Natural, Wearable Game Controllers
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Wearable Devices for Physical Activity and Healthcare Monitoring in Elderly People: a Critical Review
geriatrics Review Wearable Devices for Physical Activity and Healthcare Monitoring in Elderly People: A Critical Review Eduardo Teixeira 1,2,3,4,* ,Hélder Fonseca 1,4 , Florêncio Diniz-Sousa 1,4 , Lucas Veras 1,4 , Giorjines Boppre 1,4 , José Oliveira 1,4 , Diogo Pinto 5, Alberto Jorge Alves 5, Ana Barbosa 4,6 , Romeu Mendes 4,6,7 and Inês Marques-Aleixo 1,2,4 1 Research Centre in Physical Activity, Health, and Leisure (CIAFEL), Faculty of Sport, University of Porto, 4200-450 Porto, Portugal; [email protected] (H.F.); josefl[email protected] (F.D.-S.); [email protected] (L.V.); [email protected] (G.B.); [email protected] (J.O.); [email protected] (I.M.-A.) 2 Faculty of Psychology, Education and Sports, Lusófona University of Porto, 4000-098 Porto, Portugal 3 Escola Superior Desporto e Lazer, Instituto Politécnico de Viana do Castelo, 4900-347 Viana do Castelo, Portugal 4 Laboratory for Integrative and Translational Research in Population Health (ITR), 4050-600 Porto, Portugal; [email protected] (A.B.); [email protected] (R.M.) 5 Research Center in Sports Sciences, Health Sciences and Human Development (CIDESD), University Institute of Maia, 4475-690 Maia, Portugal; [email protected] (D.P.); [email protected] (A.J.A.) 6 EPIUnit—Instituto de Saúde Pública, Universidade do Porto, 4050-091 Porto, Portugal 7 Northern Region Health Administration, 4000-477 Porto, Portugal * Correspondence: [email protected] Abstract: The availability of wearable devices (WDs) to collect biometric information and their use Citation: Teixeira, E.; Fonseca, H.; during activities of daily living is significantly increasing in the general population. -
Google Glass - Dazzling Yet Brittle Technology
INTERNATIONAL JOURNAL OF SCIENTIFIC & TECHNOLOGY RESEARCH VOLUME 5, ISSUE 05, MAY 2016 ISSN 2277-8616 Google Glass - Dazzling Yet Brittle Technology Saideep Koppaka Abstract: In today’s digital world, everyone’s carrying a mobile phone, a laptop and a tablet. All the devices mentioned above need to be carried by an individual in his bag or in his pocket. Google tried to bring up a wearable revolution with the introduction of “Google glass”. It is a wearable computer with an optical head mounted display that is worn like a pair of glasses. This paper will discuss the technology, working, benefits and concerns over the first wearable computer. Index words: Augmented reality, Cloud computing, Gadget, Google glass, Invention, Marketing, Wearable technology, Wireless ———————————————————— 1. Introduction: 3. Technologies Used: Google glass is a piece of technology that performs the For the development of Google glass, multiple technologies tasks which can be performed by your smart phone through such as Wearable computing, Ambient Intelligence, Smart voice commands. In brief, the screen present in front of Clothing, Eye tap technology, Smart Grid technology, 4G your eye is operated with your voice. Project glass (other technology and Android operating system were brought into name for Google glass) is a development program by play. Google to develop an augmented reality head mounted In wearable computing, there will be a consistent display. Augmented reality is a direct or indirect view of real interaction between the man and the machine. In world which is live. It is further related to mediate reality this case, the computer acts as an extension to which deals with the view of reality that is modified by a the human mind [2]. -
Safety Concerns Associated with Wearable Technology Products
Safety Concerns Associated with Wearable Technology Products April 1, 2020 For additional information, please contact: Dr. Treye Thomas, Office of Hazard Identification and Reduction; [email protected]; 301-987-2560 The views expressed in this report are those of the CPSC staff, and they have not been reviewed or approved by, and may not necessarily reflect the views of, the Commission. THIS DOCUMENT HAS NOT BEEN REVIEWED CLEARED FOR PUBLIC RELEASE OR ACCEPTED BY THE COMMISSION UNDER CPSA 6(b)(1) 2 Acknowledgments This report was written by the Risk Management Group, Office of Hazard Identification and Reduction. We would like to acknowledge and thank the Wearables Team for their significant contributions to the report. Wearables Team: Jacqueline Campbell, Directorate for Engineering Sciences Stephen Harsanyi, Directorate for Engineering