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2012 16th International Symposium on Wearable Computers最新文献

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Toe Input Using a Mobile Projector and Kinect Sensor 脚趾输入使用移动投影仪和Kinect传感器
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.11
Daiki Matsuda, K. Uemura, Nobuchika Sakata, S. Nishida
Due to the prevalence of cell phones many people view information on small handheld LCD screens. However, these mobile devices require the use of one hand, the user needs to keep a close watch on a small display, and they have to be retrieved from a pocket or a bag. To overcome these problems, we focus on wearable projection systems that enable hands-free viewing via large projected screens, eliminating the need to retrieve and hold devices. In this paper, we present a toe input system that can realize haptic interaction, direct manipulation, and floor projection using a wearable projection system with a large projection surface. It is composed of a mobile projector, Kinect depth camera, and a gyro sensor. It is attached to the user's chest and can detect when the users foot touches or rises from the floor. To evaluate the system we conducted experiments investigating object selection by foot motion.
由于手机的普及,许多人在小型手持LCD屏幕上查看信息。然而,这些移动设备需要使用一只手,用户需要在一个小显示器上密切观察,并且必须从口袋或包中取出。为了克服这些问题,我们将重点放在可穿戴投影系统上,该系统可以通过大投影屏幕实现免提观看,从而消除了取回和持有设备的需要。在本文中,我们提出了一种可以实现触觉交互、直接操作和地板投影的脚趾输入系统,该系统使用具有大投影面的可穿戴投影系统。它由移动投影仪、Kinect深度摄像头和陀螺仪传感器组成。它被安装在用户的胸部,可以检测到用户的脚何时接触到地面或从地面上升。为了评估该系统,我们进行了足部运动对物体选择的实验。
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引用次数: 15
Socio-Technical Network Analysis from Wearable Interactions 来自可穿戴交互的社会技术网络分析
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.19
K. Farrahi, R. Emonet, A. Ferscha
Wearable sensing platforms like modern smart phones have proven to be effective means in the complexity and computational social sciences. This paper draws from explicit (phone calls, SMS messaging) and implicit (proximity sensing based on Bluetooth radio signals) interaction patterns collected via smart phones and reality mining techniques to explain the dynamics of personal interactions and relationships. We consider three real human to human interaction networks, namely physical proximity, phone communication and instant messaging. We analyze a real undergraduate community's social circles and consider various topologies, such as the interaction patterns of users with the entire community, and the interaction patterns of users within their own community. We fit distributions of various interactions, for example, showing that the distribution of users that have been in physical proximity but have never communicated by phone fits a gaussian. Finally, we consider five types of relationships, for example friendships, to see whether significant differences exist in their interaction patterns. We find statistically significant differences in the physical proximity patterns of people who are mutual friends and people who are non-mutual (or asymmetric) friends, though this difference does not exist between mutual friends and never friends, nor does it exist in their phone communication patterns. Our findings impact a wide range of data-driven applications in socio-technical systems by providing an overview of community interaction patterns which can be used for applications such as epidemiology, or in understanding the diffusion of opinions and relationships.
像现代智能手机这样的可穿戴传感平台已经被证明是复杂和计算社会科学的有效手段。本文利用智能手机和现实挖掘技术收集的显性(电话、短信)和隐性(基于蓝牙无线电信号的近距离感应)互动模式来解释个人互动和关系的动态。我们考虑三种真实的人与人之间的互动网络,即物理接近,电话通信和即时消息。我们分析了一个真实的大学生社区的社交圈,并考虑了各种拓扑结构,例如用户与整个社区的交互模式,以及用户在自己社区内的交互模式。例如,我们拟合了各种交互的分布,显示了物理上接近但从未通过电话沟通的用户的分布符合高斯分布。最后,我们考虑了五种类型的关系,例如友谊,看看它们的互动模式是否存在显著差异。我们发现共同的朋友和非共同的(或非对称的)朋友在身体接近模式上有统计学上的显著差异,尽管这种差异不存在于共同的朋友和从未的朋友之间,也不存在于他们的电话交流模式中。我们的研究结果通过提供社区互动模式的概述,影响了社会技术系统中广泛的数据驱动应用,这些模式可用于流行病学等应用,或用于理解意见和关系的传播。
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引用次数: 12
Kinect=IMU? Learning MIMO Signal Mappings to Automatically Translate Activity Recognition Systems across Sensor Modalities Kinect = IMU ?学习MIMO信号映射自动转换跨传感器模态的活动识别系统
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.17
O. Baños, Alberto Calatroni, M. Damas, H. Pomares, I. Rojas, Hesam Sagha, J. Millán, G. Tröster, Ricardo Chavarriaga, D. Roggen
We propose a method to automatically translate a preexisting activity recognition system, devised for a source sensor domain S, so that it can operate on a newly discovered target sensor domain T, possibly of different modality. First, we use MIMO system identification techniques to obtain a function that maps the signals of S to T. This mapping is then used to translate the recognition system across the sensor domains. We demonstrate the approach in a 5-class gesture recognition problem translating between a vision-based skeleton tracking system (Kinect), and inertial measurement units (IMUs). An adequate mapping can be learned in as few as a single gesture (3 seconds) in this scenario. The accuracy after Kinect → IMU or IMU → Kinect translation is 4% below the baseline for the same limb. Translating across modalities and also to an adjacent limb yields an accuracy 8% below baseline. We discuss the sources of errors and means for improvement. The approach is independent of the sensor modalities. It supports multimodal activity recognition and more flexible real-world activity recognition system deployments.
