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The Social Car: Enhancing Communication between Drivers by Digital Augmentation

PhD Thesis by Chao Wang

The road environment can be seen as a social situation: In each journey, we encounter other drivers and need to coordinate with them to share the infrastructure. A traditional physical communication method, such as car-body language, lights, horn and speed are the most frequently used means to exchange information, limiting both the range and the bandwidth of the connectivity. This situation may lead to two adverse effects: more conflict in sharing the road and social isolation while driving.

Nowadays, everywhere available connectivity, the broad penetration of social network services and the increasing utility of advanced humanmachine interaction technology, provide new possibilities for enhancing the communication between drivers on the road, enabling social information to pass through the steel shell of the cars without the physical restriction. In this research, we generated, prototyped and evaluated multiple novel social applications …

C. Wang, The Social Car: Enhancing Communication between Drivers by Digital Augmentation, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2017.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
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Social Hue

PhD Thesis by Kadian Davis

…This dissertation employs a user-centered design approach within a multidisciplinary framework, which includes aspects of human-computer interaction, social psychology, cognition, signal processing, and pervasive computing for the design, development, deployment, and validation of bidirectional activity peripheral displays to support social connectedness. Throughout this dissertation, we exploit a human-centered approach to actively involve impending ageing and caregiver users in our design, development, and validation process. Traditional ethnographic techniques such as interviews and observation, accompanied by contemporary techniques such as co-constructing stories were applied to acquire a holistic understanding of the users in context and assist prospective users to imagine user requirements and envision future usage possibilities within AAL environments…

K. Davis, Social Hue – A Bidirectional Human Activity-Based System for Improving Social Connectedness between the Elderly and their Caregivers, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2017.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
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Best Demo Award @ AutomitiveUI 2017

C. Wang, S. Steeghs, D. Chakraborty, A. Gorle, D. Dey, S. v. d. Star, A. Sudhakaran, J. Terken, and J. Hu, “Designing for Enhancing Situational Awareness of Semi-Autonomous Driving Vehicles,” in Proceedings of the 9th International Conference on Automotive User Interfaces and Interactive Vehicular Applications Adjunct, Oldenburg, Germany, 2017, pp. 228-229. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1145/3131726.3132061

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Effects of Ambient Lighting Displays on Peripheral Activity Awareness

Article published in IEEE Access

The emergence of ubiquitous sensing and the Internet of Things (IoT) have inspired the
development of ‘‘smart’’ everyday objects, which offer tremendous opportunities for maintaining the quality
of life in ambient assisted living (AAL) environments. Inspired by the future possibilities of connected
everyday devices, we envision a peripheral activity-based awareness system that captures human activity
information and renders this information to enhance context awareness and support social connectedness
between the elderly and their caregivers…

K. Davis, E. B. Owusu, L. Marcenaro, L. Feijs, C. Regazzoni, and J. Hu, “Effects of Ambient Lighting Displays on Peripheral Activity Awareness,” IEEE Access, vol. 5, pp. 9318-9335, 2017.
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DOI: 10.1109/ACCESS.2017.2703866
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Drama, Story, Production, Interaction: A Design Approach towards Interactive Installations

PhD Thesis by Yu Zhang

Background: Since the early pioneers like Le Corbusier in collaboration with the Philips Corporation designed Poème électronique in 1958, practitioners including designers and artists have embraced interaction and interactive technologies as means for expressing their intuitive concepts. Consequently, designing the experience for interactive art products and installations has gained attraction worldwide over the last decades. Any innovative design is strongly influenced by the intent of the practitioner. Therefore, it is of utmost importance to understand how those practitioners’ intent can be made explicit through their designed artifacts.

Y. Zhang, Drama, Story, Production, Interaction: A Design Approach towards Interactive Installations, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2017.
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Continue reading Drama, Story, Production, Interaction: A Design Approach towards Interactive Installations

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New Scientist: Augmented reality lets cars communicate to reduce road rage

CarNote
CarNote

You’re driving along and someone cuts you up. You go to honk your horn or make an aggressive hand gesture, when a virtual note flashes up on your windscreen: “Rushing to the hospital”. Your anger dissipates and you feel empathy instead.

