Abstract.We are what we eat. Our everyday food choices affect our long-term and short-term health. In the traditional health care, professionals assess and weigh each individual's dietary intake using intensive labor at high cost. In this paper, we design and implement a diet-aware dining table that can track what and how much we eat. To enable automated food tracking, the dining table is augmented with two layers of weighing and RFID sensor surfaces. We devise a weight-RFID matching algorithm to detect and distinguish how people eat. To validate our diet-aware dining table, we have performed experiments, including live dining scenarios (afternoon tea and Chinese-style dinner), multiple dining participants, and concurrent activities chosen randomly. Our experimental results have shown encouraging recognition accuracy, around 80%. We believe monitoring the dietary behaviors of individuals potentially contribute to dietaware healthcare.
Abstract.To realize Weiser's vision of ubiquitous computing, a popular approach has been to create so-called smart living objects, which are everyday objects in our living environment augmented with digital technology. In this paper, we survey different smart living objects and classify their design choices into different types of digital enhancement. These design choices are about choosing the relation between the object's digital enhancement and its traditional use -(1) whether the object's digital function enhances or distracts its original function, and (2) whether the object's digital interaction matches or conflicts with its original interaction. Finally, we formulate design heuristics that new digital enhancement should consider the object's traditional function and interaction method, and avoid conflict between the digital enhancement and the traditional use.
We present a novel method of dynamic C-D gain adaptation that improves target acquisition for users with motor impairments. Our method, called the Angle Mouse, adjusts the mouse C-D gain based on the deviation of angles sampled during movement. When angular deviation is low, the gain is kept high. When angular deviation is high, the gain is dropped, making the target bigger in motor-space. A key feature of the Angle Mouse is that, unlike most pointing facilitation techniques, it is target-agnostic, requiring no knowledge of target locations or dimensions. This means that the problem of distractor targets is avoided because adaptation is based solely on the user's behavior. In a study of 16 people, 8 of which had motor impairments, we found that the Angle Mouse improved motor-impaired pointing throughput by 10.3% over the Windows default mouse and 11.0% over sticky icons. For able-bodied users, there was no significant difference among the three techniques, as Angle Mouse throughput was within 1.2% of the default. Thus, the Angle Mouse improved pointing performance for users with motor impairments while remaining unobtrusive for able-bodied users.
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