我们提出了一种方法来自动转换预先存在的活动识别系统,为源传感器域S设计,使其能够在新发现的目标传感器域T上运行,可能是不同的模态。首先,我们使用MIMO系统识别技术获得一个将S信号映射到t的函数,然后使用该映射在传感器域上翻译识别系统。我们在一个基于视觉的骨骼跟踪系统(Kinect)和惯性测量单元(imu)之间转换的5类手势识别问题中演示了该方法。在这种情况下,只需一个手势(3秒)就可以学会适当的映射。Kinect→IMU或IMU→Kinect转换后的精度比同一肢体的基线低4%。跨模式转换和邻肢转换的准确率比基线低8%。我们讨论了误差的来源和改进的方法。该方法与传感器模态无关。它支持多模态活动识别和更灵活的现实世界活动识别系统部署。
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引用次数: 40
Have We Achieved the Ultimate Wearable Computer? 我们实现了终极可穿戴电脑吗?
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.26
B. Thomas
This paper provides a provocative view of wearable computer research over the years, starting with the first IEEE International Symposium on Wearable Computers in 1997. The goal of this paper is to reflect on the original research challenges from the first few years. With this goal in mind, two questions can be examined: 1) have we achieved the goals we set out? and 2) how has the direction of research changed in the past fifteen years? This is not a survey paper, but a platform to stimulate discussion.
本文从1997年第一届IEEE可穿戴计算机国际研讨会开始,提供了多年来可穿戴计算机研究的一个具有挑衅性的观点。本文的目的是反思最初几年的原始研究挑战。有了这个目标,我们可以审视两个问题:1)我们是否实现了我们设定的目标?2)在过去的15年里,研究方向发生了怎样的变化?这不是一份调查报告,而是一个激发讨论的平台。
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引用次数: 17
Introducing a New Benchmarked Dataset for Activity Monitoring 为活动监控引入一个新的基准数据集
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.13
Attila Reiss, D. Stricker
This paper addresses the lack of a commonly used, standard dataset and established benchmarking problems for physical activity monitoring. A new dataset - recorded from 18 activities performed by 9 subjects, wearing 3 IMUs and a HR-monitor - is created and made publicly available. Moreover, 4 classification problems are benchmarked on the dataset, using a standard data processing chain and 5 different classifiers. The benchmark shows the difficulty of the classification tasks and exposes new challenges for physical activity monitoring.
本文解决了缺乏一个常用的、标准的数据集和建立的体育活动监测基准问题。一个新的数据集——记录了9名受试者戴着3个imu和一个hr监测器进行的18项活动——被创建并公开提供。此外,使用标准的数据处理链和5种不同的分类器,在数据集上对4个分类问题进行了基准测试。该基准显示了分类任务的难度,并为身体活动监测提出了新的挑战。
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引用次数: 884
Textile Interfaces: Embroidered Jog-Wheel, Beaded Tilt Sensor, Twisted Pair Ribbon, and Sound Sequins 纺织接口:刺绣慢跑轮,串珠倾斜传感器,双绞线带,和声音亮片
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.29
C. Zeagler, Scott M. Gilliland, Halley P. Profita, Thad Starner
Electronic textiles (or e-textiles) attempt to integrate electronics and computing into fabric. In our efforts to create new e-textile interfaces and construction techniques for our Electronic Textile Interface Swatch Book (an e-textile toolkit), we have created a multi-use jog wheel using multilayer embroidery, sound sequins from PVDF film and a tilt sensor using a hanging bead, embroidery and capacitive sensing. In order to make capacitive sensing over long leads possible on the body, we have constructed twisted pair ribbon and demonstrated its effectiveness over more typical sensing techniques. We detail construction techniques and lessons learned from this technology exploration.
