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Smart eyewear enabled interactive pet toy for users with limited mobility

Published: 09 September 2019 Publication History

Abstract

Smart eyewear that detects eye movements and head motions have been applied to studies on detecting oneâĂŹs mental state [5], engagement level in social interactions, and measuring concentration [4]. However, applications for these smart eyewear that offers intriguing and novel interactive experience has seldom been used as wearable device-control. As an application of this type of wearable, we used J!NS MEME that enables head motion data to control smart devices with hands-free operation in a pet toy system to facilitate human-animal interaction for people in cases of limited mobility either due to physical disability or the lack of enough space allowance. For our study, we primarily focused on exploring interaction possibilities between pet owners, who experience physical limitations due to the latter context, and their pets. The study result shows a promising start for opening up new interaction opportunities for our targeted audience in the context of physical limitation; however, the impact on those with physical disabilities is still arguable as it is yet to be evaluated. Nevertheless, since smart eyewear can act as an unobtrusive and useful body extension for people with limited mobility, we believe that it can be an alternative input option that can be applied not just to human-animal interaction but also to wider domains such smart devices and home systems for these users.

References

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Steven Guamán, Adrián Calvopiña, Pamela Orta, Freddy Tapia, and Sang Guun Yoo. 2018. Device Control System for a Smart Home Using Voice Commands: A Practical Case. In Proceedings of the 2018 10th International Conference on Information Management and Engineering (ICIME 2018). ACM, New York, NY, USA, 86--89.
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Geoff Hosey and Vicky Melfi. 2014. Human-animal interactions, relationships and bonds: a review and analysis of the literature. International Journal of Comparative Psychology 27, 1 (2014).
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Shoya Ishimaru, Kai Kunze, Katsuma Tanaka, Yuji Uema, Koichi Kise, and Masahiko Inami. 2015. Smart Eyewear for Interaction and Activity Recognition. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '15). ACM, New York, NY, USA, 307--310.
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Rana El Kaliouby and Peter Robinson. 2004. Real-Time Inference of Complex Mental States from Facial Expressions and Head Gestures. In Proceedings of the 2004 Conference on Computer Vision and Pattern Recognition Workshop (CVPRW'04) Volume 10 - Volume 10 (CVPRW '04). IEEE Computer Society, Washington, DC, USA, 154--. http://dl.acm.org/citation.cfm?id=1032641.1033044
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Kai Kunze, Kazutaka Inoue, Katsutoshi Masai, Yuji Uema, Sean ShaoAn Tsai, Shoya Ishimaru, Katsuma Tanaka, Koichi Kise, and Masahiko Inami. 2015. MEME: Smart Glasses to Promote Healthy Habits for Knowledge Workers. In ACM SIGGRAPH 2015 Emerging Technologies (SIGGRAPH '15). ACM, New York, NY, USA, Article 17, 1 pages.
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    cover image ACM Conferences
    UbiComp/ISWC '19 Adjunct: Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers
    September 2019
    1234 pages
    ISBN:9781450368698
    DOI:10.1145/3341162
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 09 September 2019

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    Author Tags

    1. assistive technology
    2. computer interaction for disabled persons
    3. eye-wear computing
    4. hands-free input
    5. head movement interaction
    6. human-animal interaction
    7. inclusive design

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