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The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted full papers will be peer reviewed. Accepted high quality papers will be presented in oral and poster sessions,will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE.
The International Conference on Consumer Electronics (ICCE) is soliciting technical papersfor oral and poster presentation at ICCE 2018. ICCE has a strong conference history coupledwith a tradition of attracting leading authors and delegates from around the world.Papers reporting new developments in all areas of consumer electronics are invited. Topics around the major theme will be the content ofspecial sessions and tutorials.
The International Conference on Robotics and Automation (ICRA) is the IEEE Robotics and Automation Society’s biggest conference and one of the leading international forums for robotics researchers to present their work.
2020 IEEE International Symposium on Antennas and Propagation and North American Radio Science Meeting
The joint meeting is intended to provide an international forum for the exchange of information on state of the art research in the area of antennas and propagation, electromagnetic engineering and radio science
APEC focuses on the practical and applied aspects of the power electronics business. Not just a power designer’s conference, APEC has something of interest for anyone involved in power electronics including:- Equipment OEMs that use power supplies and converters in their equipment- Designers of power supplies, dc-dc converters, motor drives, uninterruptable power supplies, inverters and any other power electronic circuits, equipments and systems- Manufacturers and suppliers of components and assemblies used in power electronics- Manufacturing, quality and test engineers involved with power electronics equipment- Marketing, sales and anyone involved in the business of power electronic- Compliance engineers testing and qualifying power electronics equipment or equipment that uses power electronics
The IEEE Aerospace and Electronic Systems Magazine publishes articles concerned with the various aspects of systems for space, air, ocean, or ground environments.
Experimental and theoretical advances in antennas including design and development, and in the propagation of electromagnetic waves including scattering, diffraction and interaction with continuous media; and applications pertinent to antennas and propagation, such as remote sensing, applied optics, and millimeter and submillimeter wave techniques.
Contains articles on the applications and other relevant technology. Electronic applications include analog and digital circuits employing thin films and active devices such as Josephson junctions. Power applications include magnet design as well asmotors, generators, and power transmission
The theory, design and application of Control Systems. It shall encompass components, and the integration of these components, as are necessary for the construction of such systems. The word `systems' as used herein shall be interpreted to include physical, biological, organizational and other entities and combinations thereof, which can be represented through a mathematical symbolism. The Field of Interest: shall ...
The Transactions on Biomedical Circuits and Systems addresses areas at the crossroads of Circuits and Systems and Life Sciences. The main emphasis is on microelectronic issues in a wide range of applications found in life sciences, physical sciences and engineering. The primary goal of the journal is to bridge the unique scientific and technical activities of the Circuits and Systems ...
2018 IEEE International Conference on Applied System Invention (ICASI), 2018
The severe disabled have different states and course of disease, therefore, the input devices they used for the assistive system are not the same. In this study, according to the needs of the severe disabled, an assistive input device (AID) was designed and integrated with Intel Assistive Context-Aware Toolkit (ACAT) system for the severe disabled. Through the different input switches ...
IEEE Computer Graphics and Applications, 2006
We provide an overview of some of our input device developments, which we designed in response to the need for more advanced 3D interfaces. Some of our devices are more task-specific and others are more general, but all of them support six or more degrees of freedom (DOF) and work in three dimensions. In our work, we try to understand ...
2014 IEEE Symposium on 3D User Interfaces (3DUI), 2014
In this study, the amplitudes best suited to compare four input devices are examined in the context of a pointer-based system control interface for immersive virtual environments. The interfaces are based on a pen and tablet, a touch tablet, hand-tracking using Kinect and a Wii Nunchuk analog stick. This is done as a preliminary study in order to be able ...
2009 IEEE Virtual Reality Conference, 2009
iPhone and iPod Touch are multi-touch handheld devices that provide new possibilities for interaction techniques. We describe iPhone/iPod Touch implementation of a navigation interaction technique originally developed for a larger multi-touch device (i.e. Lemur). The interaction technique implemented on an iPhone/iPod Touch was used for navigation tasks in a CAVE virtual environment. We performed a pilot study to measure the ...
Proceedings Computer Animation 1999, 1999
The paper proposes virtual input devices based on collision detection for easy construction of interactive 3D graphics applications which use a motion capture system as a real time input device. Each virtual input device is composed from several collision sensor objects and an actuator object. These objects are software components represented as a visible object which users can manipulate on ...
