Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

4.15.2015

How far will wearable technology goes?

Why wearable tech will be as big as the smartphone?  
"Data will not help you if you can’t see it when you need it. For Dan Eisenhardt—a competitive swimmer for more than a decade, beginning as a 9-year-old in his native Denmark—the data he needed in the water, what he could never know in the water, was his splits. His event was the 1,500-meter freestyle, the longest slog in the sport, a near-mile of grinding exertion divided into 15 laps of 100 meters apiece. As with every distance sport, pacing is all; lag your target time on the first two laps and you may never catch up, but accidentally beat it and you’ll load your tissue with lactic acid, doom your endgame. How fast was his last lap? How did it compare to his usual pace? His coach up on the pool deck could know, his parents in the stands could know. But Eisenhardt, at war in the water, could only guess."  WASIK, BILL  (2013)

http://www.wired.com/2013/12/wearable-computers/all/



This is very interesting and make me think how it will be the wearables technologies in the future, actually not so far from today. In my opinion, we are living the decade of Ubiquitous Computing so, this is a "marriage" that probably could make sense in different areas specially for healthcare but, let's have a look on what we are dealing nowadays.


1] Wristbans Xylobands
Light devices, like the ones from Xylobands – Wristbands integrated LEDs that can be controlled via radio technologies, are an excellent example of a wearable trend for festivals or concerts. In several Coldplay concerts the engagement with their fans were an magical experience. Yes, this is what we are talking about, live experience. I agree that we could this in a kind of "Immersive User Experience" for live audience environments which make the audience as a part of the show.



Coldplay - Paradise (Live 2012 from Paris)


In live events the LED wristband is controlled by radio creating lighting effects at a range  from 200,000-150,000 people. It is compose by multiple flash patterns with RGB LED’s which can change to any colour. Can be programmed to create a vast array of amazing visual effects and images to compliment any live event. Can be RFID enabled to enhance the event with an integration with social media. 

For more information:
http://www.xylobands.com


2] “The Pepsi Bioreactive Concert” – SXSW 2014
Another example of an "Immersive User Experience" is the liver performer in real-time created by Pepsi during the SXSW 2014. The audience was using lightwave wearable wireless devices to measure different user interactions — movement, audio levels and body temperature. The objective was to visualize in real-time the collected data of the dance energy from boys and girls. This is what we call "User engagement".  





3] Narrative Clip
This small wearable camera is focus on a different trend – Collect moments that matter.
The key features are what makes this devices different from others, timeline with geotag and timestamp, explore the moments through a unique time-lapse, social media  connection to share your moments and inspire other Narrative users, write captions personalisation and so one.

(Image source: rainews)


IOS Mobile Application:

https://itunes.apple.com/us/app/narrative/id722804868?mt=8


For more information:
http://getnarrative.com


4] Project POLE  
A motion-capture sportswear with 9-axis motion sensors to track whole body movements. Combine with the app TRACKY+ it is possible to monitor the heart rate, movements captured by 3D rendering, body temperature and interpret the fitness or stress level, through the respiratory rate. My doubts here is more related wit other devices, the smartwatches. What is the environment for users get experience with this devices?  e.g. The Strava app (Running and Cycling GPS trackers, Performance Analytics) actually now synchronise with Apple Watch and what we see from the different article is that are more related with outdoor experience instead of indoor fitness. My personal experience is only related with Gamin Fenix 2. The bluetooth connection between this watch and my smartphone when I am running in the mountains it is cool because I can see how is calling me during the activity, looking only to the screen of my watch. 


http://www.coolwearable.com/tracky-motioncapture-sportswear/

(Image source: cool wearable)





Preorder in Indeigogo:
https://www.indiegogo.com/projects/projectpole-world-s-first-motioncapture-sportswear



As a researcher of healthcare technology, I am always looking forward for new and relevant ideas related, even if they are a prototype. 

5] Fashion-Inspired insulin delivery 
Designer: Designer: Devina Kothar

"Devina Kothari’s innovative solution for insulin delivery easily integrates into the user’s lifestyle with fashion-inspired wearable tech they can set and forget! It uses a closed-loop delivery method that detects blood glucose levels before slowly dispersing the appropriate insulin dosage. Not only automated, the process is also made pain-free by use of a micro-needle array where the diameter is smaller than that of a mosquito’s probe! Additionally, integrated bio-sensors detect any unusual fluctuation in the patient’s glucose levels, pulse rate and other metrics and will automatically notify the appropriate party in the event of an emergency."