电子纺织品(或电子纺织品)试图将电子和计算集成到织物中。在我们努力为我们的电子纺织品界面样本手册(一个电子纺织品工具包)创造新的电子纺织品界面和构建技术的过程中,我们创造了一个多用途的jog轮,使用多层刺绣,PVDF薄膜的声音亮片和使用悬挂珠,刺绣和电容传感的倾斜传感器。为了在人体上实现长引线的电容传感,我们构建了双绞线带,并在更典型的传感技术上证明了其有效性。我们详细介绍了从这项技术探索中获得的施工技术和经验教训。
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引用次数: 39
Tongue Mounted Interface for Digitally Actuating the Sense of Taste 安装在舌头上的界面,用于数字驱动味觉
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.16
Nimesha Ranasinghe, R. Nakatsu, Hideaki Nii, G. Ponnampalam
Most of the systems for generating taste sensations are based on blending different chemicals appropriately, and there are less proven approaches to stimulate the sense of taste digitally. In this paper, a method to digitally stimulate the sense of taste is introduced and demonstrated based on electrical and thermal stimulation on human tongue. Thus, two digital control systems are presented to control taste sensations and their intensities effectively on the tongue. The effects of most persuading factors such as current, frequency, and temperature have been accounted to noninvasively stimulate the tongue. The initial experimental results indicate that sour (strong), bitter (mild), and salty(mild) are the main sensations, which can be evoked while there are evidences of sweet sensation too. Based on the results of the Tongue Mounted Digital Taste Interface, we have then developed another system which named as the Digital Sour Lollipop to effectively control the sour taste digitally. Initial experimental results of this system show the controllability of sour taste up to three levels of intensities using the electrical stimulation on human tongue.
大多数产生味觉感觉的系统都是基于适当地混合不同的化学物质,并且有较少被证实的方法来刺激数字化的味觉。本文介绍并演示了一种基于电刺激和热刺激人类舌头的数字味觉刺激方法。因此,提出了两种数字控制系统来有效地控制舌头上的味觉感觉及其强度。大多数劝说因素的影响,如电流、频率和温度,都被认为是对舌头的无创刺激。初步的实验结果表明,酸(强烈)、苦(轻微)和咸(轻微)是主要的感觉,它们可以被唤起,同时也有甜味的证据。基于安装在舌头上的数字味觉界面的结果,我们开发了另一个系统,称为数字酸棒棒糖,以有效地控制酸味的数字。该系统的初步实验结果表明,通过电刺激人体舌头,酸味的可控性可达三个强度。
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引用次数: 58
Airwriting: Hands-Free Mobile Text Input by Spotting and Continuous Recognition of 3d-Space Handwriting with Inertial Sensors 空中书写:用惯性传感器定位和连续识别3d空间手写的免提移动文本输入
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.21
C. Amma, Marcus Georgi, Tanja Schultz
We present an input method which enables complex hands-free interaction through 3d handwriting recognition. Users can write text in the air as if they were using an imaginary blackboard. Motion sensing is done wirelessly by accelerometers and gyroscopes which are attached to the back of the hand. We propose a two-stage approach for spotting and recognition of handwriting gestures. The spotting stage uses a Support Vector Machine to identify data segments which contain handwriting. The recognition stage uses Hidden Markov Models (HMM) to generate the text representation from the motion sensor data. Individual characters are modeled by HMMs and concatenated to word models. Our system can continuously recognize arbitrary sentences, based on a freely definable vocabulary with over 8000 words. A statistical language model is used to enhance recognition performance and restrict the search space. We report the results from a nine-user experiment on sentence recognition for person dependent and person independent setups on 3d-space handwriting data. For the person independent setup, a word error rate of 11% is achieved, for the person dependent setup 3% are achieved. We evaluate the spotting algorithm in a second experiment on a realistic dataset including everyday activities and achieve a sample based recall of 99% and a precision of 25%. We show that additional filtering in the recognition stage can detect up to 99% of the false positive segments.
