The Challenges of Wearable Computing: Part 2
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MAGIC Summoning: Towards Automatic Suggesting and Testing of Gestures with Low Probability of False Positives During Use
JournalofMachineLearningResearch14(2013)209-242 Submitted 10/11; Revised 6/12; Published 1/13 MAGIC Summoning: Towards Automatic Suggesting and Testing of Gestures With Low Probability of False Positives During Use Daniel Kyu Hwa Kohlsdorf [email protected] Thad E. Starner [email protected] GVU & School of Interactive Computing Georgia Institute of Technology Atlanta, GA 30332 Editors: Isabelle Guyon and Vassilis Athitsos Abstract Gestures for interfaces should be short, pleasing, intuitive, and easily recognized by a computer. However, it is a challenge for interface designers to create gestures easily distinguishable from users’ normal movements. Our tool MAGIC Summoning addresses this problem. Given a specific platform and task, we gather a large database of unlabeled sensor data captured in the environments in which the system will be used (an “Everyday Gesture Library” or EGL). The EGL is quantized and indexed via multi-dimensional Symbolic Aggregate approXimation (SAX) to enable quick searching. MAGIC exploits the SAX representation of the EGL to suggest gestures with a low likelihood of false triggering. Suggested gestures are ordered according to brevity and simplicity, freeing the interface designer to focus on the user experience. Once a gesture is selected, MAGIC can output synthetic examples of the gesture to train a chosen classifier (for example, with a hidden Markov model). If the interface designer suggests his own gesture and provides several examples, MAGIC estimates how accurately that gesture can be recognized and estimates its false positive rate by comparing it against the natural movements in the EGL. We demonstrate MAGIC’s effectiveness in gesture selection and helpfulness in creating accurate gesture recognizers. -
Mobile Phones and Cloud Computing
Mobile phones and cloud computing A quantitative research paper on mobile phone application offloading by cloud computing utilization Oskar Hamrén Department of informatics Human Computer Interaction Master’s programme Master thesis 2-year level, 30 credits SPM 2012.07 Abstract The development of the mobile phone has been rapid. From being a device mainly used for phone calls and writing text messages the mobile phone of today, or commonly referred to as the smartphone, has become a multi-purpose device. Because of its size and thermal constraints there are certain limitations in areas of battery life and computational capabilities. Some say that cloud computing is just another buzzword, a way to sell already existing technology. Others claim that it has the potential to transform the whole IT-industry. This thesis is covering the intersection of these two fields by investigating if it is possible to increase the speed of mobile phones by offloading computational heavy mobile phone application functions by using cloud computing. A mobile phone application was developed that conducts three computational heavy tests. The tests were run twice, by not using cloud computing offloading and by using it. The time taken to carry out the tests were saved and later compared to see if it is faster to use cloud computing in comparison to not use it. The results showed that it is not beneficial to use cloud computing to carry out these types of tasks; it is faster to use the mobile phone. 1 Table of Contents Abstract ..................................................................................................................................... 1 Table of Contents ..................................................................................................................... 2 1. Introduction .......................................................................................................................... 5 1.1 Previous research ........................................................................................................................ -
Literature Study Concerning Wearable Computers for Use in Process Plants
Literature study: Wearable Control Room /LWHUDWXUHVWXG\FRQFHUQLQJZHDUDEOHFRPSXWHUVIRUXVHLQSURFHVVSODQWV This report is a literature study concerning different aspects of wearable computers. The report is meant to be used mainly as background information for defining relevant projects within the program “wearable control room” as well as an introduction of this research topics for Ph.D. students and other interested readers. ,QWURGXFWLRQ This report presents the state of the research concerning wearable computers with focus on use within process plants. In addition to wearable computers, the report focuses on human factors as well as the organisational and social aspects of substituting the existing centralised control room with distributed wearable computers. Research related to wearable computers has existed for several years, but most of the research has concentrated on other aspects and goals