The 11th Augmented Human International Conference (AH2020) has gathered scientific papers from a wide range of disciplines, including augmented vision; augmented hearing; body tracking; augmentation with smart material and through lifelogs; brain augmentation; augmented reality applications; rehabilitation; medicine; ethics of augmented human technologies. Thus, many papers focused on building the human augmentation technologies, which is necessary for them to emerge in the real world. However, few papers investigated the ethical or safety issues of augmented human technologies while other papers presented the latest trends in the medical and rehabilitation fields.
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Eyes-free graph legibility: using skin-dragging to provide a tactile graph visualization on the arm
Recent technological advances have enabled novel tactile displays which have mainly focused on providing shorter sensations for notifications and/or simple messages. These have been primarily been used to enhance the user experience. In contrast, ...
A smart utensil for detecting food pick-up gesture and amount while eating
Higher food intake rates (i.e., eating too fast) are linked to several health concerns such as an elevated risk of obesity or gastritis. Raising awareness of one's eating habits can regulate one's pace of food intake. In this paper, we propose a novel ...
xClothes: augmenting human thermoregulation using shape changing clothes
Inspired by the breathing function of plant leaves to facilitate gas exchange, we aim to design shape changing clothing to maintain the wearing comfort under different body states. On the basis of the nature phenomena of the stomata opening, we propose ...
Investigation of human-device interaction via predictive simulation
The aim of this study is to investigate the interaction characteristics between human upper extremity limb and mobility assistance device, in order to test the effects of different device designs on human arm movement. In this paper, the role of ...
Limb-O: real-time comparison and visualization of lower limb motions
Since the rise in popularity of video-sharing platforms such as Youtube, learning new skills from the comfort of one's own home has become more accessible than ever. Though such independent learning methods are useful, they lack the real-time feedback ...
User gesture elicitation of common smartphone tasks for hand proximate user interfaces
The ubiquity of smartphone interactions along with the advancements made in mixed reality applications and gesture recognition present an intriguing space for novel interaction techniques using the hand as an interface. This paper explores the idea of ...
An exploration of rules and tools for family members to limit co-located smartphone usage
Smartphones play an increasingly large role within our lives, shaping our interaction with friends and family members. Though smartphones facilitate seamless communication, there is a growing concern that people overuse smartphones in front of family ...
Caring4Dementia: a mobile application to train people caring for patients with dementia
Dementia is a term used when the brain functionality reduces in terms of behaviour, memory and thinking clearly for daily activities. In the early stages, memory impairment limits the memory processes in patients with dementia (PwD). In advanced stages, ...
Development of a cooperative work method based on autonomous learning of implicit instructions
Cooperative work with wearable robotics designed as an "extended body" for the wearer has the potential to improve individual productivity regardless of the context. The final purpose of this research it to design a new communication method between the ...
Acceptability evaluation of inter-driver interaction system via a driving agent using vehicle-to-vehicle communication
Vehicle-to-vehicle (V2V) communication is expected to be applicable as a new information exchange method that would help reduce traffic accidents. Most services currently being considered can notify drivers of the dangers predicted by exchanging vehicle ...
A comparison between audio and IMU data to detect chewing events based on an earable device
The feasibility of collecting various data from built-in wearable sensors has enticed many researchers to use these devices for analyzing human activities and behaviors. In particular, audio, video, and motion data have been utilized for automatic ...
Exploring technology for neonatal resuscitation training
The healthcare industry is regularly seeking for innovative ways to leverage technology in order to create or improve the experiences of their professionals and their patients. With advancements in Head-worn display (HWD) technology such as the ...
Extensions of mind: relating to data and others
The logical propositions in the literature pertaining to language-use are highly related to the structure of mind. Between individuals and communities, the associations that minds can entertain depend upon these structures. Can Internet as "information ...
Improving humans: enhancing the complex sociological being with the virtual
In this paper, we argue in favour of using an immersive Virtual Environment (VE) in order to improve human capabilities. We develop this idea in order to advance the potential of VEs in enhancing humans. Training with VEs has proven in some cases to be ...
Mismatch negativity for visuo-tactile inconsistency in rubber hand illusion paradigm
The human body schema has innate characteristics, it is known to change through the process of growth and injury, thus making it mutable. And there have been many attempts to augment or enhance limbs as perceptual abilities and effectors in body ...
Comparison between vestibular responses to a physical and virtual reality rotating chair
The integration of visual and vestibular information is crucial to maintain our static and dynamic postural stability. In this study, vestibular responses to two types of sensory input are compared: 1) physically-induced yaw rotation 2) a visually-...
Kinect-based 3D assessment for clubfoot deformity: an exploratory study
Congenital talipes equinovarus is a musculoskeletal pediatric foot deformity, which is characterized by midfoot cavus, forefoot adductus, hindfoot varus and equinus (CAVE). A standardized objective assessment is essential to measure the severity of the ...
Gaze-Net: appearance-based gaze estimation using capsule networks
Recent studies on appearance based gaze estimation indicate the ability of Neural Networks to decode gaze information from facial images encompassing pose information. In this paper, we propose Gaze-Net: A capsule network capable of decoding, ...
Tracing shapes with eyes: design and evaluation of an eye tracking based approach
Eye tracking systems can provide people with severe motor impairments a way to communicate through gaze-based interactions. Such systems transform a user's gaze input into mouse pointer coordinates that can trigger keystrokes on an on-screen keyboard. ...
Shell shaped smart clothes for non-verbal communication
The research and development in the domain of smart clothes equipped with a range of sensors and actuators has witnessed a significant increase in the recent years. Sensors and smart materials may be used to expand the function of clothing as a form of ...
Body chain: using blockchain to reach augmented body health state consensus
Humans have used prosthetics for a long time, especially to recover lost abilities such as eyesight with glasses. We foresee a near future where more and more human organs and parts will be augmented by implants with computing, storing, and ...
An interactive sensory system to record and monitor human motion in physical rehabilitation
This paper briefly presents the application of an interactive sensory system to sense, record, restore, and monitor the movement of objects such as the human body. The setup, consisting of a data streamer and a software development kit (SDK), has nine ...
AR train: combining SLAM with a marker detector for AR applications in static and dynamic environments
Simultaneous localization and mapping (SLAM) has been applied to various fields. In particular, when a map generated by SLAM is loaded in augmented reality (AR) applications, virtual objects are correctly placed in real environments. However, most SLAM ...
Using guessability framework: age-related differences in hand gesture interaction
Mid-air gestures have been heavily studied in HCI but with mostly younger adults (YAs). Older adults (OAs) can equally benefit from such a modality, but given their heterogeneous motor abilities, designing suitable gestures is challenging [2]. Our ...
A neurofeedback game for speech sounds learning in foreign language
Neurofeedback is a sub-category of biofeedback that is concerned with using brain signals as the source of training data in a feedback loop. The neurofeedback training procedures in this study focused on the mismatch negativity (MMN) component, an event-...
Current works and future directions on application of machine learning in primary care
In this short paper, we explained current machine learning works in primary care based on a scoping review that we performed. The performed review was in line with the methodological framework proposed by Colquhoun and colleagues. Lastly, we discussed ...
Unobtrusive camera-based monitoring of behavioural disturbances in patients with dementia living in long term care facilities
The purpose of this project is to develop a platform for behavioural disturbances recognition in patients with dementia (PwD). Using a combination of pose recognition software and object segmentation, the system will identify hazardous behaviours and ...
- Proceedings of the 11th Augmented Human International Conference