我们提出了一种通过3d手写识别实现复杂免提交互的输入法。用户可以在空中书写文字,就像他们在使用一块想象中的黑板一样。运动感应是通过连接在手背上的加速度计和陀螺仪无线完成的。我们提出了一种两阶段的方法来发现和识别手写手势。定位阶段使用支持向量机来识别包含手写的数据段。识别阶段使用隐马尔可夫模型(HMM)从运动传感器数据生成文本表示。单个字符由hmm建模,并连接到单词模型。我们的系统可以基于8000多个可自由定义的词汇,连续识别任意句子。使用统计语言模型来提高识别性能并限制搜索空间。我们报告了在3d空间手写数据上对人依赖和人独立设置的句子识别的九用户实验结果。对于独立于人的设置,实现了11%的单词错误率,对于独立于人的设置,实现了3%的错误率。我们在包含日常活动的真实数据集的第二次实验中评估了定位算法,并实现了99%的基于样本的召回率和25%的精度。我们表明,在识别阶段的附加滤波可以检测到高达99%的假阳性片段。
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引用次数: 108
GazeCloud: A Thumbnail Extraction Method Using Gaze Log Data for Video Life-Log GazeCloud:一种基于注视日志数据的视频生命日志缩略图提取方法
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.32
Yoshio Ishiguro, J. Rekimoto
We propose a method for information extraction and presentation using recorded eye gaze data, i.e., life-log video data. We call our method Gaze Cloud, which essentially uses gaze information for the generation of thumbnail images. One of the usages of wearable computing, personal life-logs are becoming increasingly possible. However, an aspect that needs to be addressed is information retrieval through different browsing methods. It is also well known that human memory recall is aided by effective presentation of information. Our propose method Gaze Cloud calculates the importance of information from gaze data that is consequently used for the generation of thumbnail images. This method performs the calculation using the eye gaze duration and hot spot information. Additionally, we construct a prototype daily-use wearable eye tracker system.
我们提出了一种利用记录的眼睛注视数据(即生命日志视频数据)进行信息提取和呈现的方法。我们把我们的方法称为Gaze Cloud,它本质上使用凝视信息来生成缩略图图像。作为可穿戴式计算机的用途之一,个人生活日志正变得越来越有可能。然而,需要解决的一个方面是通过不同的浏览方法进行信息检索。众所周知,有效的信息呈现有助于人类记忆的回忆。我们提出的方法凝视云计算凝视数据信息的重要性,从而用于生成缩略图图像。该方法利用人眼注视时间和热点信息进行计算。此外,我们还构建了一个日常使用的可穿戴式眼动仪系统原型。
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引用次数: 11
Urban Vibrations: Sensitivities in the Field with a Broad Demographic 城市振动:广泛人口领域的敏感性
Pub Date : 2012-06-18 DOI: 10.1109/ISWC.2012.10
A. Morrison, Lars Knudsen, H. J. Andersen
In this paper we describe a field study conducted with a wearable vibration belt where we test to determine the vibration intensity sensitivity ranges on a large diverse group of participants with evenly distributed ages and gender, ranging from seven to 79 years. We test for alterations in sensitivity in the field by introducing an escalating level of distraction in increasingly busy environments. The findings on sensitivity detection range differ from previous lab studies in that we found a decreased detection rate in busy environments. Here we test with a much larger sample and age range, and contribute with the first vibration sensitivity testing outside the lab in an urban public environment.
在本文中,我们描述了一项使用可穿戴振动带进行的实地研究,在该研究中,我们测试了一组年龄和性别均匀分布的参与者的振动强度敏感性范围,范围从7岁到79岁。我们通过在日益繁忙的环境中引入不断升级的分心程度来测试该领域的敏感性变化。灵敏度检测范围的发现与之前的实验室研究不同,我们发现在繁忙的环境中检出率降低。在这里,我们用更大的样本和年龄范围进行测试,并在城市公共环境中进行了实验室以外的第一次振动灵敏度测试。
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引用次数: 13
期刊
2012 16th International Symposium on Wearable Computers
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