2 resultados para Wearable computing

em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal


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Existing wearable computing research and indeed commercial products, have explored how to control phones and music players in pockets. They have typically relied on interaction via simple flexible button sensors. This thesis proposes, design and develops new ways of interacting which explore the potential of clothes, such as pulling or stretching. Its aim to present and demonstrate the value of embodied and intuitive inputs based on standard clothing elements such as zips, fasteners, beads, Velcro and magnets. Individual interactions for each are described and discussed before a final combination application, the MusicHoodie, which is developed to control an MP3 player. A simple usability test on this system reveals a range of interesting and promising results about which were the most acceptable and understandable inputs. This thesis closes with a discussion of the implications and contributions of the work it presents.

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Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.