IMS 2015: Bridging the gap for wearable electronics
A Recurrent Crossbar of Memristive Nanodevices Implements Online Novelty Detection - Christopher Bennett: 2016 International Conference on Rebooting Computing
IMS 2011 Microapps - Quickwave Electromagnetic Software with CAD Input and GPU Processing
A Gaming Glove That's Fast Enough for Pros
Multisurface Interaction in the WILD Room
IROS TV 2019- Pohang University of Science and Technology- Haptics and Virtual Reality Laboratory
The Future of Robotics and its Global Impacts
Arogyaswami J. Paulraj
The Josephson Effect: SQUIDs Then and Now: From SLUGS to Axions
Digital Neuromorphic Design of a Liquid State Machine for Real-Time Processing - Nicholas Soures: 2016 International Conference on Rebooting Computing
IMS 2011 Microapps - Volume Manufacturing Trends for Automotive Radar Devices
Analog Devices SP4T RF MEMS Switch with Integrated Driver Circuitry for RF Instrumentation: MicroApps 2015 - Analog Devices
IMS 2014: Super High Bit Rate Radio Access Technologies for Small Cells Using Higher Frequency Bands
IEEE Life Sciences: Wearable Medical Devices Advancing bioengineering
Humanitarian Technology Challenge
Radiated Performance Assessment of Wireless Communications Devices - An Operator's Perspective
IMS 2015: Typical issues of wearable electronics examined prior to commercial products
The Other 5G: 60 GHz Wifi Access / B-Haul Solutions - Arogyaswami Paulraj - Brooklyn 5G Summit 2018
Prototyping MIMO Systems with the AD9361: MicroApps 2015 - Analog Devices
The severe disabled have different states and course of disease, therefore, the input devices they used for the assistive system are not the same. In this study, according to the needs of the severe disabled, an assistive input device (AID) was designed and integrated with Intel Assistive Context-Aware Toolkit (ACAT) system for the severe disabled. Through the different input switches developed and AID by this research, the severely disabled can operate the Intel ACAT system steadily and quickly to communicate with others or complete the environmental control.
We provide an overview of some of our input device developments, which we designed in response to the need for more advanced 3D interfaces. Some of our devices are more task-specific and others are more general, but all of them support six or more degrees of freedom (DOF) and work in three dimensions. In our work, we try to understand the essential requirements of individual tasks and task combinations to develop corresponding devices and interaction techniques. This is our way of developing input devices for the 3D domain that work better for certain application areas than 2D mouses, gloves, and wands.
In this study, the amplitudes best suited to compare four input devices are examined in the context of a pointer-based system control interface for immersive virtual environments. The interfaces are based on a pen and tablet, a touch tablet, hand-tracking using Kinect and a Wii Nunchuk analog stick. This is done as a preliminary study in order to be able to compare the interfaces with the goal of evaluating them in the context of using virtual environments in a class lecture. Five amplitudes are tested for each of the four interfaces by having test participants mark menu elements in an eight- part radial menu using each combination of amplitude and interface. The amplitudes to be used for future experiments were found. Also, the movement times for the interfaces do not fit the predictions of Fitts' law.
iPhone and iPod Touch are multi-touch handheld devices that provide new possibilities for interaction techniques. We describe iPhone/iPod Touch implementation of a navigation interaction technique originally developed for a larger multi-touch device (i.e. Lemur). The interaction technique implemented on an iPhone/iPod Touch was used for navigation tasks in a CAVE virtual environment. We performed a pilot study to measure the control accuracy and to observe how human subjects respond to the interaction technique on the iPhone and iPod Touch devices. We used the preliminary results to improve the design of the interaction technique.
The paper proposes virtual input devices based on collision detection for easy construction of interactive 3D graphics applications which use a motion capture system as a real time input device. Each virtual input device is composed from several collision sensor objects and an actuator object. These objects are software components represented as a visible object which users can manipulate on a computer screen. Each virtual input device has a certain metaphor associated with its role that is determined by location and composition structure of its components. Therefore, it is possible to define various virtual input devices easily only by combining several sensor objects and an actuator object through direct manipulations on a computer screen. The paper presents a realization mechanism and actual examples of virtual input devices.
