preferences in office environments. It consists of a sensor device, gathering localised environmental data and an attached tangible interaction and ambient display device. This device allows users to understand their local environment and record office comfort preferences. In addition to the tangible interaction device we built a web- based mobile application that allowed users to record comfort preferences through a different interface. We describe the design goals and technical setup of the Mini. Orb platform. Markus Rittenbruch, Jared Donovan, Yasu Santo. Multi- device Activity Logging. In this paper we are presenting i- Log, a system able to collect user's personal information, generate streams of data from smartphone's integrated sensors and attached wearable devices. We decided to focus our attention on these general purpose devices as we believe they can generate truthful readings because of their easy integration with our day- life activities, while invasive dedicated logging devices can alter our normal routines. Only many of the internal characteristics of authenticity. Crafting the Wearable Computer. Intelligent Agent 8.1 social fabrics.kettley.02. Wearable Sensors: Opportunities and Challenges. Wearable Sensors: Opportunities and Challenges for Low. Free download as Powerpoint Presentation (.ppt), PDF File (.pdf), Text File (.txt) or view presentation slides online. Presentation on smart fabrics & wearable. Wearable computer is a computer that is subsumed in. Smart Clothing' is made from fabrics that are wireless and washable that integrate computing fibers and. The system consists of a Mobile Application that collects data from the smartphone and additional wearables. We designed it to be user friendly, unobtrusive and able to provide smart sensing strategies to preserve battery life. Mattia Zeni, Ilya Zaihrayeu, Fausto Giunchiglia. Stereoscopic 3. D Mobile Maps for Indoor Navigation in Multi- Level Buildings. We present our research demonstrator where autostereoscopic 3. D (S3. D) display equipped mobile devices, enabling the perception of depth, are used to provide a user interface (UI) for indoor navigation. The design approach suits especially for aiding navigation within multi- level buildings, such as shopping malls, airports and museums. Compared to the current 2. D design approach of displaying building floor levels side- by- side, the use of stereoscopic 3. D offers potential to improve understanding of the space, glanceability of map based UIs, and the ability to navigate between locations on different floor levels. Ashley Colley, Juho Rantakari, Jonna H. We present an approach for a collaborative augmented reality environment using an RGB- D camera and Kinect. Fusion, collecting visual and depth data from a static environment that is used as a fiducial for multiple users. This allows for collaborative augmented reality environments where digital data and real world objects can appear to interact. Yuhao Ma, Joshua Ferguson, Kevin Jonaitis, Kyle Boos, Donald J. Patterson. Hopping. Duster : Self- adaptive Cleaning Robot based on Aerial Vehicle. In this demo, we show a new concept of cleaning robot, called Hopping. Duster. The capability can potentially be used to improve comprehension for hearing or cognitively impaired individuals, or for non- native speakers of foreign languages. John Novak, Aashish Tandon, Jason Leigh, Robert V Kenyon. Hunting Relics: A Collaborative Exergame on an Interactive Floor for Children. Exergames on interactive floors are appropriate to promote exercise and socialization in ludic environments. However, they lack of mechanisms to help children of early age to develop age- appropriate motor skills. In this paper, we present the design and development of an exergame to promote the collaborative exercising in young children (4- 6 years old) using interactive floors. Also we take advantage of the socialization aspects catalyzed by interactive floors to promote collaboration among potential users. We close discussing design considerations, we argue an interactive floor exergame should incorporate to appropriately promote exercise and collaboration in young children. Franceli L Cibrian, Ana I Martinez- Garcia, Monica Tentori. A Noise Map of New York City. Yilun Wang, Yu Zheng, Tong Liu. The Moment. The Moment is a mobile application for people with depression or bipolar disorder to monitor their emotional ups and downs, reveal their emotional patterns, and eventually find a peaceful way to live with their emotions, rather than fighting with them. The goal is to make the user more aware of her mood swings and the precursors to them; to reveal patterns of the swings; to provide a record for healthcare providers; to build a library of personalized interventions for future use; and to create an effective network of social supports. Tien- Yun Sky Huang, Akane Sano, Mun Yee Kwan. Drone, Your Brain, Ring Course . We propose a BCI architecture based on the co- learning between the user and the system through different feedback strategies. We apply our system to the piloting of an AR. Drone 2. 0 quadricopter with a series of hoops delimiting an exciting circuit. We show that our architecture provides better task performance than traditional BCI paradigms within a shorter time frame. We further demonstrate the enthusiasm of users towards our BCI- based interaction modality. Nataliya Kosmyna, Franck Tarpin- Bernard, Bertrand Rivet. Supporting Walking School Buses. Walking School Buses (WSBs) typically feature a coordinator who is assigned to walk a designated route, calling at several pick- up points that parents can use to join their children to the ``bus''. Parents often feel limited by the rigidity of the scheduled walking bus arrival so they choose instead to rely on car journeys to the school. In this work we demonstrate a mobile system that allows parents to visualise real- time predictions of walking bus arrival times and thus supports more flexible travel coordination behaviours, providing greater opportunities for parents to utilise walking bus services and reduce car usage. Christopher J Winstanley, Nigel Davies, Mike Harding, Sarah Norgate. Shiny - - An Activity Logging Platform for Google Glass. We describe an activity logging platform for Google Glass based on our previous work. This paper presents Expression . The key function of the system is to enable the user to perceive social signals during a natural face- to- face conversation. Empirical evaluation of the system is presented with qualitative (Likert score: 4. F- measure of the nonverbal expression recognition: 0. ASM Iftekhar Anam, Shahinur Alam, Mohammed Yeasin. Col. Phone: A Smartphone is just a piece of the puzzle. Multiple smartphone coexistence has been a fact of life. However, each smartphone is though of as a single unit. In addition to sharing of sensing information that can be collected by only one phone saving others energy of redundant tasks (e. In this work, we propose COLlaboration smart. PHONE (col. Phone) a framework that manages the collaboration between smarphones. Col. Phone aims to achieve mutual benefit for collaborators by utilizing idle resources on smartphone in the proximity. Ahmed Salem, Tamer Nadeem. An Immersive Fire Training System Using Kinect. We presents a simulation training system to help children learn fire hazards knowledge and escape skills. The first part of this system is an application designed for theoretical study, which is featured by gesture interaction using Microsoft Kinect and large screen display environment. It includes three modules, namely animation, quizzes, and a 3. D serious game. The second part is a simulated environment of fire escape route, which aims to test learning outcomes. Experimental results show the fire escape skills of 1. Qiuhai He, Xiaopeng Hong, Guoying Zhao, Xinyuan Huang. Bring Your Own Device: Ubiquitous approach to digital affinity diagram collaboration. We propose a system where groups can participate in onsite brainstorming using various form- factor devices: tablet, laptop, or desktop for collaboration.
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