than developing a wearable control room for process plants. A wearable computer can generally be defined as (Bass 1997): • it may be used while the wearer is in motion; • it may be used while one or both hands are free or occupied with other tasks; • it exists within the corporeal envelope of the user, i.e., it should be not merely attached to the body but becomes an integral part of the person's clothing; • it must allow the user to maintain control; • it must exhibit constancy, in the sense that it should be constantly available. The following chapters outline the state of work related to different topics, applications and finally, universities and research institutions working with wearable computers. Chapter 2 pre- sents a short review of equipment available on the market. -
Uses and Effects of Mobile Computing Devices in K–8 Classrooms
Uses and Effects of Mobile Computing Devices in K–8 Classrooms Karen Swan Mark van ‘t Hooft Annette Kratcoski Kent State University Darlene Unger Virginia Commonwealth University Abstract This preliminary study employed mixed methodologies to explore students’ use of mobile comput- ing devices and its effects on their motivation to learn, engagement in learning activities, and support for learning processes. Data collected from students in four elementary and two seventh grade science classes in Northeast Ohio included usage logs, student work samples, student and teacher interviews, and classroom observations. Findings highlight the personalization of learning afforded by such devices both in terms of individuals and individual classroom cultures, as well as their usefulness in extending learning beyond the classroom. They also sug- gest that increased motivation due to mobile device use leads to increases in the quality and quantity of student work. (Keywords: mobile computing, motivation, writing.) BACKGROUND More than a decade ago, Mark Weiser (1991) wrote that we live in a society in which technology is so pervasive that we do not notice it anymore when used for everyday tasks such as information retrieval, communication, and entertainment. Defining this environment as ubiquitous computing, he described it more as a state of mind, as “a new way of thinking about computers in the world . [that] allows the computers themselves to vanish into the background . [and] be- come indistinguishable from everyday life” (p. 94). As a result, the current gener- ation of K–12 students is growing up more technologically literate than children their age were a decade ago, with access to an increasing number of devices and services such as video game consoles, mobile gaming devices, cell phones, the In- ternet, and instant messaging. -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
Tutorial on Designing for Wearability
Tutorial on Designing for Wearability Francine Gemperle and Peter Sellar Carnegie Mellon University Pittsburgh, PA 15213 USA [email protected], [email protected] http://www.wearablegroup.org ABSTRACT At the Second International Symposium on The objective of this workshop will be to Wearable Computing we presented a paper titled familiarize the group with two things. The role Design for Wearability [1]. In this paper we of Industrial Design in an interdisciplinary discussed a set of guidelines for designing design process and how to Design for wearable products to fit the three dimensional Wearability. The intended audience for this shapes of the dynamic human body. This paper tutorial is anyone who is managing or also presented a set of wearable forms to be used participating in an interdisciplinary development as a reference tool for the creation of wearable team designing wearable hardware. This tutorial products. In this tutorial we will share our will also be valuable for anyone who is process for both creating a wearable computer interested the role of industrial design in the housing to fit the human body and designing the development of a wearable computer. Some component placement on a printed circuit board knowledge of the field of wearable computing to meet the complex and organic shape of the will be helpful. For the exercise, participants computer housing. This tutorial will focus on an should be comfortable working with their hands iterative and interdisciplinary design process. We and talking in a group. will present a case study application of the Design for Wearability work. We will do an INSTRUCTORS exercise creating wearable shapes for computers Francine Gemperle has been a Design and negotiating those shapes with the internal Researcher with Carnegie Mellon’s Wearable components of a computer. -
Mobile Supercomputers