Sciences Eric Hooker, Directorate for Health Sciences Mary House, Office of the General Counsel Stephen Lee, Office of Compliance and Field Operations Stefanie Marques, Directorate for Health Sciences Joanna Matheson, Ph.D., Directorate for Health Sciences Stephanee Synnott, Ph.D., Office of Compliance and Field Operations Treye Thomas, Ph.D., Risk Management Group Risk Management Group: Patricia Adair, Director Scott Ayers, Voluntary Standards Specialist Susan Bathalon, Program Area Risk Manager, Children’s Patricia Edwards, Voluntary Standards Coordinator Douglas Lee, Program Area Risk Manager, Electrical Dean LaRue, PSA and FOIA Coordinator Richard McCallion, Program Area Risk Manager, Mechanical, Recreational, Sports and Seniors Rohit Khanna, Program Area Risk Manager, Fire and Combustion Treye Thomas, Ph.D., Program Area Risk Manager, Chemical, Nano, and Emerging Materials Page 2 | 13 THIS DOCUMENT HAS NOT BEEN REVIEWED CLEARED FOR PUBLIC RELEASE OR ACCEPTED BY THE COMMISSION UNDER CPSA 6(b)(1) 3 1 EXECUTIVE SUMMARY The 21st century promises to be a time of incredible advances in technology and consumer product innovation, and wearable products will provide users with a wide range of new functions to enhance their lives. -
Technical Assistance Guide on Wearable Technology for People
National Business & Disability Council (NBDC) at The Viscardi Center 200 West 41st Street, 8th Floor, Suite 800 New York, NY 10018 Phone: 516-465-1519 Fax: 212-785-4515 Web: http://www.nbdc.com Technical Assistance Guide on Wearable Technology for People with Disabilities A Corporate Partner Benefit of the National Business & Disability Council (NBDC) at The Viscardi Center March 2016 Technical Assistance Guide on Wearable Technology for People with Disabilities Page - 1 National Business & Disability Council (NBDC) at The Viscardi Center: Wearable Technology for People with Disabilities The National Business & Disability Council (NBDC) at The Viscardi Center is pleased to share with its Corporate Partners the following technical assistance guide, Wearable Technology for People with Disabilities. The technical assistance guide provides useful information about wearable technology, and its potential impact on the lives of people with disabilities. Wearable technology is not a new idea; for example, people have been wearing hearing aids for decades. Technological advancement in the use of sensors, cameras and algorithms are facilitating more capable and useful wearables in all aspects of everyday life, including the workplace. Among the latest inventions are glasses that can identify objects and describe them out loud, as well as clothing that translates spatial data into vibrations. It is estimated that the wearable technology market will increase from $20 billion in 2015 to almost $70 billion in 2025.1 The United States is leading the way, too, on patent applications for wearable technology.2 Wearable technology market segmentation3 • Smart clothing & smart sports glasses • Activity monitors • Sleep sensors • Smart watches • Augmented reality headsets • Smart glasses • Continuous Glucose Monitor • Drug delivery • Monitors • Hand worn terminals The technical assistance guide provides relevant facts and materials pertaining to wearable technology. -
Augmented Reality and Wearable Devices – the B2B Future 2
AUGMENTED REALITY, MULTIDISCIPLINARY & SMART CLOTHING INSIGHT FROM BEECHAM RESEARCH. WRITTEN B Y SAVERIO R O M E O , MATTHEW DUKE - W O O L L E Y & CLAIRE DUKE - WOOLLEY CONTENTS 1. Augmented Reality and Wearable Devices – The B2B Future 2. Multidisciplinary – The Key Word for the Wearable Device Market 3. Smart Clothing – Present, Future and Fashion’s Role As we move towards the Internet of Things, everyone is desperately searching for the next monumental shift in how we interact with technology in our everyday lives. Leading the way is the world of wearable technology. With new innovations entering the market at an exponential rate, it seems that wearables are set to take over in a big way. This whitepaper will focus on three aspects of the Wearable Technology industry: Smart Clothing, Multidisciplinary and Augmented Reality. AUGMENTED REALITY AND WEARABLE DEVICES – THE B2B FUTURE It is not a surprise that the connection between augmented Heads up displays are used in manufacturing production reality and wearable devices, primarily hands free device, is systems for ensuring the right job procedure, in collaborative a promising one. Initially, it was an idea in the hands of product design and prototyping, in remote assistance of science fiction writers and visionary technology thinkers, but distant specialised workers, and in surgery theatres for today it is not just promising, it is desirable and it is real. enabling the surgeon to access relevant data without being distracted from his or her main activities. In these wearable devices augmented reality technology pushes the boundary “In these wearable devices augmented reality of human-computer interaction, and shifts the context into a technology pushes the boundary of human- human-environment interaction that is enriched by computer interaction, and shifts the context into a computer systems. -