Chao Wang and his colleagues at Eindhoven University of Technology in the Netherlands have developed an augmented reality app designed to reduce road rage by improving communication between drivers. “In the US every year, 1500 people are injured or killed as a result of aggressive driving,” says Wang.

read more at New Scientist.

C. Wang, J. Terken, and J. Hu, “CarNote: Reducing Misunderstanding between Drivers by Digital Augmentation,” in Proceedings of the 22nd International Conference on Intelligent User Interfaces, 2017, pp. 85-94.
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Serious Games for Learning

PhD Thesis by Maira Brandao Carvalho

Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often do not share common vocabularies and work processes.

The objective of this research is, thus, to support the design and development of digital educational SGs, by helping reduce the costs associated with SG development, while fulfilling the game’s educational and entertainment goals…

M. Carvalho, Serious Games for Learning: A model and a reference architecture for efficient game development, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2017.
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Designing a Wearable Gait Assistant for Parkinson’s Patients

[M22 project by João Paulo Lammoglia]

The project revolves around the Freezing of Gait (FOG) phenomenon occurring among elderly patients with Parkinson’s disease (PD). FOG is the temporary, involuntary inability to move and it can be experienced on turning, in narrow spaces, whilst reaching a destination, and in stressful situations. FOG is one of the most disabling and common mobility disorder in PD, and is usually observed in the advanced stages of the disease (Nieuwboer, 2013). Gait impairment and FOG seriously affect the quality of life of patients as it can lead to an unpredictable loss of control over movement and can result into falls.

The effectiveness of the Sensory cueing in improving gait in PD patients has been established by different researchers (Bagley, 1991) (Freedland, 2002). Sensory cueing can be defined as the use of external temporal or spatial stimuli to facilitate movement, gait initiation and continuation (Nieuwboer, 2007). It can be divided into three modalities: visual cueing; auditory cueing; and tactile cueing. Visual cues help to enlarge the stride length and generate sufficient amplitude movement (Azulay, 1999), while auditory cues help to stabilize the gait timing (Freedland, 2002).

The goal for this project is to combine the established scientific knowledge on FOG and Sensory cueing with an in-depth User Research into the design of an intelligent product/service for the assistance of a more independent lifestyle for PD patients with FOG symptoms.

In this document it is described my design vision and connected to it motivation for my Final Master Project. After, information about the context and project can be found. It is illustrated the project development, design approach, outcomes and future steps.

J. P. Lammoglia, Designing a Wearable Gait Assistant for Parkinson’s Patients, M22 Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2016.
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LivingSurface: Biofeedback through Shape-changing Display

2016-TEI-LivingSurfaceIn this paper we describe the concept, design and implementation of LivingSurface, an interactive wall-like surface as a shape-changing display of biofeedback. The surface changes its shape responding to an individual’s physiological data, reflecting the internal bodily processes. The surface design basically consists of two layers: the pattern layer (front layer) and the actuating layer (back layer). The first is a complex paper-based structure with repetitive incisions created by laser cutting. The actuating layer serves as a medium transforming the force from servomotors, vibration motors or fans into an action on the
pattern layer. The cutout patterns are stimulated to vibrate, swing, bulge, or rotate which is used to display physiological information in dynamic physical form. This work has been exhibited on Milan Design Week 2015; we collected and analyzed the feedback from the visitors during the exhibition and discuss the possibilities of the proposed surfaces as a shape-changing interface of biofeedback or an ambient display of information.

B. Yu, N. Bongers, A. van Asseldonk, J. Hu, M. Funk, and L. Feijs, “LivingSurface: Biofeedback through Shape-changing Display,” in Tenth Anniversary Conference on Tangible Embedded and Embodied Interaction, Eindhoven, 2016, pp. 168-175.
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