EMBEDDED COMPUTING ing. We also anticipate the emergence of relatively simple, disposable devices Mobile that support the pervasive computing infrastructure—for example, sensor network nodes. The requirements of low-end devices Supercomputers are increasing exponentially, and com- puter architectures must adapt to keep Todd Austin, David Blaauw, Scott Mahlke, up. Some elements of high-end devices and Trevor Mudge, University of Michigan are already present in 3G cell phones Chaitali Chakrabarti, Arizona State University from the major manufacturers. High- Wayne Wolf, Princeton University end PDAs also include an amazing range of features, such as networking and cameras. oore’s law has held sway over the past several Current trends in computer decades, with the number architecture and power cannot M of transistors per chip doubling every 18 meet the demands of mobile months. As a result, a fairly inexpen- supercomputing. Significant sive CPU can perform hundreds of millions of operations per second— innovation is required. performance that would have cost mil- lions of dollars two decades ago. We should be proud of our achieve- puters. Rather than worrying solely SUPERCOMPUTING REQUIREMENTS ments and rest on our laurels, right? about performance, with the occa- A mobile supercomputer will employ Unfortunately, no. sional nod to power consumption and natural I/O interfaces to the mobile The human appetite for computation cost, we need to judge computers by user. For example, input could come has grown even faster than the pro- their performance-power-cost product. through a continuous real-time speech- cessing power that Moore’s law pre- This new way of looking at proces- processing component. -
The Application of Personal Digital Assistants As Mobile Computing Device on Construction Site
The Application of Personal Digital Assistants as Mobile Computing Device on Construction Site Kenji Kimoto, Kazuyoshi Endo, Satoru Iwashita and Mitsuhiro Fujiwara Konoike Construction Co., Ltd., Research Institute of Technology 1-20-1 Sakura, Tsukuba-Science City, IBARAKI 305-0003, Japan. {kimoto_kj, Iwashita_st, fujiwara_mh}@konoike.co.jp . Kogakuin University, Department of Architecture, 1-24-2 Nishishinjuku, Shinjyuku-ku, TOKYO 163-8677, Japan. [email protected] ABSTRACT: Construction managers need to access the real construction site to manage the construction project. They have recently handled various types of digital information such as drawings, specification, checklists and daily reports. They usually use sheets of paper and/or field notes. As a result, a gap in time and space between the outdoor construction site and the office, which leads to the low efficiency, occurs. This paper reports the application of PDA (Personal Digital Assistants) as mobile computing device for construction managers on construction sites. First, this paper describes the aim and the essential element of the mobile systems. This also shows the analysis of necessary functions as mobile computing device through the discussion with construction managers, and the concept of development of this computer-aided engineering system. Secondly, this paper describes the outline of below subsystems with PDA: Progress Monitoring System, Inspection System and Position Check System. Subsystems have two programs: the data input program in PDA and the output program in PC. Finally, this paper indicates the development of more refined process of construction management with the mobile computing device on construction site. • Progress Monitoring System has been built for construction managers to monitor the progress of works. -
Sustainable Principles of Mobile Computing
Journal of Information Technology & Software Engineering Short communication Sustainable Principles of Mobile Computing Nicholas Furness* Department of Trauma & Orthopaedics, Royal United Hospital Bath NHS Trust, Combe Park, Bath, United Kingdom ABSTRACT Mobile Computing is the advanced and developing computer application that allows voice and video transmission in the form of data through computer or wireless devices without any further linking. Mobile computing has three aspects: mobile communication, mobile hardware, and mobile software. Modern way of mobile computing view as any electronic device that helps you organize your life, communicate with coworkers or friends, or do your job more efficiently is part of mobile computing. Keywords: Mobile computing; Cloud computing; Internet of Things INTRODUCTION • Good battery life. Cloud computing empowered Internet of Things (IoT) • Huge memory capacity. technology has conceptualized the ideology of Industry 4.0. APPLICATIONS Inspired by this, the food industry 4.0 presents a unique concept for determining food quality in real-time. Conspicuously, the current research provides an IoT-based smart framework for Traffic evaluating the food-quality parameters in restaurants and food During traveling in traffic if we require to know road situation, outlets. IoT technology is primarily utilized to gather data that latest news and when if feel more stress in driving then can play can explicitly affect food quality within a food serving music and other important broadcast data are received through environment. This allows us to synthetically generate realistic Digital Audio Broadcasting (DAB). content requests starting from real-world databases of user activities in smart homes [1-3]. Emergencies situation FUTURE OF MOBILE COMPUTING Only Wireless networks work of communication in nature disaster 2 such as earthquakes, tsunami, flood, and fire. -