Little Big Planet - Kod Do Pobrania Gry
wygenerowano 01/10/2021 18:10 LITTLE BIG PLANET - KOD DO POBRANIA GRY cena 64 zł dostępność Oczekujemy platforma PlayStation VITA odnośnik robson.pl/produkt,14928,little_big_planet___kod_do_pobrania_gry.html Adres ul.Powstańców Śląskich 106D/200 01-466 Warszawa Godziny otwarcia poniedziałek-piątek w godz. 9-17 sobota w godz. 10-15 Nr konta 25 1140 2004 0000 3702 4553 9550 Adres e-mail Oferta sklepu : [email protected] Pytania techniczne : [email protected] Nr telefonów tel. 224096600 Serwis : [email protected] tel. 224361966 Zamówienia : [email protected] Wymiana gier : [email protected] Stworzona przez Media Molecule i wydana na PlayStation 3 w 2008 roku gra LittleBigPlanet okazała się ogromnym sukcesem, który pociągnął za sobą powstanie kontynuacji oraz wersji na PSP. Gry z serii można opisać trzema słowami graj, twórz i dziel się z innymi. Poza przechodzeniem rozmaitych etapów w przygotowanej przez twórców kampanii, możemy skorzystać z milionów poziomów stworzonych przez samych graczy w dołączonym do gry rozbudowanym edytorze. Mogą być one zarówno prostą platformówką czy przygodówką jak i wariacją na temat gry wyścigowej bądź RPG. LittleBigPlanet na PS Vitę nie odchodzi daleko od modelu rozgrywki ustalonego przez poprzedników, jest jednak pewną ewolucją serii, która wynika bezpośrednio z możliwości technicznych Vity nieosiągalnych dla PlayStation 3. Za produkcje tytułu nie odpowiada bezpośrednio Media Molecule, a dwóch niezależnych deweloperów, studia Double Eleven i Tarsier Studios. Podobnie jak w poprzednich odsłonach cyklu, gracze mają do wyboru kampanię dla pojedynczego gracza, zabawę na pojedynczych poziomach stworzonych przez innych użytkowników, a także edytor, dzięki któremu sami podzielimy się naszą twórczością z innymi. Podstawową nowością w serii jest nowy sposób sterowania postaciami. -
Color and Games
Spring 2021 DIKULT350 Candidate no: 109. Color and games The effect of colors in the video game multimodality Master's Thesis in Digital Culture Spring 2021 Supervisor: Daniel Jung University of Bergen Candidate no: 109 DIKULT350 Page i Spring 2021 DIKULT350 Candidate no: 109. Acknowledgment This study was completed at the Department of Linguistic, Literary, and Aesthetic Studies at the University of Bergen. I would first like to thank my thesis supervisor Daniel Jung for giving me great and valuable feedback and pushing me to make my goals even clearer. His feedback did help me to get a goal that was better than my original. I will also thank the whole Faculty of Humanities and the professors at Digital culture. This also includes Fulbright, Professor Chris Ingraham, since he helped me to form my master ideas at the start. After that, I will also thank my brother Joakim Andersson and my great friend Malin Jakobsen since they helped a lot with proofreading and helping me with valuable feedback. Thanks to Simon Dreetz Holt for helping me catch all Pokémon's and inspire me to make changes to my text. I will also say thank you to Sunnhorldand folhøgskole and Markus Lange. Thanks for letting me lecture your students. Also, thanks to det Akademiske Kvarteret for free coffee. Solveig Møster gets a special thanks for the interview that is in this thesis. Thanks for giving me your time and knowledge. My last thanks will go to my close friends called "the lads." Thanks for helping me through the time with this and giving me feedback Finally, I want to thank every person who helps me with my project. -
The Admissibility of Data Collected from Wearable Devices in Court