(Image source: yanko design)


















4.22.2014

No limits for Natural Gestures with FIN

NUI (Natural User Interfaces)
This gesture control object will revolutionise the interaction through natural gestures.  FIN is a small hardware that users can use as a ring. It is composed by sensors that recognise each segment of the fingers (phalanges): It has bluetooth connectivity that can be used to connect the FIN to other devices like smartphones, TV's or other similar devices wearable. 

(Image source: FIN)

You can assign each activities and act like "Hot Keys". Each of your fingers are connected to the devices segments. e.g.: Just tap using the thumb on the segment of the finger to make your phone silent - Mode ON / OFF - while the phone is in your pocket. FIN tiny wearable device wear the thumb of your hand and it will make your whole palm, fingers and numeric keypad a gesture space.

Image source: Indiegogo

Image source: Indiegogo

Pre-order
http://www.wearfin.com




Prototype
This is a prototype but the initial initiative of a public funding for the project, was a overwhelming success that managed to raise over $200,000 USD from over 2000 people to develop this invention. "FIN is one of the TOP 15 Startups in the world in TechCrunch Hardware Battlefield 2014 during CES2014 at Las Vegas." 



3.15.2014

Growing Up with Technology

Technology is advancing at such a rate that traditional methods of teaching and learning are not pushing the full potential of both students and teachers. By using it properly inside and outside of the classroom, we can create a new dimension of teaching and learning.

Original source (nytimes.com): Fast times at woodside high  
1. Learning by Doing
All the students use computers or tablets in their classroom and hobbies. We can find also a wide range of interests outside of each area of study. They use the latest in technology - Computers, smartphones, tablets, mp3 players or digital cameras. They expect that all this "technology" works properly and fast and if not, they get bored. In my opinion, the solution is challenging them properly with creative and innovative ways. They learn by doing, not by reading the instruction manual or only listening some lectures. 

Geoff Mulgan: A short intro to the Studio School

2. Human Interaction, not Isolation

Generational differences in learning techniques are normaly in how people of different ages approach technology. We are closer to our grandparents in optimism about the future than our parent's generation. Students get a better grasp of concepts if the professor is trying to teach them by doing with hands-on work. The use of technology only enhances this "hands-on experience", it does not replace human interaction. 

 Raphael Kluzniok, The Chronicle 

3. Cut-and-Paste Culture
Technology is everywhere. The  "tech-savviness" and the traditional educational practices and ethics are coming into question. E.g. "cheating", it is a major academic infraction. When I talk to the students about this situation, they tell me that cheating is part of the culture, especially in theoretical disciplines. I have been asking myself if Is it because students aren't learning or it is because their learning and working ethic are different from myself and my colleagues. For me plagiarism is an academic environment is an infraction of choice. How can it not be? Information is easily available trough Internet and scientific papers are being sold online with a simple VPN access.

The temptation to do "copy/paste" and pull in quotes from a web site without reference is easy and  does not work any. It is necessary to implement discipline of effort, work methods and teamwork since the first day of kindergarten.

(Image source:  http://iosguides.net)

4. Access and Skills
I agree that students need to be able to use the technology. The more advanced users are (Know how to write a simple Web page, update a ready-made blog site or even download music and movies—perhaps illegally) more capability they have to deal with technological problems.

Technology is expensive and I am afraid that most users have no knowledge about how to set up a local area network or even how to troubleshoot their own computer for small problems. Even though  I agree that most technological systems are intuitive, there are certainly users with difficulties.

In some school, the students must pass a computer competency test before being promoted to high school. The average is how to use a computer for homework, checking e-mail, online chatting and surfing on  the Internet. It would be important for all courses, a basic technological discipline with computer skills beyond fundamentals like digital document archiving, web page design, using html or css, setting up wireless networks or using a firewall. These are "smalls" skills that students need to know to be more competitive.

2.06.2014

30 years of Mac - Meetings Technology Innovation


"The power to be your best"


"On January 24, 1984, Apple introduced the Macintosh. And with it a promise that the power of technology, put in the hands of everyone, could change the world. On January 24, 2014, we sent 15 camera crews all over the world to show how that promise has become a reality. From sunrise in Melbourne to nightfall in Los Angeles, they documented people doing amazing things with Apple products. They shot over 70 hours of footage - all which the iPhone 5. Then it was edited and scored with an original soundtrack. Thanks to the power of the Mac and the innovations it has inspired, an effort that normally takes months was accomplished in a matter of days"


Apple - Mac 30 - Thirty years of innovation



Oficial video "1-24-14"

According to the Apple, thirty years ago the Mackintosh put the power of technology in everyone's hands, launching a generation of pioneers who continue to change the world. I still remember the first Mac that I worked, iMac G3 (1998).