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Chapter and Conference Paper
Calm Digital Artwork for Connectedness: A Case Study
Connectedness is increasingly recognized as an important aspect of life and wellbeing. The technology-driven solutions aimed at fostering connectedness can also introduce negative pressure or influence when to...
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Chapter and Conference Paper
SocialBike: Quantified-Self Data as Social Cue in Physical Activity
Quantified-self application is widely used in sports and health management; the type and amount of data that can be fed back to the user are growing rapidly. However, only a few studies discussed the social at...
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Chapter and Conference Paper
EVE: A Combined Physical-Digital Interface for Insomnia Sleep Diary
Insomnia is a medical condition with high prevalence and negative impact on quality of life. As a part of various therapies, sleep diaries are used as a tool for diagnosis and patient self-management. Traditio...
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Chapter
Towards a Deeper Understanding of the Behavioural Implications of Bidirectional Activity-Based Ambient Displays in Ambient Assisted Living Environments
In this chapter, we investigate the extent to which the real-time bidirectional exchange of activity information can influence context-awareness, social presence, social connectedness, and importantly interper...
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Chapter and Conference Paper
The Affective Respiration Device
In this paper, we discuss the Affective Respiration Device, its rationale and elaborate a few lessons learned from our attempt to embed this technology in the flow of everyday life. The device captures the res...
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Chapter and Conference Paper
See Me Roar: On the Over-Positive, Cross-Cultural Response on an AR Game for Math Learning
Today’s children spend a lot of time playing digital games, but may be less interested in their schoolwork, especially for subjects they find difficult and are subsequently not willing to spend much time on it...
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Chapter and Conference Paper
Color Correction of Baby Images for Cyanosis Detection
An accurate assessment of the bluish discoloration of cyanosis in the newborn baby’s skin is essential for the doctors when making a comprehensive evaluation or a treatment decision. To date, midwives employ t...
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Chapter and Conference Paper
Presenting a Real-Time Activity-Based Bidirectional Framework for Improving Social Connectedness
New research on ambient displays within ambient assisted living (AAL) environments, demonstrates solid potential for the application of bidirectional activity-based context aware systems for promoting social c...
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Chapter and Conference Paper
Garment Design for an Ambulatory Pregnancy Monitoring System
Constant pregnancy monitoring is a promising alternative to reduce the number of stillbirths and preterm delivery due to false alarms. Tele-monitoring systems can provide regular, accurate and timely monitorin...
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Chapter and Conference Paper
Design and Evaluation of an Ambient Lighting Interface of HRV Biofeedback System in Home Setting
Chronic stress puts individuals at an increasing risk of numerous health problems. In this study, we present an ambient lighting interface of a biofeedback system that helps users to self-regulate their breath...
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Chapter and Conference Paper
Using Semantic Transformers to Enable Interoperability between Media Devices in a Ubiquitous Computing Environment
One of the aims of ubiquitous computing is to enable “serendipitous interoperability”; i.e., to make devices that were not necessarily designed to work together interoperate with one another. It also promises ...
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Chapter
Tangible Interfaces to Digital Connections, Centralized versus Decentralized
In the era of distributed digital media, technology is moving to the background and interoperability between devices increases. The handles for users to explore, make and break connections between devices seem...
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Chapter and Conference Paper
Towards the Design and Evaluation of ROILA: A Speech Recognition Friendly Artificial Language
In our research we argue for the benefits that an artificially designed language that we call ROILA could provide to improve the accuracy of speech recognition given that it is constructed on speech recognitio...
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Chapter and Conference Paper
Designing an Artificial Robotic Interaction Language
The project described hereunder focuses on the design and implementation of a “Artificial Robotic Interaction Language", where the research goal is to find a balance between the effort necessary from the user ...
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Chapter and Conference Paper
A Distributed Multi-agent Architecture in Simulation Based Medical Training
In the United States as many as 98,000 people die each year from medical errors that occur in hospitals, according to a book with the title To Err is Human. It was found that in America 75 percent of the failures...
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Chapter
A Distributed Multi-agent Architecture in Simulation Based Medical Training
This paper addresses the issues of distributed interactions in a simulation based medial training environment, where a team of doctors, nurses and assistants are trained for handling difficult delivery situati...
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Chapter and Conference Paper
Teaching Machine Learning to Design Students
Machine learning is a key technology to design and create intelligent systems, products, and related services. Like many other design departments, we are faced with the challenge to teach machine learning to d...
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Chapter and Conference Paper
UML in Action: Integrating Formal Methods in Industrial Design Education
When designing product behavior, the designer often needs to communicate to experts in computer software and protocols. In present-day software engineering, formal specification methods such as the Universal M...
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Chapter and Conference Paper
IPML: Extending SMIL for Distributed Multimedia Presentations
This paper addresses issues of distributing multimedia presentations in an ambient intelligent environment, exams the existing technologies and proposes IPML, a markup language that extends SMIL for distribute...
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Chapter and Conference Paper
Size Variation and Flow Experience of Physical Game Support Objects
This paper is about designing and evaluating an innovative type of computer game. Game support objects are used to enrich the gaming experience [7]. The added objects are active but are simpler than real robot...