Stetson Journal of Advocacy and the Law The first online law review designed to be read online 4 Stetson J. Advoc. & L. 1 (2017) The Admissibility of Data Collected from Wearable Devices Katherine E. Vinez Student Stetson University College of Law Gulfport Florida 4 Stetson J. Advocacy & L. 1 (2017) The Admissibility of Data Collected from Wearable Devices Katherine E. Vinez1 4 Stetson J. Advoc. & L. 1 (2017) I. Introduction 1. Wearable devices, also known as “wearables,” are the next generation of portable technology and have quickly become ubiquitous in our society.2 With the demand for these new gadgets continuously increasing, society can expect wearables to have a tremendous impact on almost every facet of life. First, consider the potential of wearable devices not only in litigation, but also in the realm of medicine, employ- ment, and everyday living. Produced by companies like Fitbit Inc., Apple Inc., and Google Inc., wearables have already transformed the way users communicate, exer- cise, and keep organized. Despite some hesitancy within the legal community, these devices have also begun to slowly impact and transform litigation. The first known use of wearable technology data as evidence in litigation is the personal injury case involving a law firm in Calgary, Canada, using their client’s activity data from her Fitbit “to show that her activity level is less and compromised as a result of her injury.”3 1 Katherine E. Vinez is currently a candidate for a Juris Doctor from Stetson University College of Law, and also serves as a Law Review Associate. 2 Nathan Chandler, How FitBit Works,HOW STUFF WORKS. -
WEARABLE TECHNOLOGY TRENDGUIDE SCENARIOS and OPPORTUNITIES for PRINTED ELECTRONICS and SMART FABRICS OUTLOOK REPORT 2014 Member Of
WEARABLE TECHNOLOGY TRENDGUIDE SCENARIOS AND OPPORTUNITIES FOR PRINTED ELECTRONICS AND SMART FABRICS OUTLOOK REPORT 2014 Member of: Av. d’Ernest Lluch, 36 Parc Científic i de la Innovació TecnoCampus E-08302 Mataró - Barcelona (Spain) 3NEO T. (34) 93 741 91 00 - Fax (34) 93 741 92 28 plataformaNEO tecnológica [email protected] @cetemmsa 2014 Copyright Cetemmsa Observatory in partnership with Clèries Consultancy www.cetemmsa.com www.lauracleries.com www.cleriesreports.com design: Marc Riera 2014 CETEMMSA OBSERVATORY ABOUT CETEMMSA CETEMMSA is a technological centre conducting research in the field of Printed Electronics and High Performance Textiles, and transfers its knowledge to companies wanting to innovate with differentiated products with a high added value. Its spe- cialisation is within printed, flexible and flat electronics, as an alternative to tra- ditional silicon electronics, which allows for the addition of new functionalities to different surfaces (textiles, plastics, paper, polymeric films,...). It is possible now to emit light, gather energy and physical or biolo- gical data or interacting with objects and people in a different and innovative way. CETEMMSA does this thanks to its integrated chain which ranges from applied research to engineering and product industrialisation. These devices are bound to be applied to various strategic sectors such as health and wellbeing, automotive and transportation, professional sports, packaging, architecture and construction, and technical textiles. 2014 CETEMMSA OBSERVATORY FOREWORD In the recent 2014 Mobile World Congress On the other hand, soft wearables represent after months of research and thanks to held in Barcelona, Genevieve Bell, the a huge opportunity for the apparel industry. those actions, projects, creative minds and anthropologist and researcher, Interaction In the same way that the spacesuit worn people around the world who are shaping & Experience Research director at Intel, by Neil Armstrong and Buzz Aldrin, finally the future. -
Welcome to Expotees 2013 O
Welcome to ExpoTees 2013 O ExpoTees 2013 is our eighth annual exhibition of students’ work from Teesside University’s School of Computing. Once again we are showcasing some excellent work – projects from our final- year students in subjects ranging from advanced software engineering and programming to computer games, music, media and animations. This brochure is evidence of the outstanding work that our students are able to produce, which is an exemplar to universities worldwide. It is a great credit to our students and to the staff who have taught, enthused and supported them during their studies, that our graduates enter employment with many of the world’s leading organisations. BRING THIS COVER I hope that you enjoy your time at our exhibition TO LIFE – use it as an opportunity to meet our students, and find out more about their wonderful ExpoTees 2013 achievements. Showcasing the next generation of digital expertise School of Computing This publication is available in alternative formats on request. Please