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Applying Human—Computer Interaction Practices to IoT Prototyping
Published in Hongjian Sun, Chao Wang, Bashar I. Ahmad, From Internet of Things to Smart Cities, 2017
Salim. Haniff, Markku. Turunen, Roope. Raisamo
Gesture based interfaces have evolved over time. Gesture based interface can be broken down into two types: the use of angular and position recording sensors like accelerometers and gyroscopes, and the use of computer vision. Due to the cost of integrated circuits (IC) becoming more affordable and advancements in Very-LargeScale-Integration (VLSI), not only are ICs becoming more available to researchers and scientists they are also integrating more functionality. Hence, there has been a large growth of off-the-shelf components that can be quickly integrated with microcontrollers to record the sensor data and pass the data onto the system for further processing. Modern game controllers for consoles contain many integrated electronics that help register the orientation, distance and feedback from the user [31]. One great example is the Nintendo Wii Remote. The Nintendo Wii Remote, released in November 2006, looked like a television remote and contained the following electronics: buttons, 3-axis accelerometer, high-resolution high-speed IR camera, speaker, vibration motor and a wireless Bluetooth connectivity component [23]. The price of the controller was US$40 which allowed researchers and scientists access to incorporate the Nintendo Wii Controller in their experiments. There are open source projects only available to allow researchers the opportunity to integrate the Nintendo Wii Remote into their research project. Some examples of these open source projects can be found from the WiiBrew wiki (https://wiibrew.org/wiki/Wiimote/Library) or just entering the term “wiimote SDK” in a search engine.
Mobile touch screen device use and associations with musculoskeletal symptoms and visual health in a nationally representative sample of Singaporean adolescents
Published in Ergonomics, 2019
Siao Hui Toh, Pieter Coenen, Erin K. Howie, Swarup Mukherjee, David A. Mackey, Leon M. Straker
Questions covered duration (for a typical weekday and weekend day) and frequency (number of weekdays and weekend days) of technology use for multiple devices, including MTSDs and other devices, i.e. TV, desktop, laptop, handheld electronic games (e.g. PSP, Nintendo DS), active (playing actively and moving about, e.g. XBOX Kinect, Wii Remote, PS3 MOVE) and non-active game consoles (playing in sitting position, not actively moving, e.g. gamepad operated XBOX, PS3). Usage for weekdays and weekend days was assessed separately. The TechU-Q also included questions on use in the last 12 months, ownership, bedroom usage, types of activities on weekdays and weekend (i.e. homework, social, watching videos, games or other general use), extent of multitasking with other devices (i.e. never, a little of the time, some of the time or most of the time) and bout length of use (typical duration of usage before stopping). Answer options for the duration of device use, types of activities and bout length of use range from five, 15 or 30 min, to 1, 2, 3 h and so forth with an increment of 1 h up to a maximum of 12 h or more. Device use across the whole week and duration for the types of activities were tabulated by multiplying duration and frequency for weekdays and weekend days.