Manipulators employed in the offshore industry are typically driven by master arms. Although these input devices only require simple algorithms to control the manipulator, as scaled down models of the manipulator they can provide to the operator only approximate control of its end effector. Their mechanical linkages contribute to poor ergonomics, often calling for two handed maneuvering. If available, re-indexing destroys their ability to afford configuration feedback and freeze facilities can result in large uncontrolled movements when released. The author looks at how advances in position sensing technology and cartesian space control strategies may yield benefits in operator control, working environment and efficiency, specifically considering floating handle input devices.<<ETX>>
Persons suffering from intractable disease like ALS (Amyotrophic Lateral Sclerosis) and spinal cord injury often show deterioration in muscular function. Some of these patients are obliged to use artificial respirators and cannot have verbal communication with others. In order to support their communication, there exist various input devices like touch sensor input devices, capacitance sensor input devices and also vision input devices. In addition, computer controlled environment is helpful for such patients. By developing proper computer controlled environment which is controlled by the proper input device, even the patient with serious disability can live sound life. Due to the infrared network system, the computer controlled environment could be well organized.
People with motor impairments often need adaptation of input devices to interact with surrounding people and home-appliances via communication aids and environmental control systems. During the adaptation, a body part to be used, a device to be activated, its specific location, and a posture to use it should be decided by assessing accuracy and speed of motions. Additionally, the strength and frequency of involuntary movements should be taken into account. The successful adaptation is a key determinant to improve Quality of Life (QOL). However, the adaptation is carried out, in most cases, based on only subjective assessments. That is why, we are developing a quantitative method to detect involuntary movements and measure the adaptability of input devices. Our method is based on the root mean square (RMS) values of 3-axes accelerations. In our case studies, a set of accelerometers were attached to corresponding body parts to detect involuntary movements. The results indicate that the RMS values became higher when conspicuous involuntary movements observed. Special attention is paid to analyzing the RMS values in touch panel adaptation.
The evolution of human-to-computer input devices lags far behind the evolution of processing power. In this paper, we present work on merging MEMS force sensors and existing wireless technologies to develop a novel multifunctional interface input system, the Micro Input Devices System (MIDS), which could potentially replace the mouse, the pen, and the keyboard as input devices to the computer. Moreover, initial experimental results indicate that further exploration of this technology could eventually produce a new control-input device for grasping robotic manipulators. We have thus far developed a prototype MIDS that consists of two MIDS rings, each packaged with commercial MEMS acceleration sensors to sense multi-axes motion, and a MIDS wrist watch that communicates with the rings and transmits data wirelessly to interface with a CPU. The system has been demonstrated to perform click and drawing motions successfully. A self-calibration method was also developed to resolve ambiguities in sensed motion for the MEMS sensors.
There have been escalating research interests of gaming on mobile phones in recent years. However, little works have been done on testing and evaluating player experience in relation to mobile input devices. In mobile gaming context, input devices operate as an interface connector to enable players to interact with a game, which might affect player experience. In this study, we conducted an experiment to study the effect of player experience on two commonly used mobile input devices, which are soft keypad and hard keypad. The results showed that input devices do affect player gaming experience on different levels. It is noticeable that players prefer playing with hard keypad than soft keypad on selected game genres. We recommend a list of optimal mobile input and factors that inhibit player experience.
This document is part of the POSIX series of standards for applications and user interfaces to open systems. It defines the Ada language bindings as package specifications and accompanying textual descriptions of the applications program interface (API). This standard supports application portability at the source code level through the binding between ISO 8652:1995 (Ada) and ISO/IEC 9945-1:1990 (IEEE Std 1003.1-1990 ...
This standard, IEEE 1284.3, defines system extensions consistent with the implementation and functionality of IEEE Std 1284. These functions include: Multi-port expansion architectures Multiplexor Daisy Chain Application and Device Driver Programming Interface architecture that can be supported across various operating systems. Data link layer services for supporting IEEE Std 1284 parallel ports.
This standard provides the techniques for objective measurement of electroacoustic characteristics of analog and digital telephones, handsets and headsets. Application is in the frequency range from 100 Hz to 8500 Hz. Although not specifically within the scope of this standard, the methods described are generally applicable to a wide variety of other communications equipment, including cordless, wireless and mobile communications ...