contact the Dr Simon Stobart School of Computing on 01642 342649 or email [email protected]. Dean, School of Computing Teesside University Middlesbrough Tees Valley T: +44 (0) 1642 218121 Inspiring success TS1 3BA UK tees.ac.uk Published by the Department of Marketing & Student Recruitment CAG 8044/MB ExpoTees 2013 3 Where to find What is our students ExpoTees 2013 ExpoTees is an exhibition of outstanding computing innovation, technology and design – and an opportunity to recruit bright, new talent to Fourth Floor your organisation. On display is a selection of some of the finest Welcome examples of work produced by our final-year students, representing the full spectrum of subjects taught within the School of Computing to Darlington campus – animation and visual effects, games design and programming, web and digital media and We are delighted to hold ExpoTees workforces, offer access to specialist Contents computer science. -
Factors Influencing the Adoption of Smart Wearable Devices
Scholars' Mine Masters Theses Student Theses and Dissertations Spring 2016 Factors influencing the adoption of smart wearable devices Apurva Adapa Follow this and additional works at: https://scholarsmine.mst.edu/masters_theses Part of the Technology and Innovation Commons Department: Recommended Citation Adapa, Apurva, "Factors influencing the adoption of smart wearable devices" (2016). Masters Theses. 7492. https://scholarsmine.mst.edu/masters_theses/7492 This thesis is brought to you by Scholars' Mine, a service of the Missouri S&T Library and Learning Resources. This work is protected by U. S. Copyright Law. Unauthorized use including reproduction for redistribution requires the permission of the copyright holder. For more information, please contact [email protected]. FACTORS INFLUENCING THE ADOPTION OF SMART WEARABLE DEVICES by APURVA ADAPA A THESIS Presented to the faculty of the Graduate School of the MISSOURI UNIVERSITY OF SCIENCE AND TECHNOLOGY In Partial Fulfillment of the Requirements for the Degree MASTER OF SCIENCE IN INFORMATION SCIENCE AND TECHNOLOGY 2016 Approved by Dr. Fiona Fui Hoon Nah, Advisor Dr. Keng L. Siau Dr. Richard Hall Copyright 2016 Apurva Adapa All Rights Reserved iii ABSTRACT This study aims to examine the factors and issues in adoption of smart wearable devices. Wearable devices have many functions to offer which make them very useful in our daily lives. However, factors influencing the adoption of these devices are not well understood. This research explores the inhibiting and contributing factors influencing the adoption of wearable devices by employing the laddering approach. Qualitative data were collected through in-depth interviews using the laddering technique in order to understand these factors. -
Smart Glasses Design Exploring User Perception of Wearable Computing
SMART GLASSES DESIGN EXPLORING USER PERCEPTION OF WEARABLE COMPUTING Master Thesis University of Lapland Faculty of Art and Design Department of Industrial Design Spring 2016 Vahab Pour Roudsari Farnaz 0371195 Abstract University of Lapland Faculty of Art and Design Title: Smart Glasses Design-Exploring user perception of wearable computing Author: Vahab Pour Roudsari Farnaz Degree Program: Industrial Design Type: Master Thesis Pages: 95 Year: 2016 As technology is growing rapidly and integrating itself to all aspects of people’s life, designers and developers try to provide a more pleasant experience of technology to people. One of the technology trends which aims to make life easier is wearable computing. Wearables aim to assist people to be in control of their life by augmenting the real life with extra information constantly and ubiquitously. One of the growing trends of wearable computing is Head Mounted Displays (HMD), as the head is a great gateway to receive audio, visual and haptic information. Also due to the Google Glass project, wearables in form of glasses gained much more attention during last years. However, because of the early stages of the technology adaptation, there is still much to explore on social acceptancy, key use cases and design directions of glasses as a type of wearable computing. This thesis has two stages. In the first stage, the aim is to explore the different use cases of a wearable eye tracker concept in different context and study the user’s perception of such a device. To accomplish this objective a user study with (n=12) participants were conducted using the experience sampling methods (ESM) and employing a mock-up of a smart-glasses as a design probe.