Abstract
There has been an explosion of sensor, presentation, and display technology available for exploration in Human-Computer Interaction. While much of this technology is readily available, approachable, and/or inexpensive, such as cell phone or Web display, other technology remains relatively expensive in the context of classroom instruction. This work presents an approach to exposing students to the principles encapsulated in expensive technologies using less expensive alternatives. Arranged in four broad categories, Brain-Computer Interfacing, Haptics, Augmented/Virtual Reality, and General interfaces, we survey a collection of devices and emerging technologies appropriate for student use in group and individual Human-Computer Interaction projects.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Preece, J., Sharp, H., Rogers, Y.: Interaction Design. Wiley, Hooboken (2015)
EMOTIV Brainware. http://www.emotiv.com
NeuroSky. http://neurosky.com
Singh, S.: NeuroPy. http://neurosky.com
Isomer Programming: eegID. http://www.isomerprogramming.com/downloads/android-apps/eegid
Restivo, M.T., Cardoso, A., Lopes, A.M.: Online Experimentation Emerging Technologies and IoT. IFSA Publishing, Barcelona (2016)
LeClair, A., Wolfer, J.: Haptic representation of aortic pressure waveforms using synthetic ECG derived time intervals. In: Proceedings International Conference on Online Experimentation (2015)
Sensable Phantom Omni. http://www.dentsable.com/haptic-phantom-omni.htm
Carneiro, F., Quintas, P., Abreu, P., Restivo, M.T.: Design and test of a 1 DOF haptic device for online experimentation. Int. J. Online Eng. 12(4), 55–57 (2016)
Novint: Falcon. http://www.novint.com/index.php/novint
Danieau, F.: Libnifalcon. https://github.com/libnifalcon/libnifalcon
Open Source Haptics: H3D H3DAPI. www.h3dapi.org
Gordon, S.L., Wolfer, J.: Vascular-haptic interaction: a student project case study in computer graphics. In: International Conference on Engineering and Computing Education, March 2009
Oculus: Oculus rift. https://www.oculus.com/
Google VR: Google cardboard. https://vr.google.com/cardboard/
Wake County Public Schools: Google cardboard virtual reality. http://www.wcpss.net/cms/lib/NC01911451/Centricity/Domain/3791/Google%20Cardboard%20VR.pdf
Hernandez-Rangel, E.: RADSVRX, Radiology Advanced Educational System with Virtual Reality Experience. http://www.alexandriavr.com/radsvrx
Amazon: 3D cellphone camera lens. https://www.amazon.com/Universal-Mobile-Camera-iPhone-Samsung/dp/B01CP2VFPE/ref=pd_lpo_107_tr_t_3?_encoding=UTF8&psc=1&refRID=FQB721ASYKJZ8GPXVMZB
The National Museum of Computing. http://www.tnmoc.org
Saeb, S., et al.: Mobile phone sensor correlates of depressive symptom severity in daily-life behavior: an exploratory study. J. Med. Internet Res. 17(7), e175 (2015)
Fivasim: AndroSensor. http://www.fivasim.com/androsensor.html
Leap Motion: Leap motion controller. https://www.leapmotion.com/G
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this paper
Cite this paper
Wolfer, J. (2018). Approaching Emerging Technologies: Exploring Significant Human-Computer Interaction in the Budget-Limited Classroom. In: Auer, M., Zutin, D. (eds) Online Engineering & Internet of Things. Lecture Notes in Networks and Systems, vol 22. Springer, Cham. https://doi.org/10.1007/978-3-319-64352-6_63
Download citation
DOI: https://doi.org/10.1007/978-3-319-64352-6_63
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-64351-9
Online ISBN: 978-3-319-64352-6
eBook Packages: EngineeringEngineering (R0)