Eff Dmca Jailbreaking Exemptio
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Petition of Electronic Frontier Foundation Submitted by: Electronic Frontier Foundation Mitchell L. Stoltz Corynne McSherry Kit Walsh 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation submits the following petition and respectfully asks the Librarian of Congress to exempt the class of copyrighted works described below from 17 U.S.C. § 1201(a)(1)’s prohibition on the circumvention of access control technologies for 2015-2018: Proposed Class: Computer programs that enable mobile computing devices, such as telephone handsets and tablets, to execute lawfully obtained software, where circumvention is accomplished for the sole purposes of enabling interoperability of such software with computer programs on the device, or removing software from the device.1 I. The Commenting Party The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents thousands of dues-paying members, including consumers, hobbyists, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate protection for copyright owners while facilitating innovation and broad access to information in the digital age. 1 Petitioners expect to further develop the proposed exemption consistent with the principles identified in this petition and the record developed in the course of this proceeding. -
WT41N0 Wearable Computer Spec Sheet
PRODUCT SPEC SHEET WT41N0 FEATURES Ergonomic hands-free wearable design Award-winning ergonomic design increases user WT41N0 comfort and productivity THE NEXT GENERATION IN RUGGED WEARABLE VOICE AND High-performance nextgeneration DATA MOBILE COMPUTERS platform Best-in-class dual core Easily increase productivity and eliminate errors in your warehouse or distribution center with next processor provides the generation hands-free voice and data. With the major increase in package volume driven by multi-channel support, power to run virtually any demands for the ultimate in customer service, plus increasing regulations for traceability, you need to move more enterprise application items through your warehouse or distribution center and capture more information about those items than ever before. With the WT41N0 wearable mobile computer on the arms of your workers, you will. Now, workers can keep their 802.11a/b/g/n WLAN hands and eyes on the materials they are handling ' no time is lost handling paper or a handheld mobile device. Add a Easily connects to existing ring-style scanner worn on a finger and workers can capture 1-D and 2-D bar codes on the fly, able to document the WLAN for fast integration; path of that item for full traceability ' and verify that the right items are in the right orders, shipped to the right 802.11n and support for customers at the right time. The result? Improved customer satisfaction and loyalty. More throughput with the same advanced Zebra's WLAN staff, driving staff utilization up. And less time spent capturing more information on item movement, driving the cost of features greatly improves compliance with traceability regulations down. -
Prozessunterstützung Für Den Entwurf Von Wearable-Computing-Systemen
Prozessunterstutzung¨ fur¨ den Entwurf von Wearable-Computing-Systemen Vom Fachbereich Informatik der Technischen Universit¨at Darmstadt genehmigte Dissertation zur Erlangung des akademischen Grades Dr. rer. nat. vorgelegt von Dipl.-Inform. Tobias Klug geboren in Frankfurt Tag der Einreichung: 15.4.2008 Tag der Disputation: 30.5.2008 Referenten: Prof. Dr. Max Muhlh¨ ¨auser, Darmstadt Prof. Dr.-Ing. Ralph Bruder, Darmstadt Darmstadt 2008 Darmst¨adter Dissertationen D17 i Danksagung Diese Dissertation ist weder Steffi Graf, noch Andr´eAgassi gewidmet. Dafur¨ je- doch den vielen Personen, die mich in den letzten dreieinhalb Jahren begleitet und unterstutzt¨ haben. An erster Stelle m¨ochte ich hier meinem Doktorvater Prof. Max Muhlh¨ ¨auser fur¨ die Anregungen und Diskussionen danken, die entscheidend zum Entstehen dieser Arbeit beigetragen haben. Außerdem m¨ochte ich meiner Freundin Nina Steinert und meinen Eltern danken, die meine Entscheidung zu promovieren unterstutzt¨ und mich die gesamte Zeit uber¨ begleitet haben. Sie haben mich immer wieder motiviert und auch bei der Korrektur des endgultigen¨ Textes tatkr¨aftige Unterstutzung¨ geleistet. Des weiteren m¨ochte ich Markus Roth, Hristo Indzhov und Svenja Kahn danken, die mit ihren Diplom- und Bachelorarbeiten entscheidend zur Entstehung dieser Arbeit beigetragen haben. Außerdem m¨ochte ich den vielen Kollegen an der Universit¨at und bei SAP Rese- arch fur¨ die freundliche und lockere Arbeitsatmosph¨are danken. Victoria Carlsson, Andreas Zinnen und Thomas Ziegert danke ich fur¨ die gute Zusammenarbeit und fruchtbaren Diskussionen im Rahmen des wearIT@work-Projektes und auch daruber¨ hinaus. Ich danke meinen Zimmerkollegen an der Universit¨at Melanie Hartmann und Fernando Lyardet, die sich immer wieder meine wilden Ideen anh¨oren und kommen- tieren mussten.