scholarly journals Modular Middleware for Gestural Data and Devices Management

2017 ◽  
Vol 2017 ◽  
pp. 1-13 ◽  
Author(s):  
Fabrizio Milazzo ◽  
Vito Gentile ◽  
Giuseppe Vitello ◽  
Antonio Gentile ◽  
Salvatore Sorce

In the last few years, the use of gestural data has become a key enabler for human-computer interaction (HCI) applications. The growing diffusion of low-cost acquisition devices has thus led to the development of a class of middleware aimed at ensuring a fast and easy integration of such devices within the actual HCI applications. The purpose of this paper is to present a modular middleware for gestural data and devices management. First, we describe a brief review of the state of the art of similar middleware. Then, we discuss the proposed architecture and the motivation behind its design choices. Finally, we present a use case aimed at demonstrating the potential uses as well as the limitations of our middleware.

2021 ◽  
Author(s):  
Xueqiao Li ◽  
Na Sun ◽  
Zhanfeng Li ◽  
Jinbo Chen ◽  
Qinjun Sun ◽  
...  

Perovskite solar cells (PSCs) have reached their highest efficiency with the state-of-the-art hole-transporting material (HTM) spiro-OMeTAD.


Sensors ◽  
2019 ◽  
Vol 19 (12) ◽  
pp. 2690 ◽  
Author(s):  
Won-Du Chang

Eye movements generate electric signals, which a user can employ to control his/her environment and communicate with others. This paper presents a review of previous studies on such electric signals, that is, electrooculograms (EOGs), from the perspective of human–computer interaction (HCI). EOGs represent one of the easiest means to estimate eye movements by using a low-cost device, and have been often considered and utilized for HCI applications, such as to facilitate typing on a virtual keyboard, moving a mouse, or controlling a wheelchair. The objective of this study is to summarize the experimental procedures of previous studies and provide a guide for researchers interested in this field. In this work the basic characteristics of EOGs, associated measurements, and signal processing and pattern recognition algorithms are briefly reviewed, and various applications reported in the existing literature are listed. It is expected that EOGs will be a useful source of communication in virtual reality environments, and can act as a valuable communication tools for people with amyotrophic lateral sclerosis.


2018 ◽  
Vol 4 ◽  
pp. 205520761877032 ◽  
Author(s):  
Ann Blandford ◽  
Jo Gibbs ◽  
Nikki Newhouse ◽  
Olga Perski ◽  
Aneesha Singh ◽  
...  

Research and development for interactive digital health interventions requires multi-disciplinary expertise in identifying user needs, and developing and evaluating each intervention. Two of the central areas of expertise required are Health (broadly defined) and Human–Computer Interaction. Although these share some research methods and values, they traditionally have deep differences that can catch people unawares, and make interdisciplinary collaborations challenging, resulting in sub-optimal project outcomes. The most widely discussed is the contrast between formative evaluation (emphasised in Human–Computer Interaction) and summative evaluation (emphasised in Health research). However, the differences extend well beyond this, from the nature of accepted evidence to the culture of reporting. In this paper, we present and discuss seven lessons that we have learned about the contrasting cultures, values, assumptions and practices of Health and Human–Computer Interaction. The lessons are structured according to a research lifecycle, from establishing the state of the art for a given digital intervention, moving through the various (iterative) stages of development, evaluation and deployment, through to reporting research results. Although our focus is on enabling people from different disciplinary backgrounds to work together with better mutual understanding, we also highlight ways in which future research in this interdisciplinary space could be better supported.


2020 ◽  
Author(s):  
Jawad Khan

Activity recognition is a topic undergoing massive research in the field of computer vision. Applications of activity recognition include sports summaries, human-computer interaction, violence detection, surveillance etc. In this paper, we propose the modification of the standard local binary patterns descriptor to obtain a concatenated histogram of lower dimensions. This helps to encode the spatial and temporal information of various actions happening in a frame. This method helps to overcome the dimensionality problem that occurs with LBP and the results show that the proposed method performed comparably with state of the art methods.


2018 ◽  
Vol 3 (1) ◽  
pp. 821 ◽  
Author(s):  
Antony García ◽  
Yessica Sáez ◽  
José Muñoz ◽  
Ignacio Chang ◽  
Héctor Montes Franceschi

This article presents the state of the art on the use of radiofrequency communication for the detection of objects and vehicles in motion, through the interaction between transmitter and receiver devices using ISM (Industrial, Scientific and Medical) bands. By quantifying parameters such as the absence or presence of signals and their intensity, it is possible to approximate the distance between an emitting device and a receiver, localized in the vehicle and a fixed point, respectively . The study of the methodologies used in this article aims to develop a system oriented to guide people with visual disabilities in the public transportation system, taking advantage of the main characteristics of radiofrequency communication: low cost, easy implementation and full compatibility with electronic boards built on embedded systems.Keywords: radiofrequency, ISM bands, detection of vehicles in motion, support for visual disability people, ETA


Author(s):  
Herman Tolle ◽  
Kohei Arai

Head movement has been found to be a natural way of interaction. It can be used as an alternative control method and provides accessibility for users when used in human computer interface solutions. The combination of Head-mounted displays (HMDs) with mobile devices, provide an innovation of new low cost of human-computer interaction. Such devices are hands-free systems. In this paper, we introduce a new method for recognizing head movement as the controller of mobile application and proposed a new control system using head movement only. The proposed method can determine specific head pose movement and respond it as a controller. The implementation of a music player application on an iOS devices shows that the proposed method is appropriate for a new experience of real-time human-computer interaction with head movement control only.


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